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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - boggled

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211
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: April 14, 2023, 06:47:38 AM »
On another entirely different matter: have you considered changing Domed Cities and Seafloor Cities from being separate structures to being upgrades to the basic, irremovable Population & Infrastructure pseudo-industry? I think that would make a lot of sense, but I'm not sure if it's viable from the modding perspective (like due to hard-coded vanilla elements or something).
Seems like a pretty hard thing to do to me, at least until 0.96 rolls around...

Even in 0.96, that would require modifying vanilla files, which I want to avoid. If that wasn't an issue, I agree this would be a good change.

212
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: April 13, 2023, 04:40:31 PM »
I actually figured out the reason, and yeah it does seem to be a Nexerelin issue.
While I had conquered this planet from another faction, it's not the direct reason for the "Decivilized" hazard to be there. Apparently when an AI faction colonizes a planet, the colony doesn't make the "switch" from the "Decivilized" to the "Decivilized Subpopulation" hazard, thus leaving the planet essentially stuck with the -25% "Decivilized" hazard.
So it's a rare issue from mix-matching mods. Should probably mention this on the Nexerelin thread too.

Yeah, that sounds like a Nexerelin bug. I'll probably make changes in TASC to treat "Decivilized" the same as "Decivilized Subpopulation" as an additional safeguard. Thanks again for letting me know about this!

213
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: April 13, 2023, 01:23:03 PM »
Having an issue with the "Decivilized" hazard that is, as I found out, different from the "Decivilized Subpopulation" one, because neither CHAMELEON from this mod nor a Senate from Industrial Evolution can remove it.
Is this a bug related to Nexerelin? I invaded and conquered this world from another faction. So I assume the modifier had no "chance" to switch from "Decivilized" to "Decivilized Subpopulation" and now I seem stuck with it.

I brute forced a solution with 'RemoveCondition decivilized' via console commands (and I justify this by the fact it makes no sense for the planet to be considered "Decivilized" when there IS a "stable ruling polity" in order on it), but just putting this out there in case you might wanna make CHAMELEON work on this as well.

Huh, I haven't seen this bug before. I think this should be fairly simple to fix - I'll address it in the next patch. Thanks for reporting this!

214
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: April 13, 2023, 10:14:53 AM »
So, not sure if the problem is on your side, but Space Truckin' tends to have issues identifying commodities for shipment in stations founded by your mod, but it seems to not happen every time. Think you can look into it?

Sure, I can investigate. Thanks for letting me know about this!

215
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: April 10, 2023, 01:56:46 PM »
.... I doubt it. I think the vanilla/core implementation of farming/aquaculture isn't designed to handle situations like terraforming or custom planets with impossible conditions.
Think I tracked it down, the "farming" requirement is dropped and it can be built as normal when I deactivate the 'Lobster Proliferation' mod.

... guess I know where my next stop is.  :P
Assuming that mod is still being maintained.... are there any substitutes for that if not?

TASC supports adding lobsters to water worlds. See the mod guide on the original post.

216
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: April 10, 2023, 12:53:19 PM »
.... I don't think this is related to TASC in any way. The Aquaculture building requires the water_surface condition, not the water planet type.
I did think it was odd that Aquaculture would require "farming" in any way... given that it's the water world equivalent of that Industry.... think it might have something to do with Industrial Evolution?


I doubt it. I think the vanilla/core implementation of farming/aquaculture isn't designed to handle situations like terraforming or custom planets with impossible conditions.

217
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: April 10, 2023, 12:39:39 PM »
Can't seem to be able to build Aquaculture on my waterworld... weird.

What exactly are the requirements? I want to make sure I'm not missing something obvious first.

I assume you recently terraformed the planet into a water world? There's a bug (caused by core/vanilla) where this can sometimes happen - try saving and reloading your game. If that doesn't fix it, post a screenshot of the colony management screen so I can take a look.
No actually, no terraforming at all. I'm using Adversary's system creation function to create a water world. First time on the build screen it had Aquaculture showing up, but it said "farming required' to build it. So I restarted after putting 'Adequate Farmland' onto the planet... and it still says that I need farming to build it, but I can't build the farming industry, only Aquaculture which says I lack Farming.

Now I know this might be caused by it not being a "natural" system, but still kinda odd.
Planet in question
            {
               "type":"water",
               "orbitRadius":5000,
               "focus":0,
               "name":"Aqua",
               "radius":225,
               "conditions":[
                  # List of vanilla planet conditions
                  "habitable",
                  "mild_climate",
                  "water_surface",
                  "farmland_adequate",
                  "US_elevator",
               ],
               "entitiesAtStablePoints":[
                  {},
                  {},
                  {"type":"jump_point","name":"Inner System Jump-point"},
               ],
[close]


I don't think this is related to TASC in any way. The Aquaculture building requires the water_surface condition, not the water planet type.

218
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: April 10, 2023, 11:39:19 AM »
Can't seem to be able to build Aquaculture on my waterworld... weird.

What exactly are the requirements? I want to make sure I'm not missing something obvious first.

I assume you recently terraformed the planet into a water world? There's a bug (caused by core/vanilla) where this can sometimes happen - try saving and reloading your game. If that doesn't fix it, post a screenshot of the colony management screen so I can take a look.

219
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: April 08, 2023, 10:38:32 AM »
Hello,
technical question here - does terraforming a planet into a different type "reset" some default hazard modifiers?
The example that interests me is: Cryovolcanic worlds have tectonic activity by default. If I finish terraforming it into a Tundra world will the tectonic activity disappear? Will it also change "Extreme cold" to just "Cold"?

Another thing: terraforming menu into the Terran type claims that its "starting resources" include "trace volatiles". Does this mean that trace volatiles get automatically added whenever terraforming finishes into the Terran type even if there were none before? Asking this because it's sub-optimal for Soil Nanites.

Tectonic activity will not be removed by terraforming. Planet temperatures don't change either as a result of terraforming, but can be suppressed by buildings like the stellar reflector array.

Yes, trace volatiles will be added to the planet even though it blocks soil nanites. This is intentional and there's some discussion about my reasoning earlier in this thread.

220
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: April 07, 2023, 08:48:16 AM »
Is there a setting or config file I can change somewhere to make Tundras count as water-rich worlds (can build Ismara's sling, can terraform to water world etc.)?

I MIGHT be mis-remembering, but isn't a tundra a cold desert?
There are a few different descriptions, and that's a valid one-- what matters is that as the tundra is depicted in the game, it's covered in ice and snow. I just want to be able to use it to send water to other bodies in-system for terraforming.

No, this can't be configured in the settings file. It would be necessary to edit the source code and rebuild TASC. Sorry!

221
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: April 04, 2023, 07:36:37 AM »
Just had an idea while reading through the comments, about Penelope's Star specifically, have you thought about adding a way to change a Star's color?

I usually avoid settling in Penelope's Star because I don't like the idea of my worlds having a Red sky over them, despite being an excellent terraforming spot, being able to change a stars color would be pretty cool, even for purely cosmetic purposes. Maybe there could even be a planet modifier that has some effects based on the stars color and the effect it has on the population?, providing a mechanics reason to change the stars color if possible. Just an idea.

You can probably change the color of the star by modifying the vanilla/core files. Either way, I don't think many players would use a feature like this, and it isn't lore compatible.

222
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: April 03, 2023, 06:02:52 AM »
Is it possible to dissable all the terraforming stuff except for the stellar array and doomed city ? I like the idea of both but i don't want to use the rest of the terraforming. I could just choose to not use it but if there is an option to dissable terraforming without those two could be good

Not purely using the settings file. If you want this, you'll have to edit rules.csv to remove the colony menu option for terraforming projects.

Is anyone running to the issue of game crash when attempting to abandone station btw? ( This was a siphon station i created )


Please post the stack trace of the crash so we can see what's causing it.

223
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: April 01, 2023, 10:42:05 AM »
I must say that I find it a little immersion breaking that you need an external water source to improve farming on jungle worlds, considering the description of jungle worlds twice refers to their natural abundance of water.  I suppose this was a balance decision.

Yeah, you're right about the lore issues with requiring water on jungle worlds. It's about balance and also simplicity - I want to have only three "levels" of water (large amount, moderate, none) and have all planet types within the same water "level" behave identically.

you would need to add blacklists to planets that already have the city lights though in order to not have conflicts with them

Yup. Implementing this feature will require a good amount of work and testing so I'll probably save it for last if I do end up adding it.

224
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: March 30, 2023, 10:58:05 AM »
I would LOVE the ability to build my own watchtowers and relevant stations, or perhaps lesser makeshift versions.
Besides a Defense station, maybe it could cost something like requiring an Alpha AI for the core station to work + gammas for the watchtowers as it already takes a building slot on the colony it's attached to. Though personally I would have a 1 per system limit.

My Concern is the balance of the idea. Your planets could potentially shrug off anything anyone could ever muster. For example, I YOLO'd Chicomoztoc and won [barely] and after some suppression and development I have managed to achieve 220k ground defense. So far every attack against it after the fact has failed on the ground. Brings Cadia from WH40K to mind...


Watchtowers? I think that's from a different mod, not TASC.

225
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: March 30, 2023, 10:08:44 AM »
Afaik, all colonies lack them, and only select vanilla ones/modded ones have them

Hmm. This seems like something that should be left to vanilla since TASC doesn't add custom planet types. I'll consider adding it anyway though since it would be a cool feature.

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