Something that I can think of to suggest are removing the forced pollution from the nanoforge
nice mod! but simply changing the requirement will ruin the immersion since the text doesn't change. And also it is better to provide a version in which users can modify all the settings.
Thanks! These are now actually more balanced, especially the ones that required 10 resources (considering the limited number of colonies we can have.....).
would it be possible to make it configurable? Include a plaintext settings file so I ca twek the values as I like, and enable/disable to pre-reqs for specific items?
you can install a gamma core to lower the demand to 9 but yea still a pain
This small mod is aimed to expand the use area of new Special items, added in 0.95, by changing planet status requirements.
DOWNLOAD v0.2 (https://drive.google.com/file/d/1nA-AY0XbWjzrit9FJCZJKVaenqOjnNB5/view?usp=sharing)
DOWNLOAD(No requirements version) (https://drive.google.com/file/d/1-QRffsGlCxH0dJ4SlSHK1e8rfn7LALJu/view?usp=sharing)
Will make "+2 industries from Coronal tap" or any other reasonable version if there will be a request for it.
Note: Flavour text mostly changed, but Coronal Hypershunt activation sequence remains vanilla.
Changes:Spoiler
- Coronal tap:
Range increased 10 -> 80 LY
Transplutonics demand reduced 10 -> 6 units- Fusion lamp:
Volatiles demand reduced 10 -> 5 units- Mantle bore:
Requirements changed "Not a gas giant, not habitable" -> "Not a gas giant"- Soil nanites:
Requirements changed "No volatiles deposits and no transplutonics deposits" -> "No volatiles deposits"- Catalytic core:
Requirements changed "No atmosphere" -> "Not extreme weather and not extreme tectonic activity"- Synchrotron Core:
Requirements changed "No atmosphere" -> No requirements- Biofactory Embryo:
Requirements changed "Habitable" -> "Not extreme weather and not extreme tectonic activity"[close]
No requirements version:Spoiler- Changed Hypershunt distance to 100 LY
- Changed Hypershunt tap and Fusion lamp resources demand to 1
- Removed all other requirements except Cryoarithmetic engine's (it won't be useful on other planets anyway)
- Changed flavour text accordingly, with the exception of Coronal Hypershunt activation sequence[close]
Changelog:Spoiler- v0.2 - edited flavour text, changed Synchrotron Core reqs, added "No reqs" version[close]
Compability:will likely cause issues with any mod that alters impl.campaign.econ.impl.ItemEffectsRepo and data/campaign/special_items.csv.
It is not advisable to disable the mod before taking out items that can't be applied to the industry in vanilla.
P.S. Thanks stormbringer951 for making this possible.
Hello, for some reason the no req one is working for every item except the Catalitic Core ? Still needs "No planet or no atmosphere"
Pretty weird
Yeah same problem here with the no requirement version. For me it's the synchrotron and Catalitic core. Last play through with the same mods had no issue. But for some reason it's broken now.Hello, for some reason the no req one is working for every item except the Catalitic Core ? Still needs "No planet or no atmosphere"
Pretty weird
I have the same problem with the synchrotron, it worked when the planet was barren but after terraforming to terran through DIY terraforming mod the synchrotron stopped working citing "No planet or no atmosphere". This is also on the no requirement version.
If you also have Nexerelin at the same time, that would be the cause. I had the same problem with both mods enabled. And it seems to be a problem not with this mod but with Nexerelin - the requirements for the Synchrotron and Catalitic Core are hard coded there, not even a config option. The exact place it happens there is modifySynchrotronAndCatCore() in exerelin/plugins/ExerelinModPlugin.java, if anyone is interested. I tried to fix this myself but I couldn't get the Nexerelin version I built to work.Yeah same problem here with the no requirement version. For me it's the synchrotron and Catalitic core. Last play through with the same mods had no issue. But for some reason it's broken now.Hello, for some reason the no req one is working for every item except the Catalitic Core ? Still needs "No planet or no atmosphere"
Pretty weird
I have the same problem with the synchrotron, it worked when the planet was barren but after terraforming to terran through DIY terraforming mod the synchrotron stopped working citing "No planet or no atmosphere". This is also on the no requirement version.
Can you make the cryosleeper facility allow it to produce organs? Also I know this is not the modding section but how can we increase or decrase the volatile or transplutonics demand?SpoilerThis small mod is aimed to expand the use area of new Special items, added in 0.95, by changing planet status requirements.
DOWNLOAD v0.2 (https://drive.google.com/file/d/1nA-AY0XbWjzrit9FJCZJKVaenqOjnNB5/view?usp=sharing)
DOWNLOAD(No requirements version) (https://drive.google.com/file/d/1-QRffsGlCxH0dJ4SlSHK1e8rfn7LALJu/view?usp=sharing)
Will make "+2 industries from Coronal tap" or any other reasonable version if there will be a request for it.
Note: Flavour text mostly changed, but Coronal Hypershunt activation sequence remains vanilla.
Changes:Spoiler
- Coronal tap:
Range increased 10 -> 80 LY
Transplutonics demand reduced 10 -> 6 units- Fusion lamp:
Volatiles demand reduced 10 -> 5 units- Mantle bore:
Requirements changed "Not a gas giant, not habitable" -> "Not a gas giant"- Soil nanites:
Requirements changed "No volatiles deposits and no transplutonics deposits" -> "No volatiles deposits"- Catalytic core:
Requirements changed "No atmosphere" -> "Not extreme weather and not extreme tectonic activity"- Synchrotron Core:
Requirements changed "No atmosphere" -> No requirements- Biofactory Embryo:
Requirements changed "Habitable" -> "Not extreme weather and not extreme tectonic activity"[close]
No requirements version:Spoiler- Changed Hypershunt distance to 100 LY
- Changed Hypershunt tap and Fusion lamp resources demand to 1
- Removed all other requirements except Cryoarithmetic engine's (it won't be useful on other planets anyway)
- Changed flavour text accordingly, with the exception of Coronal Hypershunt activation sequence[close]
Changelog:Spoiler- v0.2 - edited flavour text, changed Synchrotron Core reqs, added "No reqs" version[close]
Compability:will likely cause issues with any mod that alters impl.campaign.econ.impl.ItemEffectsRepo and data/campaign/special_items.csv.
It is not advisable to disable the mod before taking out items that can't be applied to the industry in vanilla.
P.S. Thanks stormbringer951 for making this possible.[close]
By the way - the code for the nanoforge pollution seems to be in the method updatePollutionStatus() of com.fs.starfarer.api.impl.campaign.econ.impl.HeavyIndustry
The Nexerelin incompatibility can be worked around by changing the mod name (in mod_info.json) to something like "ZZ Modified Industry Requirements". This makes sure it runs after Nex or any other mod that changes special item requirements.
(Kind of an ugly way to do it, yeah, someone ask Alex to implement an order string field in mod info)
Can you tell me which part of the code is responsible for the hypershunt range? all I really want is raise it by a single lightyear.
Am I missing something? How do I use the coronal hypershunt?
I've found and defeated the super [REDACTED] ships defending it, activated by bringing the resources, but I cant use it? When I go to my colonies and click Population & Infrastructure and install item theres nothing there.
Thanks! These are now actually more balanced, especially the ones that required 10 resources (considering the limited number of colonies we can have.....).There is no colony limit, however that won't help.
....The problem is the lack of realism regarding economy. You cannot fulfil the requirement of 10 transplutonics with two colonies producing 5 each for example.... I wonder if there's a mod to fix that? ???
That's not lack of realism though. Because production scales are too much apart. Colony which produces 10 units of any commodity does not produce exactly twice as much as smaller colony which produces 5. Same for colony sizes.Thanks! These are now actually more balanced, especially the ones that required 10 resources (considering the limited number of colonies we can have.....).There is no colony limit, however that won't help.
The problem is the lack of realism regarding economy. You cannot fulfil the requirement of 10 transplutonics with two colonies producing 5 each for example.
It'd be keen if this mod also affected the range at which cryosleepers work. I always thought 10 was a bit short.So he changes, from 10LY to 80LY
Is it possible to make cryoarithmetic engine work efficiently like in very hot worlds? Nice mod btw :)Yes, at least 500%
Wow...somehow this mod still works in 0.96a...love this mod ;D ;D
Wow...somehow this mod still works in 0.96a...love this mod ;D ;D
I'm not sure I agree, at least not completely. I'm using the no pollution version and the mantle bore is causing me problems, I can't remove the requirements of it, in particular I want to remove the "not habitable" restriction but that seems to not be working. I'm left wondering if it's something that Ashes of the Domain has done though.
Wow...somehow this mod still works in 0.96a...love this mod ;D ;D
I'm not sure I agree, at least not completely. I'm using the no pollution version and the mantle bore is causing me problems, I can't remove the requirements of it, in particular I want to remove the "not habitable" restriction but that seems to not be working. I'm left wondering if it's something that Ashes of the Domain has done though.
I also have a problem with the "not habitable" restriction, and also have Ashes. Potentially a problem there, but it hasn't been a major issue for me thus far.
Can you make a AOTD compatible version?
Can you make a AOTD compatible version?
I'm not sure if it'll work but if you modify the mod_info.json of this mod to include Ashes of the Domain - Vaults of Knowledge (id = aod_core) as a dependency, it might force this mod to load after Ashes which I think would make the changes here take precedence.
Can you make a AOTD compatible version?
I'm not sure if it'll work but if you modify the mod_info.json of this mod to include Ashes of the Domain - Vaults of Knowledge (id = aod_core) as a dependency, it might force this mod to load after Ashes which I think would make the changes here take precedence.