Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 2 [3]

Author Topic: [0.9.1a] Langly's Terraforming  (Read 18287 times)

Plasmatic

  • Admiral
  • *****
  • Posts: 500
  • Curious no?
    • View Profile
Re: [0.9.1a] Langly's Terraforming
« Reply #30 on: December 02, 2019, 07:24:52 AM »

New version is up.
I think I mixed up the version numbers though.

Biggest change is that you can configure the terraforming process now.
Also you cant build the project on non planets anymore, no more class cast exceptions anymore I hope.

I did forget to add the line in that would prevent the game from crashing when you already did. Sorry Plasmatic.
I will do it in the next version though since it will increse stability should another mod change stuff while the project is building.

Also I think I mixed up the version numbers :p

So my save is still fubared?
« Last Edit: December 02, 2019, 10:26:09 AM by Plasmatic »
Logged
"Better to remain silent and be thought a fool than to speak out and remove all doubt"
- Maurice Switzer

Langly2

  • Ensign
  • *
  • Posts: 13
    • View Profile
Re: [0.9.1a] Langly's Terraforming
« Reply #31 on: December 02, 2019, 11:29:41 AM »

Unfortunaly yes.
But I have ffryday off and will upload a hotfix for you. I`ll make sure you can play your savegame again by the weekend :)
Logged

Plasmatic

  • Admiral
  • *****
  • Posts: 500
  • Curious no?
    • View Profile
Re: [0.9.1a] Langly's Terraforming
« Reply #32 on: December 05, 2019, 06:54:07 AM »

Unfortunaly yes.
But I have ffryday off and will upload a hotfix for you. I`ll make sure you can play your savegame again by the weekend :)

That would be awesome, thanks!
Logged
"Better to remain silent and be thought a fool than to speak out and remove all doubt"
- Maurice Switzer

Langly2

  • Ensign
  • *
  • Posts: 13
    • View Profile
Re: [0.9.1a] Langly's Terraforming
« Reply #33 on: December 06, 2019, 03:05:47 AM »

I put up a version with a fix.

Now when I was thinking about it you should have been able to just abort the build process and everything should have been fine.
Now it should finish but without anything happen when it isnt build on a planet.

I blame ppl decompiling this mod without even asking. It´s honestly the first time ever happening to me in any mod community and it is quite demotivating when ppl dont have the decenty to just wait till I´m happy with the code and release it and not even asking.

Never saaw that in anywhere else.
Logged

Plasmatic

  • Admiral
  • *****
  • Posts: 500
  • Curious no?
    • View Profile
Re: [0.9.1a] Langly's Terraforming
« Reply #34 on: December 06, 2019, 06:59:49 AM »

I put up a version with a fix.

Now when I was thinking about it you should have been able to just abort the build process and everything should have been fine.
Now it should finish but without anything happen when it isnt build on a planet.

I blame ppl decompiling this mod without even asking. It´s honestly the first time ever happening to me in any mod community and it is quite demotivating when ppl dont have the decenty to just wait till I´m happy with the code and release it and not even asking.

Never saaw that in anywhere else.

I was linked to this mod from a different thread and didn't even realize it was in the modding in progress subforum.

I'm sorry to have been such a bother for you, but you are doing a great job!
Logged
"Better to remain silent and be thought a fool than to speak out and remove all doubt"
- Maurice Switzer

FrackaMir

  • Ensign
  • *
  • Posts: 30
    • View Profile
Re: [0.9.1a] Langly's Terraforming
« Reply #35 on: January 13, 2020, 07:56:18 AM »

Question, this mod is pretty much save game compatible is it? As in integrating it into the current save and perhaps for future saves, if not borked.

Also I am running the Boggle's Terra forming mod too so would it conflict with it? I haven't terraformed anything yet from it doe

I am basically running essentially all compatible mods currently and it all works, till a mod updates to a newer version and removes something.

I do like the idea of a progressive Terran Eccentric or Terran Worlds, like chance based. It'd also encourage maybe different colony establishments away from the core instead of doing Genocide runs to get some of the Terran Worlds.

Btw if one finds Terran Eccentric worlds already present, can they be terraformed into a full one? I've spent a large time searching for Terran Worlds and found one near a system, a eccentric and a Tundra + Jungle one with another system, although its somewhat away from the Core.

I don't mind a variety of Terraformed planets as it spices things up, also are the changes permanent if the Terraforming Project is removed or would they gradually deteriorate?
« Last Edit: January 15, 2020, 07:17:00 AM by FrackaMir »
Logged

NephilimNexus

  • Commander
  • ***
  • Posts: 155
    • View Profile
Re: [0.9.1a] Langly's Terraforming
« Reply #36 on: January 16, 2020, 03:46:01 PM »

In my copy I went into planetProgression.csv and changed desert progression from tundra to arid, as this seemed to make more sense to me.
Logged

Johnny Cocas

  • Commander
  • ***
  • Posts: 172
  • Murder Wedges!!
    • View Profile
Re: [0.9.1a] Langly's Terraforming
« Reply #37 on: January 20, 2020, 04:25:12 AM »

If your mod is similar to Boggled's you may need to add compatibility to some mods that add custom planets, such as Fringe Defence Syndicate (FDS), perhaps that is the cause for that error Plasmatic is having?
Logged

Devanor

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.9.1a] Langly's Terraforming
« Reply #38 on: February 12, 2020, 09:21:39 PM »

Hello! I've never messed with files before so I need some help: how do I add that the terraformer grants the planet farmland or organics after it has habitable and mild weather?

From what I could gather on the text alone, I should add something at the bottom...
",True,,Farmland"
",True,,Organics"
Is that somewhat correct?

Or something a bit more advanced like

",True,,Poor_Farmland"
"Poor_Farmland,True,Farmland,"
"Farmland,True,Abundant_Farmland,"
Logged

FrackaMir

  • Ensign
  • *
  • Posts: 30
    • View Profile
Re: [0.9.1a] Langly's Terraforming
« Reply #39 on: February 14, 2020, 07:07:22 AM »

Seem to be having a problem with the mod, The error is this

825471 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.campaign.BaseLocation$LocationToken cannot be cast to com.fs.starfarer.campaign.CampaignEntity
java.lang.ClassCastException: com.fs.starfarer.campaign.BaseLocation$LocationToken cannot be cast to com.fs.starfarer.campaign.CampaignEntity
   at starsector.mods.langly.terraforming.TerraformingBuilding.terraform(TerraformingBuilding.java:161)
   at starsector.mods.langly.terraforming.TerraformingBuilding.finishBuildingOrUpgrad ing(TerraformingBuilding.java:119)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.advance(BaseIndustry.java:375)
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.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)

I'm running basically all the upto date mods except for the Total conversion one, alongside running with Boggle's terraforming mod. The Crash occurs whenever any planet type, be it base game planet types or mod planet types, finishes building the Terraforming building which should terraform and remove conditions.

Some mods have had updated throughout the weeks but about a few days ago the Terraforming used to work fine and dandy, no issues whatsoever and I'm fairly certain on all planet types, now it just crashes whenever the planet's terraforming building is finished

Here's all the list of mods being used

Spoiler
{"enabledMods": [
  "$$$_lightshow",
  "$$$_trailermoments",
  "Boggled AI Core Production",
  "ai_flag_tool",
  "active_gates",
  "anotherportraitpack",
  "anvil_industries",
  "ApproLight",
  "raccoonarms",
  "artefact",
  "automatic-orders",
  "lw_autosave",
  "alrnportraitpack",
  "timid_admins",
  "blackrock_driveyards",
  "sd_boardable_unboardables_vanilla",
  "Boggled Terraforming",
  "aaCari UIgr",
  "Celestial Mount Circle",
  "CAS",
  "CombatAnalytics",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_radar",
  "COPS",
  "lw_console",
  "CoOpCombat",
  "istl_dam",
  "diableavionics",
  "DisassembleReassemble",
  "edshipyard",
  "ExLaneUnion",
  "fleetTester",
  "foundation",
  "FDS",
  "sun_fuel_siphoning",
  "GKSec",
  "gt_galaxytigers",
  "gates_awakened",
  "gflportraitpack",
  "gs",
  "ZGrand Sector",
  "GMDA",
  "HMI",
  "HA",
  "hiigaran_descendants",
  "hullmod_expansion",
  "sun_hyperdrive",
  "Imperium",
  "junk_pirates_release",
  "kadur_remnant",
  "kiith-nabaal-shipyard",
  "kingdomofterra",
  "kiprad",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "logisticsNotifications",
  "luddenhance",
  "MagicLib",
  "Mayasuran Navy",
  "dk_mis_09",
  "missingships",
  "More Officer Skills",
  "Neutrino",
  "sun_new_beginnings",
  "nexerelin",
  "yrex",
  "ORA",
  "yunru_pirate_collection",
  "wyv_planetaryShieldAccessControl",
  "Polaris_Prime",
  "portrait",
  "TAR",
  "$$rebalanced_pilums",
  "roider",
  "sun_ruthless_sector",
  "sad",
  "SCY",
  "RC_Second_Wave_Options",
  "shadow_ships",
  "swp",
  "dar_skillrework",
  "bonomel_skilledup",
  "speedUp",
  "sun_starship_legends",
  "Boggled Station Construction",
  "StopGapMeasures",
  "sd_sundiving_1.1",
  "timid_supply_forging",
  "Sylphon_RnD",
  "tahlan",
  "terraforming_langly",
  "mayorate",
  "THI",
  "transfer_all_items",
  "transponder-reminders",
  "TS_Coalition",
  "underworld",
  "US",
  "ungp",
  "URW",
  "vayrasector",
  "vayrashippack",
  "lw_version_checker",
  "vesperon",
  "WEAPONARCS",
  "toggleWeapons",
  "yrxp",
  "audio_plus",
  "shaderLib",
  "Safety Override mod"
]}
[close]

Due to this, I'd either rely on using Boggles or manually remove and add conditions when a year of pretend building has been done, otherwise rather preferred having Terran like worlds since I seem to have very bad luck on getting Terran world seeds, as there's no known way of changing a planet type with console or editing.

Although its not in the list, I am using the Secrets of the Frontier Mod, as well as updating mods properly by deleting the old versions entirely, then replacing it with the updated version, so to not leave any left overs
« Last Edit: February 14, 2020, 07:20:50 AM by FrackaMir »
Logged

sanya02

  • Lieutenant
  • **
  • Posts: 75
    • View Profile
Re: [0.9.1a] Langly's Terraforming
« Reply #40 on: August 28, 2020, 10:37:04 PM »

true farmland_adequate
Logged

Hexxod

  • Ensign
  • *
  • Posts: 43
    • View Profile
Re: [0.9.1a] Langly's Terraforming
« Reply #41 on: September 03, 2020, 11:53:49 AM »

Getting the same issue as FrakaMir. Mod worked fine on start, managed to fully terraform a handful of planets with it, but now it's crashing things.

86644 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.campaign.BaseLocation$LocationToken cannot be cast to com.fs.starfarer.campaign.CampaignEntity
java.lang.ClassCastException: com.fs.starfarer.campaign.BaseLocation$LocationToken cannot be cast to com.fs.starfarer.campaign.CampaignEntity
   at starsector.mods.langly.terraforming.TerraformingBuilding.terraform(TerraformingBuilding.java:161)
   at starsector.mods.langly.terraforming.TerraformingBuilding.finishBuildingOrUpgrad ing(TerraformingBuilding.java:119)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.advance(BaseIndustry.java:375)
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.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)

Had 4 planets that were set to complete the same day, figured that maybe they needed to be spread out, but even cutting it down to 1 planet still causes the crash. Terraforming was being done on two gas giants, a ice giant, and a cryovolcanic.

Edit - Deleting and replacing the Terraforming stations still causes the crash.
« Last Edit: September 03, 2020, 12:48:54 PM by Hexxod »
Logged

sanya02

  • Lieutenant
  • **
  • Posts: 75
    • View Profile
Re: [0.9.1a] Langly's Terraforming
« Reply #42 on: September 06, 2020, 09:27:37 AM »

I just checked these planets, everything is working fine. You have incompatibility with some mod.
« Last Edit: September 06, 2020, 09:47:06 AM by sanya02 »
Logged

Arah

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.9.1a] Langly's Terraforming
« Reply #43 on: March 29, 2021, 03:53:29 AM »

Is it safe to just update game version in mod_info while waiting for an official 0.95a update for this mod?
Logged
Pages: 1 2 [3]