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Messages - authenticasian

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Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: September 16, 2020, 02:58:30 AM »
First of all I'm loving this mod and I've had no issues so far.
But now I have a problem a desert world that I'm trying to terraform already has the "habitable" condition but when I build the water collection structure and the project finishes it doesn't get turned into a terran world it just gets the condition "hydrated" i already tried removing that condition and re-hydrating the planet but it results in the same issue, the same goes for deleting "habitable" and adding "no atmosphere"

Any help is greatly appreciated!

This was posted back in March and had no answer that I can see. Now having the same problem with a cometary collection structure. It's "Hydrated" my desert world 3 times now to no effect. The tooltip says that the world will be compatible with terran life once the "atmosphere is established," except the world has a full atmosphere. Can't quite remember if it spawned like that or if I terraformed the atmosphere in too.

Only mod i'm running that messes with colonies is "Better Colonies".

I should mention that i already tried using the reevaluate dev option, but it didn't change the planet at all. Anyone having something similar happen? Mod is great so far just need to get through this snag. I would appreciate any help with this issue.

Yeah I'm having this issue with a cryovolcanic world not turning into a water world, also running better colonies

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General Discussion / Re: Newbie Guide Thread/ FAQ
« on: September 13, 2020, 08:33:56 PM »
Can someone explain to me how production/import/export actually work? I just checked my colonies and my main planet produces 10 ore, uses 8 in refining but the tooltip says it still exports 10 units of ore?
Also, what counts as "the highest local source of supply"?

The economy is simplified.

By that I mean instead of producing x goods then consuming x goods, your industries produce and DEMAND things instead. By that I mean if you produce 6 metals, and a industry demands 6 metals, you have satisfied the demand of the industry that needed 6 metal.

For example, patrol station needs 2 heavy armaments and your heavy industry makes 2 heavy armaments; this supplies the demand of the patrol station so it works at 100 percent, but the heavy industry can ALSO ship out that 2 heavy armaments because it meets the demand of the patrol station, not the consumption. Aka the items the heavy industry makes are not CONSUMED, they are DEMANDED.

This, theoretically, means if you have a planet that makes enough products in its industry to fulfill the demand of ALL INDUSTRIES of ALL your planets, you no longer need to import, which saves costs; which also ties into the "highest local source of supply"; aka the planet you own that gives the highest level of goods that supplies your demands. If you don't have a planet that supplies enough goods to meet the demands of another planet you own, you will instead import; which reduces profits.

JDCollie does an entire video on it that explains it better here:

I'm having trouble wrapping my head around some supply and demand discrepancies,

so my main issue is why demand can be partially met through goods that are produced on the same planet but it can't be partially met when being imported from in-faction imports. for example in my current game my planet requires 6 units of drugs and itself produces 4 (largest producer in my colony) units so the tool-tip says +2 desired import volume. On the other hand a planet has 7 units of supplies and heavy machinery and I have another planet producing 5 of each but I'm still importing 7 units of each from out of faction (+7 desired import volume)


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