Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20)

Pages: [1] 2 3 ... 17

Author Topic: [0.9.1a] Boggled's Terraforming Mod (v3.0.4)  (Read 33098 times)

boggled

  • Commander
  • ***
  • Posts: 146
    • View Profile
[0.9.1a] Boggled's Terraforming Mod (v3.0.4)
« on: October 24, 2019, 04:48:35 PM »

Boggled's Terraforming Mod (v3.0.4)

--> -->


This mod adds stellar mirrors, stellar shades and three other structures to terraform planets. Planets can also be terraformed using the Miller-Urey device which can be salvaged from certain Domain-era automated ships.

To install the mod, simply download the .zip file from the link above, unzip it in your starsector mods directory, and enable it in the launcher. You can add the mod to a game in progress, but the mod most likely cannot be safely removed from a save file once some of the structures are built.

Future plans:
-Mission to acquire a special item (like the MUD but with multiple/unlimited uses) that can seed water planets with Volturnian lobsters and/or genemod krill.
-Missions (probably two) to acquire a Miller-Urey device. When these missions are implemented I will remove the drop chance from the survey ships, so the total number of acquirable MUDs will be 2 from the missions and 1-3 from derelict motherships.

3.0.4 Changelog:
-Fixed a bug where the player couldn't build stellar reflectors while the spaceport was upgrading into a megaport. Thank you mora!
-Added additional text to the tooltip for Ismara's Sling and the Drone Control Nexus to clarify their functionality.
-By popular demand, I added an option to the settings file for this mod (located at C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Boggled Terraforming\data\config\settings.json) that enables the Atmosphere Adjuster to remove pollution from planets. Pollution removal is enabled by default, but can be disabled by the player.
-I previously indicated that I would look into adding an option to clear inimical biospheres on terran worlds. This is actually already possible as you can use the MUD on a terran world with inimical biosphere to remove it. The 3.0 release of this mod fixed a bug which prevented use of the MUD on some terran worlds.

3.0.3 Changelog:
-Added support for Galaxy Tigers planets. Thank you KnightOfTigers for bringing this to my attention! Please let me know about any bugged/unsupported interactions with content from Galaxy Tigers so I fix them.

3.0.2 Changelog:
-Added support for Fringe Defense Syndicate planets. Thank you arknok for bringing this to my attention!
-Added support for SCY planets. Thank you Fantastic Chimni for bring this to my attention!
Please let me know if there are any bugged/unsupported interactions with content in these mods going forward so I can fix them.

3.0.1 Changelog:
-Fixed a bug where AI cores and/or nanoforges would not be returned to the player upon completion of terraforming using the atmosphere adjuster. When terraforming is finished, both the AI core and the nanoforge (if applicable) will be placed in the planet storage.
-Added supported for Hazard Mining Incorporated. Please let me know if there are any bugged interactions with content in this mod so I can fix them. Thanks to SaiWave for bringing this to my attention!

3.0.0 Changelog:
-Added the atmosphere adjuster. This structure can terraform toxic planets and remove toxic atmospheres from other planet types. It takes eight cycles by default to complete terraforming, but installing a nanoforge can greatly reduce the time. With a pristine nanoforge, atmospheric detoxification takes two cycles. Uninstalls itself after terraforming is complete.
-Fixed the "ghost planet" bug! Kentington (in his DIY planets mod) came up with a method of terraforming I hadn't thought of. It works great, so I just shamelessly copy-pasted it! Terraforming is functionally the same, except now there is no ghost planet. Ghost planets that currently exist from prior versions of the mod are not removed/fixed.
-Terraforming of planets is now visually reflected in the combat background when fighting near the planet.

2.4.0 Changelog:
-Added the Drone Control Nexus. This structure is functionally identical to Ismara's Sling, except it can only be built on station markets (vanilla stations and ones created with my other mod Player Station Construction). This will allow terraforming of desert/arid planets in virtually any system, but the Drone Control Nexus requires 6 ship hulls, 6 supplies and 6 fuel supply regardless of colony size. Make sure you can meet the demand, or the upkeep will become very high!

Terraforming structures/items:
Spoiler

Stellar Mirror Array
Terraforms cold planets. Frozen/Cryovolcanic --> Water, Tundra --> Terran.


Stellar Shade Array
Terraforms hot planets. Jungle & Desert-like --> Terran.


Military Police Headquarters
Removes decivilized subpopulation if demand is met for long enough.


Ismara's Sling
Giant mass drivers that can launch water from cryovolcanic, frozen and water planets to desert planets that need more water to be terraformed.
The name comes from Ismara orbiting Penelope's Star in the vanilla sector where Eridani-Utopia built these to terraform the desert planet Ithaca.


Drone Control Nexus
A drone hub that launches swarms of drones to tow frozen asteroids to desert planets in need of water for terraforming. Can only be built on station markets. Requires 6 ship hulls, 6 supplies, and 6 fuel. Shortages result in significantly increased upkeep. Otherwise functionally identical to Ismara's Sling.


Atmosphere Adjuster
Structure that terraforms toxic planets and/or removes the toxic atmosphere market condition. Takes eight years to terraform by default, but installing a pristine nanoforge can reduce the time required to two cycles. Removes itself upon completion of terraforming.

Note that stellar mirrors cannot be built on planets with no light, which will automatically include all planets in a nebula or black hole system. Military Police Headquarters exists to remove decivilized subpopulations and can only be built on markets with that condition. Atmosphere adjusters can only be built on toxic planets or planets with a toxic atmosphere.


Miller-Urey Device
Single-use item that can terraform almost any planet into a terran planet. You must use the ability from the ability bar to activate it.
Reference to the Miller-Urey experiments.
[close]

Known Issues and Compatibility:
Spoiler
Known issues:
-None right now.

Compatibility with other mods:
Nexerelin - Compatible.
Unknown Skies - Compatible.
Shadowyards - Compatible.
Secrets of the Frontier - Compatible.
Fringe Defense Syndicate - Compatible.
Hazard Mining Incorporated - Compatible.
SCY - Compatible.
Galaxy Tigers - Compatible.

If your mod adds any new planet types to Starsector, they will be incompatible with this mod until I issue an update to include those new types. Please send me a PM and I will add your planet types right away. Thank you!
[close]

Thanks to:
Mayan, Langly & Kentington - I shamelessly copied some of their code from their terraforming mods.
Alex - For making Starsector and helping me out with resolving a bug.
Sundog - Helped me out with resolving a bug.
Serenitis - Helped extensively with testing and balancing the mod and provided artwork for the Miller-Urey device.
Hydra 7-1 - Helped extensively with testing the mod.
Codyrex123 - Helped extensively with testing the mod.
« Last Edit: January 26, 2020, 09:45:41 AM by boggled »
Logged

Sundog

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1021
    • View Profile
    • Email
Re: [0.9.1a] Boggled's Terraforming Mod (v0.9)
« Reply #1 on: October 24, 2019, 07:27:57 PM »

Just tested it out a bit, and at first glance this seems like a really solid implementation. Most of what I checked seems very nearly up to vanilla standards of quality. AI cores have fitting effects and clicking the notification icons even opens the colony management screen, which is a good demonstration of attention to detail imo. You might already be on top of some of these, but I did see a few things that could maybe be improved:
  • I didn't see any way to check the time remaining for terraforming. Maybe I missed something, but it seems to me like that info should be displayed in the tooltip of the structure
  • Seeing the planet change types on-screen is pretty jarring. Once your testing phase is over you might want to make sure that only happens when the player is far enough away not to see it
  • I saw the notification for the water ice requirement, but that might be another thing that could be helpful in the tooltip
  • It looks like terraforming won't revert after removing the structure. That might be working as intended and I understand that it's a matter of preference, but if you're open to it I'd like to try to convince you that planets should eventually revert to their former types without terraforming infrastructure in place.
I'm looking forward to finding out how this turns out!

Techpriest

  • Lieutenant
  • **
  • Posts: 75
  • Personal Text
    • View Profile
Re: [0.9.1a] Boggled's Terraforming Mod (v0.9)
« Reply #2 on: October 24, 2019, 10:19:49 PM »

I agree with Sundog's analysis. The mod deserves to be in the Mod Index for its quality.

Alavaria

  • Ensign
  • *
  • Posts: 21
    • View Profile
Re: [0.9.1a] Boggled's Terraforming Mod (v0.9)
« Reply #3 on: October 25, 2019, 02:03:13 AM »

Does this require a new game to work? On adding the mod, it is possible to see and build the Ismara's Sling, but not any of the other ones.
Logged

Crimson Sky Gaurdian

  • Captain
  • ****
  • Posts: 352
    • View Profile
Re: [0.9.1a] Boggled's Terraforming Mod (v0.9)
« Reply #4 on: October 25, 2019, 03:09:03 AM »

A quibble I had with one of the other ones that I see repeated here (or at least, not mentioned):
Why doesn't orbital mirrors improve low light?
Logged

cjuicy

  • Captain
  • ****
  • Posts: 340
  • Missiles and Mecha, my boys. Missiles and Mecha
    • View Profile
    • Email
Re: [0.9.1a] Boggled's Terraforming Mod (v0.9)
« Reply #5 on: October 25, 2019, 11:49:43 AM »

A quibble I had with one of the other ones that I see repeated here (or at least, not mentioned):
Why doesn't orbital mirrors improve low light?
Low light is a consequence of its distance to its parent star or the type of star the planet orbits. You can't really use a stellar mirror to amplify light that barely exists.
Logged
"Light the Stars with your Incendiary Rounds!"
"They thought I was insane for thinking I could push Jangala into the sun! Boy, were they wrong."

Crimson Sky Gaurdian

  • Captain
  • ****
  • Posts: 352
    • View Profile
Re: [0.9.1a] Boggled's Terraforming Mod (v0.9)
« Reply #6 on: October 25, 2019, 11:52:17 AM »

Low light is a consequence of its distance to its parent star or the type of star the planet orbits. You can't really use a stellar mirror to amplify light that barely exists.
Sure you can.
If, for example, I shone a spotlight at a beach ball such that only half the ball is in the beam, I can improve the amount of light reaching it by reflect light from elsewhere onto it, say by sticking a mirror in the beam pointed at the ball.
Logged

Nick XR

  • Captain
  • ****
  • Posts: 318
    • View Profile
Re: [0.9.1a] Boggled's Terraforming Mod (v0.9)
« Reply #7 on: October 25, 2019, 01:07:24 PM »

A quibble I had with one of the other ones that I see repeated here (or at least, not mentioned):
Why doesn't orbital mirrors improve low light?
Low light is a consequence of its distance to its parent star or the type of star the planet orbits. You can't really use a stellar mirror to amplify light that barely exists.

It's more like gathering/redirectinv light that would miss the planet altogether.

I haven't checked the.mod out yet but I'm concerned with balance.  If this could only fix a few negative traits for lotsmof time and money while angering Ludd, maybe it could be ok.

boggled

  • Commander
  • ***
  • Posts: 146
    • View Profile
Re: [0.9.1a] Boggled's Terraforming Mod (v0.9)
« Reply #8 on: October 25, 2019, 04:11:00 PM »

Low light is a consequence of its distance to its parent star or the type of star the planet orbits. You can't really use a stellar mirror to amplify light that barely exists.
Sure you can.
If, for example, I shone a spotlight at a beach ball such that only half the ball is in the beam, I can improve the amount of light reaching it by reflect light from elsewhere onto it, say by sticking a mirror in the beam pointed at the ball.

My understanding is that planets illuminated poorly enough that it presents a hazard to surface operations would require mirrors larger than the planet itself to improve the brightness to something similar to Earth. If someone with a physics background wants to weigh in about this I would happily defer to them.

Does this require a new game to work? On adding the mod, it is possible to see and build the Ismara's Sling, but not any of the other ones.

I added more information about this to the top post. You can safely add the mod to a save in progress, but I don't think you can remove the mod from your save once you start building structures.

Ismara's Sling is only buildable on cryovolcanic and water planets. Only desert-variant, tundra, jungle and frozen planets can be terraformed with the stellar reflector structures. They can be built on water, terran and terran-eccentric planets to improve conditions. They cannot be built anywhere else. Note that stellar mirrors cannot be built on planets with poor light or no light, which will automatically include all planets in a nebula or black hole system. Military Police Headquarters exists to remove decivilized subpopulations and can only be built on markets with that condition.

Just tested it out a bit, and at first glance this seems like a really solid implementation. Most of what I checked seems very nearly up to vanilla standards of quality. AI cores have fitting effects and clicking the notification icons even opens the colony management screen, which is a good demonstration of attention to detail imo. You might already be on top of some of these, but I did see a few things that could maybe be improved:
  • I didn't see any way to check the time remaining for terraforming. Maybe I missed something, but it seems to me like that info should be displayed in the tooltip of the structure
  • Seeing the planet change types on-screen is pretty jarring. Once your testing phase is over you might want to make sure that only happens when the player is far enough away not to see it
  • I saw the notification for the water ice requirement, but that might be another thing that could be helpful in the tooltip
  • It looks like terraforming won't revert after removing the structure. That might be working as intended and I understand that it's a matter of preference, but if you're open to it I'd like to try to convince you that planets should eventually revert to their former types without terraforming infrastructure in place.
I'm looking forward to finding out how this turns out!

I like these ideas and I'm going to implement the tooltips and player distance check. If you remove the reflectors, it will make the planet hot/cold again and make the farmland worse. I can make it revert the terraforming after a certain period of time if applicable.
Logged

dk1332

  • Commander
  • ***
  • Posts: 160
    • View Profile
    • Email
Re: [0.9.1a] Boggled's Terraforming Mod (v0.9)
« Reply #9 on: October 25, 2019, 04:39:12 PM »

Cool, I kinda hate it when you find a good system with no good planets to colonized. Gonna try this on my current run where for some reason 90% of the planets I've seen so far are dead rocks with the average hazard of 150%....and I'm pretty sure I set it to mix.

A couple of questions:
- Does this conflict with other terraforming mods?
- Will this have the ability to terraform toxic planets and Azure planets?
- Will this support Tart's unknown skies mod?
Logged

Sundog

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1021
    • View Profile
    • Email
Re: [0.9.1a] Boggled's Terraforming Mod (v0.9)
« Reply #10 on: October 25, 2019, 10:39:04 PM »

If you remove the reflectors, it will make the planet hot/cold again and make the farmland worse.
Very cool! In that case, I would just advise you to somehow make that abundantly clear to the player. Anyone who expects the changes to be permanent even if they remove the structure will inevitably do so, resulting in disappointment and regret. Some people might even report it as a bug.

Nick XR

  • Captain
  • ****
  • Posts: 318
    • View Profile
Re: [0.9.1a] Boggled's Terraforming Mod (v0.9)
« Reply #11 on: October 26, 2019, 12:08:06 AM »

Low light is a consequence of its distance to its parent star or the type of star the planet orbits. You can't really use a stellar mirror to amplify light that barely exists.
Sure you can.
If, for example, I shone a spotlight at a beach ball such that only half the ball is in the beam, I can improve the amount of light reaching it by reflect light from elsewhere onto it, say by sticking a mirror in the beam pointed at the ball.
My understanding is that planets illuminated poorly enough that it presents a hazard to surface operations would require mirrors larger than the planet itself to improve the brightness to something similar to Earth. If someone with a physics background wants to weigh in about this I would happily defer to them.

Most mirrors have good refractivity of the IR range of the spectrum (heat) in addition to visible light, so the amount of additional "heat" being directed to a planet to terraform it to something other than a ball of ice, should be enough to make it not dark.  And FWIW, planets like Mars get plenty of light and are too cold for humans (aside from other factors).  So if you can provide enough heat via mirrors to make it not cold, making it not dark has likely happened unless you're using mirror that don't reflect visible light but do reflect IR.

Serenitis

  • Admiral
  • *****
  • Posts: 865
    • View Profile
Re: [0.9.1a] Boggled's Terraforming Mod (v0.9)
« Reply #12 on: October 26, 2019, 03:34:14 AM »

Something that might need looking at:

I started with a Tundra world with -1 farming.
I built the mirrors, and it upgraded the world to Terran while giving it +1 farming.
I then removed the mirrors just to see what would happen.
The planet stayed Terran while re-gaining it's previous cold condition. But lost it's farmland condition entirely.
Spoiler
[close]
And yet it's now producing 15 food as a size 5 colony.
Spoiler
[close]

Looks like the new conditions are being added whenever the mirror status changes, but the old ones are not being removed.
And the farmland is also being removed. (But still 'working'.)

Unrelated feedback/questions:
Possibly consider not changing the planet type, but improve the one that's already there. Having Terran planets potentially everywhere just doesn't "feel" right. (In this setting at least.)

Is everything in cat_barren completely untouched by these buildings?
Ie; Terraforming limited to already habitable planets.
(Fine with this btw.)

Possibly consider adding ability to frozen worlds to build Ismara's Sling.

Possibly consider adding information to the building tooltip when terraforming is stalled.

- Will this support Tart's unknown skies mod?
It would appear not. Possibly due to defing abilities by specific planet type, rather than by planet class.
Not a single US planet I tested with had the ability to build these buildings.
« Last Edit: October 26, 2019, 04:10:39 AM by Serenitis »
Logged

Alavaria

  • Ensign
  • *
  • Posts: 21
    • View Profile
Re: [0.9.1a] Boggled's Terraforming Mod (v0.9)
« Reply #13 on: October 27, 2019, 04:04:24 AM »

I added more information about this to the top post. You can safely add the mod to a save in progress, but I don't think you can remove the mod from your save once you start building structures.
Thanks, yeah it wasn't a savegame problem then, just that I had exactly 0 terraformable planets in my list of colonies.
Logged

boggled

  • Commander
  • ***
  • Posts: 146
    • View Profile
Re: [0.9.1a] Boggled's Terraforming Mod (v0.9.1)
« Reply #14 on: October 27, 2019, 09:26:05 AM »

Something that might need looking at:

I started with a Tundra world with -1 farming.
I built the mirrors, and it upgraded the world to Terran while giving it +1 farming.
I then removed the mirrors just to see what would happen.
The planet stayed Terran while re-gaining it's previous cold condition. But lost it's farmland condition entirely.
Spoiler
[close]
And yet it's now producing 15 food as a size 5 colony.
Spoiler
[close]

Looks like the new conditions are being added whenever the mirror status changes, but the old ones are not being removed.
And the farmland is also being removed. (But still 'working'.)

Unrelated feedback/questions:
Possibly consider not changing the planet type, but improve the one that's already there. Having Terran planets potentially everywhere just doesn't "feel" right. (In this setting at least.)

Is everything in cat_barren completely untouched by these buildings?
Ie; Terraforming limited to already habitable planets.
(Fine with this btw.)

Possibly consider adding ability to frozen worlds to build Ismara's Sling.

Possibly consider adding information to the building tooltip when terraforming is stalled.

- Will this support Tart's unknown skies mod?
It would appear not. Possibly due to defing abilities by specific planet type, rather than by planet class.
Not a single US planet I tested with had the ability to build these buildings.

Thank you for bring this bug to my attention. I'm pretty sure it's fixed.

Ismara's Sling can now be built on frozen planets.

Tooltips added to show a rough amount of time left until terraforming is complete, or if it is stalled due to lack of water.

Low light is a consequence of its distance to its parent star or the type of star the planet orbits. You can't really use a stellar mirror to amplify light that barely exists.
Sure you can.
If, for example, I shone a spotlight at a beach ball such that only half the ball is in the beam, I can improve the amount of light reaching it by reflect light from elsewhere onto it, say by sticking a mirror in the beam pointed at the ball.
My understanding is that planets illuminated poorly enough that it presents a hazard to surface operations would require mirrors larger than the planet itself to improve the brightness to something similar to Earth. If someone with a physics background wants to weigh in about this I would happily defer to them.

Most mirrors have good refractivity of the IR range of the spectrum (heat) in addition to visible light, so the amount of additional "heat" being directed to a planet to terraform it to something other than a ball of ice, should be enough to make it not dark.  And FWIW, planets like Mars get plenty of light and are too cold for humans (aside from other factors).  So if you can provide enough heat via mirrors to make it not cold, making it not dark has likely happened unless you're using mirror that don't reflect visible light but do reflect IR.

Mirrors now remove the "poor light" condition. Still cannot be built on dark planets.

If you remove the reflectors, it will make the planet hot/cold again and make the farmland worse.
Very cool! In that case, I would just advise you to somehow make that abundantly clear to the player. Anyone who expects the changes to be permanent even if they remove the structure will inevitably do so, resulting in disappointment and regret. Some people might even report it as a bug.

Planets can now regress to their previous types before terraforming. If this is happening, there is an intel message regarding terraforming regression. Also, the stellar mirror/stellar shade conditions on the market say that if the reflectors are removed the conditions on the planet will deteriorate.

I agree with Sundog's analysis. The mod deserves to be in the Mod Index for its quality.

Thank you! Once this gets a little bit more testing I will request inclusion in the mod index.
Logged
Pages: [1] 2 3 ... 17