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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

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1
Awesome update man! Cheers!

EDIT: if i fail the lobster quest, can i replay it again?

You cannot replay the lobster quest. If you fail it but are determined to get the lobsters anyway, you'll need to reload an earlier save or disable the lobster quest in the settings file (which immediately enables the seed lobsters ability).

Quote
If you had separately installed Player Gate Construction or Boggled's Terraforming Mod, this is NOT backwards compatible with saves that already have Player Gate Construction or Boggled's Terraforming Mod in them.

Spoiler
[close]

Well, I knew it will happen. No one to blame except myself.

Sorry! This is the last time a compatibility breaking update will be released for the foreseeable future.

2
Mods / Re: [0.9.1a] Player Station Construction (v4.2.2)
« on: April 06, 2020, 07:48:59 AM »
I'm pretty sure this is the mod I should be replying too, I found a bug.
If you build one of the storage stations (Outpost) (2,500/mo upkeep stocks with supplies and fuel) it pays the player faction a storage fee for stuff you store there, the player pays nothing but if the storage fee would have payed more then 2,500 the station actually makes you money.

I'm pretty sure the outposts are actually a feature from Nexerelin. They're definitely not from this mod.

That seems like a pretty serious bug, so I would post about it in that mod's thread. Thanks.

3
Mods / Re: [0.9.1a] Player Station Construction (v4.2.2)
« on: April 06, 2020, 06:26:22 AM »
All 3 mods don't crash the game when used togeather so thats nice but not what im after. after testing by makeing a new game constructing a astral gate then activateing a gate with the active gates by toast the gates do not work togeather as in no travel between them i think it has to do with how each system is implemented to use active gates you have to interact with said gate and then choose a destination from the menu that comes up and the astral gates do not get listed on this menu witch is what i am after... the astral gate system where you use the ability bar to select a gate dose not show the "activated" gates from active gates by toast in the rotation of gates that i can cycle through witch is also what i am after...

This mod is not compatible with Active Gates and vice versa. It is only compatible with Gates Awakened.

I'm not 100% sure but I think Active Gates might not be under active development anymore. I think it has been superseded by Gates Awakened.

the gates awakened mod does allow one jump and only one jump from an activated gate to any one astral gate and never works again and cannot be cycled through to be selected via ability bar skills so a one way trip and only once witch is disappointing to say the least. so all in all yes the game runs but the gate systems don't seem to interact with astral gates yet and vice versa save that one time use of disappointment.

Are you using the latest version of Player Station Construction (without my old, deprecated Player Gate Construction mod installed) and the latest version of Gates Awakened?

Could you post a video of the issue where you can't cycle back and forth between astral gates and Gates Awakened gates using the ability bar, along with your mod list? I've tested this myself and it seems to work fine, and I haven't seen any bug reports from other players about this issue.

Keep in mind that if you have performance mode on, the gate list only updates once per day. Please allow one day to pass before trying to use any of the jump abilities after you build a new gate.

also when i interact with the astral gates there is no other gates even astral ones listed in the pop up menu i only get a leave option.

That's working as intended. You can only jump using the astral gates by using the abilities.

Thanks for helping me with testing! I'm glad you're enjoying my mods!

4
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.2)
« on: April 05, 2020, 07:33:40 AM »
However, there is an option to have the MUD remove tectonics if you want to get rid of it.

Wouldn't this convert the world type into terran? I wanna keep my lobseters...

Yes, but lobsters get "grandfathered in" if you terraform a planet that already has them!

5
Mods / Re: [0.9.1a] Player Station Construction (v4.2.2)
« on: April 05, 2020, 07:32:11 AM »
Drunken suggestion
[close]

An orbital ring would be interesting, but it doesn't have any precedent in the lore and I'm not sure what purpose it could serve from a gameplay perspective. Plus, clicking on it might be wonky because it's donut-shaped around the planet.

Also, I don't think I have a good sprite for it.

6
Mods / Re: [0.9.1a] Player Station Construction (v4.2.2)
« on: April 04, 2020, 07:48:43 PM »
If you mentioned Luddics, should not it be illegal commodity? Is it legal now?

Damn new run! >:(

EDIT: They are not.

Tried to add them as illegal commodity to luddic_church.faction, but it does not worked. Probably my hands grows from unproper place.

P.S. God bless console commands.

I think the Luddics should definitely consider the domain artifacts to be contraband. I will look into implementing this. Thank you!

7
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.2)
« on: April 04, 2020, 07:46:10 PM »
I suggest removing tectonic activity when terraforming results in a water world. Not much land is left anyway, and the entry for tectonic activity also has its water world column blank (doesn't get picked?) should be a good enough reason. Having an option for it would be better.

This has been discussed previously and it's my understanding that tectonics on a water world would likely create enormous waves that would contribute to hazard rating. However, there is an option to have the MUD remove tectonics if you want to get rid of it.

In the (soon to be released) terraforming rework, there will be an option to remove tectonics as well.

8
Mods / Re: [0.9.1a] Player Station Construction (v4.2.2)
« on: April 04, 2020, 05:04:11 AM »
DEA procurement
[close]

Have not updated mod yet (currently 4.2.0) so not sure if in 4.2.2 still are. Is it intended to be, or bug?

It's not intended, but I suppose Domain artifacts are a commodity and it makes sense that there would be procurement requests, right?

9
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.2)
« on: April 03, 2020, 12:12:33 PM »
Can you make a "lite" version of your station mod so I am not obliged to use it to terraform desert planets? It adds too much OP stuff.

Also, can you use a certain vanilla tech to fix "meteorite impacts" ? That would be really useful :)

The station mod contains a settings file that can be used to disable any features you don't like.

I can't override default structures/industries without causing compatibility problems with other mods. I would direct that suggestion to the vanilla developers.

10
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.2)
« on: April 03, 2020, 05:19:06 AM »
Just posting here for specifiying a bug I found with the skyhook anchor. It appear on some of my planets habitability bonus when I didn't actually build it (like, I never built it nowhere at the moment), and it doesn't seems to depend on planetary type or governor, didn't find it yet on AI controlled planet, but, maybe?

Also, I run on a session from when the mod was in 4.0.0, so maybe that's the cause of the bug, updated it recently to 4.0.2, but still it didn't appear on all my world. As it could easily pass unseen, I've prefered to still give you the information.

Btw, this mod is awesome, thanks. :D

I just did a quick test and I see that the skyhook accessibility bonus appears even if the skyhook is still under construction. I'll fix this in my next patch. I haven't seen the skyhook bonus appearing on planets where it was never even placed in the build queue. Give me a day or two to issue the patch, and if it still occurs after that please let me know.

FYI the skyhook is from my station construction mod, not the terraforming mod.

Thank you for letting me know about this!

11
Mods / Re: [0.9.1a] Player Station Construction (v4.2.1)
« on: April 03, 2020, 05:13:13 AM »
I just wanted to report that for some strange reason i can play this mod with 4.1.0 but not 4.2.0, 4.2.0 creates a crash.

the odd thing about it though is that it only seems to happen if i try to use the derelict empire setting in Nexerelin


Code
191057 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.boggledTools.getPlanetTokenForQuest(boggledTools.java:1681)
at data.campaign.quests.boggledGateQuest.QuestEveryFrameScript.isDone(QuestEveryFrameScript.java:24)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(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)

UPDATE: just tried disabling the quest as mentioned earlier in the thread and it did not help.

I think I know what caused this crash and I've released a patch to resolve it. Please let me know if the problem persists. Sorry and thank you for your patience!

12
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!

13
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!

14
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.

15
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.

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