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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20); Updated the Forum Rules and Guidelines (02/29/20)

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Messages - boggled

Pages: [1] 2 3 ... 14
1
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.2)
« on: April 02, 2020, 07:08:44 PM »
I Found a MUD while i'm playing as pirates so i've got a pirate commision and i'm a governor of a colony and i can't use the MUD on it so how can i use the MUD on it then?

The MUD can only be used on player-faction controlled planets. I wasn't aware it was possible to gain control of a planet without it being part of the player faction. I'm working on a major update for this mod right now (hope to have it out within the next week or two), and I will include changes to account for this circumstance. Sorry!

2
Mods / Re: [0.9.1a] Player Station Construction (v4.2.0)
« on: April 02, 2020, 06:25:32 PM »
Image
[close]
And here we go. Just transverse jumped into a random system, appeared next to a random barren rock, and Odysseus started hailing me from light years away.

Here are the mods I have on:
Spoiler
Adjusted Sector
Anvil Industries
ARIA
Arsenal Expansion
Better Colonies
Blackrock
Your Station Construction(duh)
Your Terraforming
COPS
Dassault-Mikoyan
Diable
Lanestate Union
Fringe Defense Syndicate
Galaxy Tigers
GKsec
HMI
Hyperdrive
Interstellar Imperium
Junk Pirates
Kadur
Kingdom of Terra
Kipling Radiative
Legacy of Arkgneisis
Mayasuran Navy
Mayorate
Neutrino
Oculian Armada
ORA
Polaris
prv Starworks
Roider Union
SCY
Shadowyards
Sylphon
Tahlan
THI
Tyrador
Underworld
Vayra's stuff
Xhan Empire
Yuri Expedition
[close]
Left out mods I thought could never be the issue (music, portraits, ship packs, logistic/combat utilities, and industries).
If it's not Tyrador, then I have no idea what it could be. Adjusted Sector maybe?

I just pushed an update that implements additional checks to identify the correct planet for the Odysseus and Luyten conversations in the event there are multiple planets with the same entity ID. Let me know if that resolves the bug for you. Thanks for your help, and sorry about the bug!

3
Mods / Re: [0.9.1a] Player Station Construction (v4.1.0)
« on: April 02, 2020, 05:03:36 PM »
In short, mining and siphon stations are full station markets just like the ones present in the vanilla Sector (like Port Tse Franchise Station and Thulian Raider Base). Mining stations have ore and rare ore resources for the mining industry, and siphon stations have volatiles resources equivalent to their host gas giant for the mining industry. The in-game tooltips should be pretty self explanatory about where they can be built - mining stations can be built in asteroid fields and belts, and each gas giant can host a single siphon station. Let me know if you have any specific questions I didn't answer. Thank you!

I did mean specifics - what sort of richness an asteroid field would have in this case. I know the siphon is equal to the planet it orbits for volatiles. Additionally, what are the market size caps for all the various stations?

(I just started using your mod yesterday, before the gate add-in)

Asteroid fields and belts always have the same richness for the ore and rare ore resources. It's +0. By default, stations have a size cap of 10, which mirrors the vanilla/Nex functionality. You can use the settings file to put in a growth penalty as the size increases if you think stations should be size limited.

4
Mods / Re: [0.9.1a] Player Station Construction (v4.1.0)
« on: April 02, 2020, 02:09:04 PM »
Hey Boggled,
I just started to use your Terraforming Mod and it's great.

I've not yet used the player station mod, but had a few things I was thinking about.

Just building Gates all over the place seems very OP. Could you possibly add a way to first disassemble existing gates and re-construct them in the system you want them.
So that way there are a finite amount of gates.

Also, if you build a gate in a system with a cryo-sleeper. you can move the cryo-sleeper to another system with a gate.

Anyways, thanks for your great work!

When I originally developed this mod, the player had to cannibalize existing gates to create new ones. Unfortunately, deleting existing content/objects causes significant problems for other mods, so I decided to move away from that to maintain compatibility and reduce headaches for other modders. This also applies to a lesser extent to the cryosleepers. Sorry!

I thought they were compatible, but perhaps something has broken since I implemented it. I'll look into this and fix it. Thanks.

I did a test and it seems I can use Gates Awakened activated gates just fine. Make sure you read the tool tips on my gate jumping abilities - after you jump, you have to use the left and right arrow abilities to select your next destination! Please let me know if that doesn't resolve your problem.

So I got the message with Odysseus' hint. I never played the gate mod, but I knew the mods were now merged and figured all was working as intended. I decided to do the quest later, when I would actually start exploring the fringes or something, but then Odysseus started talking to me while I was surveying some random system close to the core, but light years away from Aeolus or Penelope's Star itself.
I have dozens of mods on, so it could be some other one responsible for this(Tyrador Safeguard Coalition comes to mind. They start with a colony on Telepylus in Penelope's Star system) but I thought I'd mention it. I started a new run and will report if it happens again.

Also, all this mod merging you're doing is making me think you're gunning for an index spot in the "Megamods" section. For what it's worth, I think the planned merger between this and the terraforming mods will be well-deserving of it.
[offtopic]
What is the 9th?
[/offtopic]
Probably the Ninth Battlegroup from the Arsenal Expansion mod. They hate everyone, but don't do much and have some modified vanilla high-tech ships.

That's an odd bug you've encountered. I took a look through the Tyrador Safeguard Coalition files and I don't think it's the culprit. Could you post your mod list so I can investigate further? Either way, I think it's probably necessary to increase the number of checks I perform on planets to make sure they're the correct one. I'll include that in the next patch. Thanks for letting me know about this!

This might end up making it into the megamod section as a result of the mergers. The real reason I'm merging things is because it would be a massive headache implementing the Domain Archaeology industry, station lights overlays and sprite switching over multiple mods.

5
Mods / Re: [0.9.1a] Player Station Construction (v4.1.0)
« on: April 02, 2020, 10:46:00 AM »
I think ill keep my olympian for now lol.....since most of what im fighting is bladebreakers, redacted and 9th....I need an edge.

Here's a hint for those with similar inclinations: if you remove the TRUE value in hull_mods.csv, Olympians can be installed on all your ships, not just the unique hero ship.

6
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.2)
« on: April 02, 2020, 10:23:36 AM »
I like that you want to stick with Gravity and Tectonic Activity being "hard" market conditions. That actually fits the lore quite well as the absence of these on a barren world is what marked those barren worlds as "terraforming candidates" for the domain. Not every rock floating in space should be worth the investment.

My thoughts exactly.

7
Mods / Re: [0.9.1a] Player Station Construction (v4.1.0)
« on: April 02, 2020, 10:07:53 AM »
Boggled your mods are so good and fulfill such a desired niche in my first game, I made an account just to acquire and praise them. Thank you.
Is there basic documentation for the effect of the siphon or mining station? The comprehensive 'manual' available for your Terraforming mod is great but there's nothing of the sort for the Station Construction :)

I thought about whether people would be able to figure out which planet they have to travel to. I think Starsector players are probably much older and much more knowledgeable than you assume. Even if a player isn't aware of Greek mythology, the name of the system they have to travel to should be an enormous clue and they will likely find the right planet by accident just flying around in that system.

Also, the target planet can be found by asking on Discord or looking at the code in the mod files. I didn't make any attempt to obfuscate the name of the planet there.

Lastly, the player can simply disable the quest using the settings file if they want no part of my riddle!

If I do get a large volume of players complaining that they couldn't figure out the quest despite the above, at that time I will revisit how to make it easier.

Boggled your mods are so good and fulfill such a desired niche in my first game, I made an account just to acquire and praise them. Thank you.
Is there basic documentation for the effect of the siphon or mining station? The comprehensive 'manual' available for your Terraforming mod is great but there's nothing of the sort for the Station Construction :)

Thank you! I'm glad you're enjoying my mods!

I didn't create a comprehensive manual for this mod because I assumed nobody would bother reading it. I guess I was wrong about that! I will add more information for this mod once I finish implementing all the planned features.

In short, mining and siphon stations are full station markets just like the ones present in the vanilla Sector (like Port Tse Franchise Station and Thulian Raider Base). Mining stations have ore and rare ore resources for the mining industry, and siphon stations have volatiles resources equivalent to their host gas giant for the mining industry. The in-game tooltips should be pretty self explanatory about where they can be built - mining stations can be built in asteroid fields and belts, and each gas giant can host a single siphon station. Let me know if you have any specific questions I didn't answer. Thank you!

8
Mods / Re: [0.9.1a] Player Station Construction (v4.0.0)
« on: April 02, 2020, 04:49:33 AM »
Oh dude, you better fix this fast. Terrible things may happen.

I was digging a loot in a high-danger system. It was a mining station, so i scavenged it. "Olympians" modspec looted. Worse thing - it is 0 OP and I can install it basically everywhere.

Uh-oh. I'll look into this right away. Thanks for letting me know.

Is there a way to make the gate part work with Active Gates or Gates Awakened? so far i have been able to go from a gates awakened gate to a constructed one (and only one time thats it) but not back the other way and its kinda frustrating. i just want to make a gate and then use it from where i made it to go to the gate network i'm already using. other than that Loveing your mods! thanks!

I thought they were compatible, but perhaps something has broken since I implemented it. I'll look into this and fix it. Thanks.

9
Mods / Re: [0.9.1a] Player Station Construction (v4.0.0)
« on: April 01, 2020, 11:23:04 AM »
I really like this mod 20/20 and i like to play starsector with random core worlds(nexerelin), and when playing with random core worlds enabled we need to disable the quests in mod settings but i cant find the disable option for the seed lobsters if you could fix that i would be much appreciated.

I'm glad you're enjoying my mods! This mod (station construction) doesn't have the lobster quest integrated yet. You can disable the gate quest using the settings file as indicated in the first post in this thread, and the lobster quest can be disabled in the settings file of my terraforming mod. Let me know if you're unable to find it in the terraforming mod settings file.

10
Mods / Re: [0.9.1a] Player Station Construction (v3.2.0)
« on: March 30, 2020, 04:22:26 PM »
Quote
because they could actually be built using current day technology

No, they can't. Modern technologies can bring water/air to planets and even slowly move them to other orbits, if you ready to spent ridiculous amount of resources. But those solar reflectors/shades/mirrors are entirely magical. You see, solar light makes an effect called "radiation pressure". NOT a solar wind, which is the particles, you can negate by some king of forcefield. You can not stop radiation anyhow with modern tech. Oh, yes, it is too weak to blow them, even if they are luper-light nano-thing. But it's able to influence they orbits and orientation. Chaotic. Even if you have enough resources to maintain their position and replace damaged, you need a quantum computer larger than Earth to track all that objects, predict their orbits and interaction with celestial bodies, and inner interactions between mirrors, and then calculate correction has to be made to each, and made logistic routes to resupply used resources, and do it in real time. If there are no AI-supercomputer to control that, all that mirrors are no more than kessler-seeds.

Modern satellites are able to maintain their position just fine without a quantum computer telling them what maneuvers to make.

Building solar mirrors with modern technology is not only theoretically feasible - it has been done! Only some silly human errors and budget problems caused it to fail.

https://en.wikipedia.org/wiki/Znamya_(satellite)

11
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.2)
« on: March 30, 2020, 04:13:44 PM »
I've examined this idea before but always rejected it because the skyhook would clutter up the space near the planet.

Based on the large number of requests for this, perhaps I should look at implementing them anyway. A new idea I'm considering is to make them just a structure with no campaign layer presence. I could make them cost domain artifacts to maintain, and make the accessibility increase correspond with the gravity level on the planet. Maybe this could be a pseudo-terraforming option to deal with high gravity. Let me know what you think.
I don't think the clutter would be any worse than what we already get with terraformed moons and their trilateral reflector arrangement. We even have it in vanilla with Eochu Bres. Its mirrors make it an infamously annoying place to set a course to. Though, I definitely won't insist on a visible skyhook.

When you say that skyhooks would have a greater effect based on gravity, I assume you mean that they would be in higher demand on high gravity worlds and thus have a larger accessibility bonus there, not that they would be fundamentally different somehow. That sounds good, but skyhooks are relatively primitive, so I don't see why they would need Domain artifacts. The one around Loutron doesn't seem like some fancy Domain supertech, and it supposedly worked fine before it was abandoned. I think it would be better to just allow their construction right from the start, if only to help all those poor souls who had many a paradise planet ruined by high gravity.

I meant that a world with high gravity will receive a much larger benefit from building a skyhook than a low gravity world where getting mass to orbit is already easy. I think the best way to represent this in-game is to make the skyhook provide a larger increase in accessibility for high gravity planets. I was thinking: +20% accessibility on low gravity worlds, +30% accessibility on normal worlds and +40% accessibility on high gravity worlds. The high gravity condition itself would be unchanged, but the accessibility penalty would be counteracted by the increased boost from the skyhook.

The domain artifacts will be produced by an industry (like food, metal, etc.) that can be built on worlds with ruins. Even if the artifact commodity demand isn't met, the player can still build those structures - they would just cost more credits to maintain. The fact that Loutron is the only location where a skyhook is found, and there are no operating ones in the Sector, support the idea that it was built using Domain industrial methods. Perhaps I will set the artifact commodity demand to one at all colony sizes so it could still be profitable to build one even if you don't have a domain artifact industry built yet.

In any event, the domain artifact industry will be completely optional, and people who don't want to use it can disable it in the settings file.

12
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.2)
« on: March 30, 2020, 02:18:11 PM »
A little suggestion in case you're starved for any: there's an "Abandoned Skyhook Anchor" floating around Loutron in the Al Gebbar system, and I feel like the ability to build your own skyhooks would make for a nice, lore-friendly way to increase accessibility.

I've examined this idea before but always rejected it because the skyhook would clutter up the space near the planet.

Based on the large number of requests for this, perhaps I should look at implementing them anyway. A new idea I'm considering is to make them just a structure with no campaign layer presence. I could make them cost domain artifacts to maintain, and make the accessibility increase correspond with the gravity level on the planet. Maybe this could be a pseudo-terraforming option to deal with high gravity. Let me know what you think.

13
Mods / Re: [0.9.1a] Player Station Construction (v3.2.0)
« on: March 30, 2020, 02:12:42 PM »
-Research stations. I have no idea what they can do, but it is a cool science stuff. More, if built in different places (magnetic field, corona, event horizon, in a pulsar system) it can do a different cool science stuff.
I like this idea. Right now there isn't a research mechanic in the game, but I will keep this in mind for later if something gets added where it would make sense to have research stations. Perhaps research stations could develop blueprints for certain things? It seems easier to just get the blueprints through raiding right now though.
A station focused on reverse engineering ships to bypass space Denuvo would be pretty cool, actually. It would be a good alternative for those who didn't have any luck with blueprints while exploring, but also didn't want to compromise their standing with the factions by raiding. Just go buy the ship you want to produce, sacrifice it to the researchers, and wait a few months/cycles until they give you the blueprint.
Research stations in magnetic fields or event horizons would seem like good places to re-develop tech for non-makeshift comm relays, nav buoys, and sensor arrays.
And if you don't mind me bringing your terraforming mod into this... I always find it kinda strange that the player is able to build reflectors(Domain-era tech) right from the start. I think it would be cool if you only had makeshift shades/mirrors at first, but could then use research stations in coronas to develop upgrades for them, which would improve the planet's farmland and organics and maybe even add the mild climate condition. Though, I would understand if you want to avoid this level of integration between the two mods.

With regard to researching ship blueprints, players would probably wonder why the research couldn't just be done on a regular colony, possibly by constructing a building there if necessary. I definitely can't create stations to be built in event horizons because the AI doesn't handle black holes very well. Something I'm considering is allowing the player to build research stations around planets known to have xenolife on them - e.g. Typhon and the gas giant with beholder station nearby. I'm not sure if this is something people would want, and players with randomized core worlds couldn't use it.

I like the idea of obtaining Domain-tech buoys, relays and beacons. I'll look into adding those as soon as the gate stuff is finished. It should hopefully be very easy because all the code and art assets already exist. Perhaps I will make them cost Domain artifacts to construct in addition to the usual requirements.

After I finish folding in the gate construction mod to this one, I plan to combine it with the terraforming mod so I can integrate things better. I'm going to make the stellar reflectors (and the planned terraforming stations) cost Domain artifacts to build and maintain, with an option in the settings to disable that industry/commodity if the player wants to. I don't think it makes sense to have the player perform research to obtain reflectors because they could actually be built using current day technology if we had enough money and/or incentives to launch them. Even some of the more exotic terraforming options like crashing water-rich asteroids into a planet are feasible today assuming you have infinite money.

14
Mods / Re: [0.9.1a] Player Station Construction (v3.2.0)
« on: March 30, 2020, 10:19:15 AM »
-Jumppoint-keeper station. Absolute analogue of gatekeeper station. In addition to control and defend an important zone it can do a lot of fun stuff, like decreasing (or even removing if all jump-points have their keeper) pirate activity penalty from the other markets in a sector in exchange of doubled effect to keepers. It can decrease LP interests for all the markets in a sector (as there are harder to smuggle) in exchange for increased interests to keepers. If all jumppoints have their station, all raids/expeditions (except AI inspection) has to be redirected to one of a keeper stations with increased strength. Jumpkeeper can have it's own unique military structure, that send additional patrols in hyperspace. Or another structure, making jumps into hyperspace free-in-fuel and small increasing in accessibility to system planets (not combined with gate effect, which is bigger). OR it can not to do any of this, it's just looks cool. That's it, actually. It looks cool.  ;)

This is an interesting idea and I think something like it (blockades) might one day be implemented in vanilla. As for making a station to do this, I don't want to get involved in messing around with the campaign fleet AI to make this work. It would likely cause issues with other mods that make changes to the AI. I think vanilla and/or Nex are in a better situation for implementing blockades or jump point security.

-Nebula siphon station. Basically the same to siphon, can be built in a nebula cloud, volatiles are always "spare", penalty to accessibility.

I think this would be confusing due to the similarity with the siphon station. Also there is no precedent in vanilla lore for this type of station to my knowledge.

-Research stations. I have no idea what they can do, but it is a cool science stuff. More, if built in different places (magnetic field, corona, event horizon, in a pulsar system) it can do a different cool science stuff.

I like this idea. Right now there isn't a research mechanic in the game, but I will keep this in mind for later if something gets added where it would make sense to have research stations. Perhaps research stations could develop blueprints for certain things? It seems easier to just get the blueprints through raiding right now though.

-Remnant nexus. Spawns player-faction ordos to patrol system. Requires enormous amount of AI cores to build. Market size is fixed to 3 (or even less). Why would someone need that? a) It's awesome. b) #&*@ the hegemony. That's why!

I like this idea too. I would probably have to create a quest to unlock the ability to construct these stations. I can't promise this will ever get implemented due to the large time investment required, but it's something I will keep in mind if I'm looking to add more content.

-Supercannon. Can satbomb planets in close systems (like 5 LY). Require a lot of fuel to maintain and has long (in month) refire delay. Can blind-bombard whole systems to clear them from pirate\LP\nexuses.

I'm not so sure about this one. A big part of Starsector gameplay is invading planets and fighting fleets. Obviating that with a superweapon might not be a good addition.

-Craftworld. Just "why not?" option.

This is interesting too, although planet sized stations are not present in vanilla Starsector lore. Perhaps I will implement a terraforming option to turn planets into "hiveworlds" that have both positive and negative effects.

-Cryosleeper beacon. Build one, go to a cryosleeper in another system, build a gate around cryosleeper and *puff*. Cryosleeper is in a beacon location.

I think Alex said he was going to be creating some quests/mechanics around cryosleepers that would be coming in the next version of Starsector. I don't want to step on his toes there. Besides, my mods already allow the player to build/improve many markets in almost any system where a cryosleeper is located.

15
Mods / Re: [0.9.1a] Player Station Construction (v3.2.0)
« on: March 30, 2020, 05:20:51 AM »
I was trying to recolonize the abandoned siphon station in Yma, near the Chupi Orco gas giant, and it crashed me to desktop every time. Could you check this out, Boggle? Many thanks for the great mod.

Mod list:
Spoiler
{"enabledMods": [
  "ApproLight",
  "raccoonarms",
  "blackrock_driveyards",
  "Boggled Terraforming",
  "CAS",
  "CombatAnalytics",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_radar",
  "lw_console",
  "istl_dam",
  "diableavionics",
  "DisassembleReassemble",
  "edshipyard",
  "sun_fuel_siphoning",
  "gates_awakened",
  "HMI",
  "hullmod_expansion",
  "deconomics",
  "kadur_remnant",
  "lw_lazylib",
  "leadingPip",
  "MagicLib",
  "missingships",
  "Neutrino",
  "nexerelin",
  "ORA",
  "SCY",
  "shadow_ships",
  "swp",
  "bonomel_skilledup",
  "speedUp",
  "sun_starship_legends",
  "Boggled Station Construction",
  "Sylphon_RnD",
  "tahlan",
  "underworld",
  "US",
  "vayrasector",
  "vayrashippack",
  "vesperon",
  "shaderLib",
  "prv"
]}
[close]

Error log:
Spoiler
233286 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at data.campaign.econ.abilities.Colonize_Abandoned_Station.activateImpl(Colonize_Abandoned_Station.java:134)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.activate(BaseDurationAbility.java:220)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.pressButton(BaseDurationAbility.java:187)
   at com.fs.starfarer.ui.newui.E.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I know what's causing this and it will be fixed in the next release (coming soon, I hope)! Thank you for bringing this to my attention!

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