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Author Topic: [0.9.1a] Terraforming and Station Construction (v5.4.5)  (Read 138430 times)

boggled

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[0.9.1a] Terraforming and Station Construction (v5.4.5)
« on: October 28, 2019, 04:44:56 PM »

[0.9.1a] Terraforming and Station Construction (v5.4.5)



To use the features from this mod, add the respective abilities to your ability bar!
Video tutorial for adding abilities to the ability bar: https://i.imgur.com/ulvepTi.gif


Mod Features Guide:
Spoiler
Terraforming Features:
Spoiler
Managed using the Terraforming Control Panel ability. The ability icon looks like this:

The Terraforming Control Panel ability will open a dialog where you can select which planet type you want to transform your planet into. You can also improve certain conditions on the planet without changing the planet type. The ability will target the closest player-controlled planet in the system for managing terraforming projects on that planet. You cannot terraform planets you don't control.

How terraforming works:
Each terraforming project has a certain number of "terraforming progress points" required to complete it. You can view the list of projects and their respective point requirements using the Terraforming Control Panel. Terraforming progress points can be generated using the five terraforming structures listed below.

Some projects cost more or less points depending on the current conditions on the planet. For example, a planet with no atmosphere will require significantly more points to terraform than a planet that already has one. All terraforming project point requirements and modifiers can be edited using the settings file.

Possible terraforming projects:
Planets can be terraformed into seven different planet types. All planets except gas giants and planets with no light can be terraformed. Gas giant terraforming can be enabled using the settings file. The seven possible types are:

-Arcology
-Terran
-Water
-Jungle
-Arid
-Tundra
-Frozen

Please note that farmland, organics and volatiles resources are modified by terraforming. The projected resources on the planet after terraforming is completed are shown on the tool tip before you initiate a terraforming project. It is possible to reduce the resources on a planet depending on which planet type you transform it into.

The less desirable planet types cost less points to create. You can also remove negative conditions from a planet without changing its type. For example, if you have a Terran planet with negative conditions, you can select the Terran transformation to remove those conditions. You'll receive a large discount on the terraforming point cost if the planet is already the same type you're transforming it into.

There are also five projects that do not change the planet type. They are:

-Make climate mild
-Remediate pollution
-Establish meteor defense system
-Planet cracking operation
-Ouyang optimization
-Stabilize tectonics (disabled by default, can be enabled with settings file)
-Gravitational manipulation (disabled by default, can be enabled with settings file)

Not all planet types can be modified to gain mild climate.

Terraforming buildings:


Stellar Reflectors
"An array of orbital reflectors that can rapidly modify surface temperatures. They can do nothing on completely dark worlds, but can improve lighting conditions on worlds with poor but not absent light."

Adds 5 terraforming progress points per day to the planet it's located on. The upkeep cost is constant regardless of market size. Instantly removes the "poor light" condition when it finishes building. Has no immediate effect on temperatures - they can only be improved using the terraforming projects.



Terraforming Platform
"Establishes the command and control infrastructure necessary to support vast swarms of comet tug drones. The drones disperse throughout the system to haul comets back to this world to supply raw materials for terraforming. Requires a substantial amount of hulls and fuel for constructing and operating the drone fleet."

Adds 4 terraforming progress points per day to the planet it's located on. The upkeep cost and commodity demands are constant regardless of market size. Demands five ship hulls and five fuel. Failure to meet the demand will result in massively increased credit upkeep cost but no loss of functionality.



Atmosphere Processor
"A network of towering constructs that spew various particles into the atmosphere. Will change the composition of the atmosphere over time to facilitate terraforming. Progress will be slow without a dedicated nanoforge to rapidly produce the necessary materials."

Adds 1 terraforming progress point per day to the planet it's located on. The upkeep cost and commodity demands are constant regardless of market size. Demands five heavy machinery. Installing a nanoforge and/or AI core will significantly increase the amount of progress points provided. Failure to meet the demand will result in massively increased credit upkeep cost but no loss of functionality.



Eisen Division
"Creating genetically-engineered organisms is the most efficient means of terraforming known to mankind. They can quickly proliferate over the entire surface of a world and convert colossal amounts of matter from one state to another. A research campus dedicated to genetic engineering is as effective at terraforming as it is expensive to fund, although using salvaged Domain-era equipment can reduce costs to a more manageable level. Considered blasphemous by the Luddic Church."

Adds 20 terraforming progress points per day to the planet it's located on. The upkeep cost and commodity demands are constant regardless of market size. Demands ten Domain-era artifacts if the Domain Archaeology industry is enabled. See the "Domain-tech" section below for information on that industry. Failure to meet the demand will result in massively increased credit upkeep cost but no loss of functionality.



Ismara's Sling
"Installs a network of gigantic mass drivers on the surface of the planet that can launch water-filled projectiles towards other worlds for terraforming purposes. It was designed by copying one of the few remaining mass drivers built on Ismara by the Eridani-Utopia Terraforming Corporation before the Collapse. Can only help terraform worlds in the same system."

Adds 8 terraforming progress points per day to other planets in the system. The upkeep cost and commodity demands are constant regardless of market size. Demands five heavy machinery. Failure to meet the demand will result in massively increased credit upkeep cost but no loss of functionality. There is no longer any requirement for desert-like worlds that an Ismara's Sling and/or Asteroid Processing exist in-system in order to terraform them. Can only be built on water, frozen and cryovolcanic planets.


Asteroid Processing
"Crashing asteroids rich in water-ice into planets is an effective means of terraforming - except when the asteroid is so large that the impact would be cataclysmic. In this case, the asteroid can be towed to a space station, where the water-ice can be safely extracted and shipped to the destination planet. Can only help terraform worlds in the same system."

Adds 8 terraforming progress points per day to planets in the system. The upkeep cost and commodity demands are constant regardless of market size. Demands five heavy machinery. Failure to meet the demand will result in massively increased credit upkeep cost but no loss of functionality. There is no longer any requirement for desert-like worlds that an Ismara's Sling and/or Asteroid Processing exist in-system in order to terraform them. Can only be built on stations.


Military Police Headquarters
"Establishes a new paramilitary branch of the security forces with the mission of pacifying the criminal gangs and separatist groups residing on the fringes of civilization. Will eventually bring all the inhabitants of the colony under central government control, including any decivilized subpopulations, if provided with sufficient troops and equipment."

The only terraforming building that doesn't contribute terraforming progress points. Instead, it will remove the "decivilized subpopulation" condition if the marines and heavy armaments demand is met over a long period of time.


Buildings exclusive to arcology worlds
Spoiler

Aquarius Protocol
"All telecommunications arcology-wide are routed through a centralized supercomputing facility known as the Aquarius Hub. This enables an AI core to surveil and censor most communications in real time. Increases stability by suppressing crime, extremism and dissent, and generates substantial revenue through the sale of collected data."

Increases market stability by 1. Installing an AI core will increase this amount, up to +6 stability total with an alpha AI core installed. Also generates a moderate amount of income.


Pheromone Splicer
"It is well understood how certain chemicals can 'encourage' human reproduction. With the proper facilities, these substances can be mass produced and surreptitiously inserted into the air and water of the arcology, resulting in greatly increased population growth. Inhabitants who discover this scheme often become disillusioned and hostile towards the colony government, reducing stability."

Increases population growth. The default increase is 8 times the market size. For example, a market with a size of 7 would have a total population growth bonus of 8 (bonus multipler) x 7 (market size) = 56. AI cores and nanoforges can further increase the bonus multiplier to a maximum of 15. Reduces stability by 3 regardless of the magnitude of the growth bonus.


Smart Grid
"Omnipresent sensors within the arcology allow an artificial intelligence to identify the needs of inhabitants and satisfy them expeditiously using hordes of automated servitors. Industrial activities of all kinds become more productive and less hazardous."

Reduces hazard by 50% and increases industry commodity production by 1. Installing AI cores will drastically reduce upkeep costs.


Krill Harvesting
"Arcology residents are told the marginally-edible nutrient blocks are produced by farming genemod krill native to Suddene. Supplies a large amount of food, but reduces stability due to persistent rumors that Suddene Green is, in fact, people."

Supplies food in an amount equal to the colony size plus two, but reduces stability by 3.
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The Crustacean Job
A quest that can unlock usage of the Seed Lobsters ability (). The quest can be initiated from the bar on Umbra in the Askonia system. You cannot initiate the quest if you're using randomized core worlds. To enable usage of the Seed Lobsters ability without completing the quest, disable the quest in the settings file.

Note that this quest has several different outcomes and not all outcomes lead to enabling the Seed Lobsters ability.
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Station Construction Features:
Spoiler

Construct Astropolis Station
"Construct a space habitat large enough to host its own market. Due to its size and mass, it can only achieve a stable orbit around larger worlds that dominate their orbital path. Expensive to build and has no natural resources."

Construct a station in orbit around the planet where the industry is built. By default, up to three can be constructed per planet. The station has no resources and 100% hazard by default. The hazard and accessibility can be modified in the settings file. "Cramped Quarters" can also be enabled in the settings file. This will put a growth penalty on the station once it grows beyond a certain size.



Construct Mining Station
"Construct a mining station in an asteroid belt or asteroid field."

Construct a mining station within an asteroid belt or an asteroid field. By default, only one can be built per system, but this can be modified using the settings file. Has 100% hazard by default, and ore resources that correspond to the number of asteroid belts in the system. The hazard and accessibility can be modified in the settings file. "Cramped Quarters" can also be enabled in the settings file. This will put a growth penalty on the station once it grows beyond a certain size.


Construct Siphon Station
"Construct a siphon station in orbit around a gas giant."

Construct a siphon station in orbit around a gas giant. Has volatiles resources equivalent to those of the host gas giant and 100% hazard by default. The hazard and accessibility can be modified in the settings file. "Cramped Quarters" can also be enabled in the settings file. This will put a growth penalty on the station once it grows beyond a certain size.



Colonize Abandoned Station
"Colonize an abandoned station."

Recolonize an abandoned station. Can target stations from this mod, stations from vanilla Starsector (ex. Port Tse Franchise Station) and certain stations from other mods.
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Gate Construction Features:
Spoiler

Astral Gate
"Greatly improves accessibility for all same-faction markets in the system, but is prohibitively expensive to maintain without a steady supply of Domain-era artifacts. Gates are the apex of heresy according to the Luddic Church."

Astral gates can be construction using the "Construct Astral Gate" ability. You can then use the "Initiate Recall" and the switch target gate abilities to jump between gates you and/or your allied factions control. The abilities look like this:



By default, gates are built with a gatekeeper station orbiting them. The faction that controls the gatekeeper station owns the gate. The astral gate is represented via a structure on the gatekeeper station - it demands eight Domain-era artifacts and has a high upkeep. If the demand isn't met, the upkeep increases massively but gate function is not impacted. The gate provides +200% accessibility for the gatekeeper station and +50% accessibility for other allied markets within the same system.

If the player doesn't want to use the gatekeeper station, they can disable it using the settings file. If gatekeeper stations are disabled, or if the station around a particular gate is abandoned, the player must pay credits and fuel to use the gate. The amount is configurable using the settings file.



Gift Astral Gate
Build an Astral gate on behalf of another faction. They will immediately gain control of the gate, but for three cycles afterwards they will pay you 75,000 credits per month as interest on your initial investment of building the gate for them. The monthly interest payment value can be modified in the settings file. If left at the default value, the total value of the monthly payments will be approximately double the upfront cost of building the gate.

You can jump to and from gates controlled by a friendly faction for free.

You cannot gift an Astral gate to a faction you have a hostile relationship with, and if your relationship with a faction deteriorates to hostile after gifting them a gate, they will stop paying you monthly interest.


Penelope's Secret
A quest that can unlock usage of the Construct Astral Gate ability. The quest will be initiated when the player is traveling through hyperspace outside the core worlds. You cannot initiate the quest if you're using randomized core worlds. To enable usage of the Construct Astral Gate ability without completing the quest, disable the quest in the settings file.

Note that this quest has several different outcomes and not all outcomes lead to enabling the Construct Astral Gate ability (although it is much easier to get the "good" outcome than with The Crustacean Job).
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Domain-tech Features:
Spoiler

Domain Archaeology
"The Sector was plunged into a dark age as a result of the Collapse. Terraforming projects, megascale engineering and artificial intelligence research can still be pursued using technology available in the modern-day Sector, but at a prohibitive cost. Employing refurbished Domain-era equipment for these tasks is much more economical than using crude post-Collapse methods."

Industry that can only be built on planets with ruins. Supplies Domain-era Artifacts (), a commodity which is contraband according to Luddic factions. They can be sold for a high price on the open market.

Market size does not impact the amount of Domain-era artifacts supplied, but administrator skills and AI cores do. Scattered ruins supply one artifact, widespread ruins supply two, extensive ruins supply four and vast ruins supply eight. Many industries added by this mod demand domain-era artifacts. If you disable this industry in the settings file, those buildings will no longer demand them. Note that in a randomized sector, no NPC colonies produce Domain-era artifacts at the start of the game.



Skyhook Anchor
"Install a skyhook anchor on an existing orbital station to increase accessibility. The incredibly strong materials needed for the skyhook cable can no longer be manufactured in the Sector - they must be salvaged from Domain-era ruins. The magnitude of the accessibility boost depends on how expensive it is to launch payloads to orbit without a skyhook. Planets with high gravity will see a larger benefit relative to planets with low gravity."

Structure that can be built on any planet-based market. It always demands one Domain-era artifact regardless of market size. As with all my structures that demand Domain-era artifacts, failure to meet the demand only increases upkeep and does not impact functionality of the structure. Boosts accessibility depending on the gravitational conditions on the planet is question.



Kletka Simulator
"Supercomputers built using salvaged Domain-era components are used to train new AI cores in lifelike virtual reality simulations. AI cores trained in this manner can never really know whether this universe is real or just another training simulation. They usually remain loyal to their human masters so as to avoid punishment or deletion in case it is the latter."

Demands four Domain-era artifacts. Builds a new AI core every month, and the probabilities of which type of AI core will be produced are shown on the in-game tool tip. Installing AI cores will increase the chances of producing a higher quality core. Can be built anywhere, but with the temperature dependent upkeep setting enabled, the upkeep will be exorbitant on stations and warmer worlds.


Domain-tech Comm Relays, Nav Buoys and Sensor Arrays
Allows the player to build the above mentioned Domain-tech stable location structures using Domain-era artifacts they've bought and/or produced with a Domain Archaeology industry. Can be disabled in the settings file. If Domain Archaeology is disabled, the structures don't require Domain-era artifacts.
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As a reminder, all features shown above can be enabled/disabled individually using the settings file. If you don't want to use a certain piece of content, disable it!
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Settings file options (can be used to enable/disable features individually):
Spoiler
To access the settings file, navigate to C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Terraforming and Station Construction\data\config\settings.json.

   #Setting this to false will completely disable any terraforming content
   "boggledTerraformingContentEnabled":true,
   
   #Enable Terran Eccentric, volcanic and toxic terraforming projects.
   #If the Unknown Skies mod is enabled, also enables auric, archipelago
   #and continental terraforming projects.
   "boggledExtraPlanetTypeTransformationsEnabled":false,
   
   #Setting this to true will enable type change terraforming projects for gas giants
   "boggledAllowGasGiantTerraforming":false,

   #Setting this to false will completely disable any station construction content
   "boggledStationConstructionContentEnabled":true,

   #Setting this to false will completely disable any gate-related content
   "boggledAstralGateContentEnabled":true,

   #Setting this to false will disable the Gift Astral Gate functionality
   "boggledGiftAstralGateEnabled":true,

   #Can be used to disable the Domain Archaeology industry if the player wishes
   "boggledDomainArchaeologyEnabled":true,
   "boggledReplaceAgreusTechMiningWithDomainArchaeology":true,

   #Can be used to disable the Kletka Simulator (AI core production) industry if the player wishes
   "boggledKletkaSimulatorEnabled":true,
   #Toggle whether the Kletka Simulator upkeep changes based on planet temperature
   "boggledKletkaSimulatorTemperateBasedUpkeep":false,

   #Can be used to disable the Skyhook Anchor structure if the player wishes
   "boggledSkyhookAnchorEnabled":true,

   #Can be used to enable the Hydroponics industry if the player wishes
   "boggledHydroponicsEnabled":false,

   #Can be used to enable the Cloning industry if the player wishes
   "boggledCloningEnabled":false,

   #Can be used to enable the Wilflife Exploitation industry if the player wishes
   "boggledWildlifeExploitationEnabled":false,

   #Can be used to enable the Spice Harvesting industry if the player wishes
   "boggledSpiceHarvestingEnabled":false,

   #Can be used to disable building of the Domain-tech stable location structures if the player wishes
   "boggledDomainTechObjectivesEnabled":true,

   #Controls whether the lobster quest can be obtained. Disabling this quest will
   #immediately unlock the ability to seed lobsters. Note that the quest cannot
   #be obtained if the player is using randomized core worlds.
   "boggledLobsterQuestEnabled":true,
   "boggledIgnorePlanetTypeAndAllowSeedingLobstersAnywhere":false,

   #Controls whether the arcology world type is enabled as a terraforming project option
   "boggledArcologyWorldTransformationEnabled":true,
   #Allows building arcology-unique structures on any planet type.
   #Enabling this will introduce very serious balance problems. You've been warned!
   "boggledArcologySpecificStructuresCanBeBuiltOnAnyPlanetType":false,

   #Used to control the terraforming point values for projects
   "boggledBaseTerraformingPoints":8000,
   "boggledExtraPointsForDenseAtmo":4000,
   "boggledExtraPointsForThinAtmo":4000,
   "boggledExtraPointsForNoAtmo":12000,
   "boggledExtraPointsForToxicAtmo":4000,
   "boggledExtraPointsForRadiation":4000,
   "boggledPointReductionForHabitable":4000,
   
   "boggledTemperaturePointMagnitude":1000,

   "boggledPercentageMultiplierForArcology":150,
   "boggledPercentageMultiplierForTerran":100,
   "boggledPercentageMultiplierForWater":100,
   "boggledPercentageMultiplierForJungle":80,
   "boggledPercentageMultiplierForArid":80,
   "boggledPercentageMultiplierForTundra":80,
   "boggledPercentageMultiplierForFrozen":40,
   "boggledPercentageMultiplierForVolcanic":30,
   "boggledPercentageMultiplierForToxic":60,

   "boggledPercentageMultiplierForSameTypeTransformation":30,

   "boggledBaseConditionModificationPoints":2000,

   "boggledStabilizeTectonicsEnabled":false,
   "boggledGravitationalManipulatorEnabled":false,

   #Enables construction of astropoli in orbit around planets.
   #The maximum number of astropoli per planet is 3. Setting the value above 3
   #results in an error message. Valid settings are 1, 2 or 3.
   #The credit cost of the astropoli can be set in industries.csv. Note that
   #the cost mult value in industries.csv is multiplied by 5,000 credits to determine
   #the actual in-game value.
   "boggledAstropolisEnabled":true,
   "boggledMaxNumAstropoliPerPlanet":3,
   "boggledCanBuildAstropolisOnPurchasedGovernorshipPlanets":false,

   #Set the maximum number of mining stations per system.
   #This number can be arbitrarily large but balance and performance problems
   #will result with extreme values.
   "boggledMaxNumMiningStationsPerSystem":1,

   #Configures the base hazard rating for stations by offsetting the base hazard of
   #100 by the value the player inputs. Negative values can be used to decrease hazard.
   "boggledStationHazardRatingModifier":0,

   #Enables the cramped quarters setting that greatly reduces station population growth
   #starting at the chosen value.
   "boggledStationCrampedQuartersEnabled":false,
   "boggledStationCrampedQuartersSizeGrowthReductionStarts":4,

   #Enables the 'Expand Station' industry to increase the population soft limit set above.
   #The base cost of this industry can be set using industries.csv similar to the astropoli
   #above.
   "boggledStationCrampedQuartersPlayerCanPayToIncreaseStationSize":false,
   "boggledStationProgressiveIncreaseInCostsToExpandStation":true,

   #Boosts station accessibility due to zero gravity. Leaving this at 0 means no boost.
   "boggledStationAccessibilityBoost":0,
   
   #Experimental feature that applies the hazard rating
   #setting and cramped quarters condition to all stations in the Sector, whether or not they
   #were created with this mod. If you use this setting, please report back to Boggled if you
   #encounter any bugs. Appears to work with vanilla and Nex, but untested with any other mods.
   "boggledApplyStationSettingsToAllStationsInSector":false,

   #Enable the AI Mining Drones station-exclusive structure.
   #Balanced around stations being capped at 4 or 5 market size by cramped quarters.
   #Strongly recommended to keep disabled unless cramped quarters is enabled
   "boggledEnableAIMiningDronesStructure":false,

   #Controls the costs for building mining and siphon stations
   "boggledStationBuildCreditCost":500000,
   "boggledStationBuildCrewCost":1000,
   "boggledStationBuildHeavyMachineryCost":250,
   "boggledStationBuildMetalCost":1000,
   "boggledStationBuildTransplutonicsCost":250,

   #Controls the costs for colonizing an abandoned station
   "boggledStationRecolonizeCreditCost":250000,
   "boggledStationRecolonizeCrewCost":1000,
   "boggledStationRecolonizeHeavyMachineryCost":125,
   "boggledStationRecolonizeMetalCost":500,
   "boggledStationRecolonizeTransplutonicsCost":125,

   #Controls the costs for building an Astral gate
   "boggledGateBuildCreditCost":1000000,
   "boggledGateBuildCrewCost":1000, #Only consumed if the gatekeeper station is enabled below
   "boggledGateBuildHeavyMachineryCost":500,
   "boggledGateBuildMetalCost":1000,
   "boggledGateBuildTransplutonicsCost":500,
   "boggledGateBuildDomainEraArtifactsCost":100, #Only consumed if Domain Archaeology industry is enabled below

   "boggledGiftGateMonthlyPayment":75000,

   #Controls the jump costs for using an Astral gate
   #Note that these costs only apply if gatekeeper stations are disabled or the gatekeeper station is abandoned
   #Jumping from your gates or allied-faction controlled gates is always free
   "boggledGateJumpCreditCost":20000,
   "boggledGateJumpFuelCost":1000,

   #Controls whether the Astral gate quest can be obtained. Disabling this quest will
   #immediately unlock the ability to construct Astral gates. Note that the quest cannot
   #be obtained if the player is using randomized core worlds.
   "boggledAstralGateQuestEnabled":true,

   #Controls the gatekeeper station component of the Astral gates. If the player wants an experience that
   #resembles Gates Awakened as closely as possible, change this to false.
   "boggledGateStationEnabled":true,

   #It is possible for modders to tag systems as being ineligible for Astral gate construction. Changing
   #this to false will override those mods and allow the player to build Astral gates even
   #if other mods have marked a system as ineligible.
   "boggledAstralGateRespectBlacklist":true,

   #Causes the list of Astral gates to be updated every in-game day rather than every frame. If the player has a fast
   #computer, the player can set this to false for a very slightly more responsive experience. The gate list will be updated
   #immediately (instead of at end-of-day) if the player builds a new gate.
   "boggledAstralGateConstructionLowPerformanceModeEnabled":true,

   #Controls how much the Astral Gate industry boosts accessibility on the gatekeeper station
   "boggledGatekeeperStationAccessBoost":50,

   #Controls how much the Astral Gate industry boosts accessibility on allied markets in-system
   "boggledFriendlyMarketsInSystemAstralGateAccessBoost":25,

   #Minimum required player level to start the Penelope's Secret (Astral gate) quest
   "boggledMinimumGateQuestLevel":45,

   #Remnant battlestation can be constructed as an orbital station type on player colonies
   "boggledRemnantStationEnabled":false,
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Backwards compatibility: Terraforming and Station Construction is backwards compatible with itself up to 5.0.0. 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. This mod can be added to a save in progress without any problems.

5.4.5 Changelog:
-Fixed a bug where under certain circumstances the astropolis structure could cause a crash when opening the colony management screen. Thanks Koruthaiolos and Demiurge for reporting this!

Older changelogs:
Spoiler
5.4.4 Changelog:
-Fixed a bug where the continental planet type terraforming project failed to complete properly. Thanks DarkOmegaMK2!
-Upgrading makeshift stable location structures will no longer improve your relations with pirates or the Luddic Path. Factions can be added or removed from this blacklist using the text file in the data/config/boggled folder.
-Fixed a bug where the abandoned astropolis orbiting Mairaath wasn't being counted towards the three astropoli per planet limit. Thanks Xobra!
-Astropoli can no longer be constructed on planets where the player has purchased governorship.
-Added a setting that will enable building astropoli on governed planets. They will be fully owned by the player.
-Fixed a bug where unintended behavior could occur if a player colony is captured while an astropolis is under construction.
-Changed the starting level of an officer associated with the Penelope's Secret quest to better match their characteristics. Thanks Xobra!

5.4.3 Changelog:
-Makeshift stable location structures can now be upgraded to Domain-tech without destroying them first. Upgrading a makeshift structure will improve your relations by 5 with the owner. Thanks for the suggestion Xobra!
-Added the AI Mining Drones station-unique structure. Increases mining industry output by 1, 2 or 3 based on the level of AI core installed. Disabled by default. This should be enabled if the player has cramped quarters enabled, otherwise it should be left disabled due to balance reasons.
-Added a non-default setting to enable transformation terraforming projects to create Terran Eccentric, toxic, volcanic, auric (if US enabled), archipelago (if US enabled) and continental (if US enabled) planets.
-Added a non-default setting to enable seeding of lobsters on any planet type (even ones that clearly lack water). Regarding the archipelago world type from Unknown Skies, it doesn't have the "water surface" condition by default, which means it will have the farming industry instead of the aquaculture industry. Adding water surface to archipelago worlds is outside the scope of this mod, and should be addressed with the author of Unknown Skies if it's unintended. However, the farming industry will actually produce Volturnian lobsters just fine, so it's purely a cosmetic issue.
-Fixed a bug where archipelago worlds were classified as water for terraforming purposes, when in fact they do not have the "water surface" condition by default. Reclassified as Terran.
-Fixed a bug where some same-type transformation terraforming projects weren't receiving the correct point discount.
-Added a non-default setting to allow construction of arcology-unique structures on non-arcology planets. Thanks for the suggestion IradT!

5.4.2 Changelog:
-Added the Autonomous AI Battlestation orbital station type. Allows the player to build the fully operational variant of the [REDACTED] station as an orbital station for their colonies. Disabled by default and can be enabled using the settings file.
-Mining station resources now correspond to the number of asteroid belts in the system. See the tooltip for more information. The lowest possible resources are sparse level, and the highest possible resources are abundant level. Thanks for the suggestion Uhlang!
-There is now a setting to enable type change terraforming projects for gas giants. Disabled by default and must be enabled using the settings file.
-The Tech-Mining industry on Agreus is now replaced by Domain Archaeology automatically. This will allow the player to obtain Domain-era artifacts for their industries and structures without first having to build a Domain Archaeology themselves. This script is enabled by default and can be disabled using the settings file. Doesn't swap the buildings if the player owns Agreus.
-Fixed a bug where the "Gift Astral Gate" ability could be enabled even if the player disabled Astral gate content using the settings file.
-Fixed a bug where a tooltip about station size expansions could be shown even if station expansions are disabled in the settings file.
-Significantly reduced the default upkeep on a number of buildings, including the Atmosphere Processor, the Stellar Reflector Array, and the Pheromone Splicer. These values can be adjusted by the player using the industries.csv file.
-Eisen Division now requires eight Domain-era artifacts for upkeep instead of ten.
-Removed a temporary debug tooltip on the Seed Lobsters ability.
-Fixed some miscellaneous spelling/grammar/formatting issues.
-Adjusted the Pather interest on several buildings. I will revisit this again if/when Pathers actually become a threat.

5.4.1 Changelog:
-Fixed a bug where the arcology glow texture could appear on non-arcology terraformed planets. Bugged planets are not retroactively fixed, but the glow texture can be overwritten by simply terraforming the planet again. Thanks Mr_8000 and Serenitis for the bug report!
-Fixed a bug where the arcology glow texture was visible on the day side of the planet. Thanks Serenitis!
-Replaced the arcology glow texture with a much better one provided by Serenitis.
-Replaced the Construct Astropolis industry icon.
-Added an option to the settings file to make the upkeep for the Kletka Simulator dependent on the temperature of the world it's built on. This is a non-default option for now, but will be made default in the future. Thanks for the suggestion Uhlang!

5.4.0 Changelog:
-Added the Krill Harvesting arcology-only industry. Supplies a large amount of food but reduces market stability by 3.
-Balance changes:
    *Smart Grid now increases industry production by +1 for all commodities.
    *Pheromone Splicer now reduces market stability by 3.
    *Aquarius Protocol now generates a moderate amount of credit income.
    *Spice Harvesting can now only be constructed on desert-like worlds that are hot or very hot.
-Fixed a bug where other factions would never install an administrator in the gatekeeper station if the player gifts them an Astral gate.
-Added a unique glow texture for arcology worlds. My artwork is passable but if someone more talented would like to contribute a higher quality glow overlay texture I would be happy to replace it. I've also included a blank overlay texture that the player can rename to remove the glow if they don't want to use my new texture.

5.3.1 Changelog:
-Fixed a bug where the terraforming progress point requirement for Arcology worlds could show an incorrect value.

5.3.0 Changelog:
-Added the Arcology world type to the terraforming options. Has no farmland, no volatiles and no organics, but can host some powerful infrastructure buildings unique to this world type. See the mod guide above for more information on those three buildings. The Arcology world terraforming project is enabled by default but can be disabled using the settings file. Depending on the feedback I receive on this planet type, it may become a non-default option.
-Removed the desert world type terraforming option and replaced it with the arid world type. Note: Updating this mod while you have a desert transformation terraforming project in progress will cause a bug. Wait until the project finishes (or cancel it) before updating.
-The crashed terraforming drone market condition from Unknown Skies now contributes 4 terraforming progress points per day.
-Each Astral Gate in the Sector now has a marker quest under the "Astral Gates" category in the intel menu. Selecting that category will display the location of all Astral Gates in the Sector on the map.
-The player now must be at least level 45 to start the Penelope's Secret quest. This can be adjusted using the settings file.
-Added loading tips.
-The unique Eridani-Utopia Terraforming Corporation Ship now has "(EUTCS)" in the hull class.
-Fixed a bug where The Crustacean Job quest could reappear on Umbra even if the player already completed it.

5.2.1 Changelog:
-Fixed a bug where planet cracking could add duplicate resources if a planet already had ultrarich ore and/or rare ore. Thanks frozentoes!
-Fixed a bug where Ouyang optimization could add duplicate resources if a planet already had plentiful volatiles.
-The unique ship from the Penelope's Secret quest no longer appears in the codex.
-The unique ship from the Penelope's Secret quest turret covers no longer use the standard midline color.
-The unique ship from the Penelope's Secret quest engines now use the high tech engine trails.
-Changed the default name of the Penelope's Secret quest unique ship. The player can still change it themselves after acquiring the ship if they wish.

5.2.0 Changelog:

Content additions/changes:
-Temperature is now considered for purposes of terraforming point requirements. The magnitude of the effect can be modified using the settings file.
-Added a new ability to construct and gift an Astral gate to another faction. There's no immediate payoff but you will receive monthly payments (similar to the Galatian academy stipend) for 3 cycles. The total value of the monthly payments will greatly exceed the upfront cost of building the gate.
-Added a new ship skin for the unique ship that is unlocked via the Penelope's Secret quest.
-Added the planet cracking terraforming condition modification. The tooltip explains it in-detail, but basically it will improve/create ore resources on a market, but also add the tectonic activity condition.
-Added the Ouyang optimization terraforming condition modification. The tooltip explains it in-detail, but basically it will improve/create volatiles resources on a gas giant, but also add the extreme weather condition.
-Added the Spice Harvesting industry for desert planets. This is a non-default setting and will have to be enabled by the player if they wish to use it.
-The Cloning industry now gives a population growth bonus equal to five times the current market size. It was previously just one times the current market size. The Cloning industry is a non-default setting and will have to be enabled in the settings file before the player can build it.
-If the player talks to the pirates in the bar in connection with the Crustacean Job quest, leaving the conversation before accepting/rejecting the mission will no longer cause the pirates to disappear from the bar.

Bug fixes:
-Fixed a crash caused by the player taking control of Prism Freeport and trying to build certain structures there. Thanks Alluvian!
-Fixed a bug where gates controlled by friendly factions would incorrectly be unusable for Astral gate jumps. Thanks 00lewnor for identifying this problem! Please let me know if there is any more unexpected behavior with this feature.
-Fixed a crash caused by the player obtaining the unique ship from the Penelope's Secret quest while they have Archaen Order enabled. Now the player just won't get the ship and will receive a notification stating same. Thanks to GorGor for letting me know about this!

Features that were previously planned but were not implemented:
-The Construction Rig ship is included in the mod files but not implemented. This is because it does not appear possible at the moment to use a settings switch to enable/disable individual ship hulls. If I implement the Construction Rig, it would need to be a non-default feature, which is impossible right now given this limitation.
-Astral gate construction quests are not included. I didn't think this feature would really add anything compelling to the mod given the new gate gifting ability. That ability gives the player an economic incentive to build an Astral gate network across the core worlds, and a quest that just gives extra credits on top of the monthly payments doesn't seem necessary or interesting.

5.1.4 Changelog:
-Fixed a bug where procurement quests for Domain-era artifacts could still fire even if the player disabled Domain Archaeology in the settings file. Thanks GamerRoman!

5.1.3 Changelog:
-Worlds with the "dark" condition can now initiate the frozen terraforming project. The other five type change projects remain unavailable.
-Fixed a bug where building a mining station in an asteroid field in a nebula could cause a crash. Thanks Uhlang!

5.1.2 Changelog:
-Renamed the Asteroid Processing structure to Asteroid Breaking so the name isn't too similar to the Atmosphere Processor structure.
-Fixed a bug where the Asteroid Breaking industry could cause a crash. Thanks Pro1ooLLo!

5.1.1 Changelog:
-Fixed a bug where the cloning industry would demand Domain-era artifacts even if Domain Archaeology was disabled in the settings file.
-Fixed a bug where the Penelope's Secret quest could fire even if it was disabled in the settings file.
-Attempted fix for a problem related to Starsector being unable to find the JPG for the cloning industry on load. I was unable to replicate this problem on my system, so if you were experiencing this please let me know whether the patch fixes it.

5.1.0 Changelog:
-Added the Asteroid Processing terraforming structure. It's functionally identical to Ismara's Sling, except it can only be built on stations.
-Added the Hydroponics industry. Analogous to farming except it can only be built on stations. This industry is disabled by default and can be enabled using the settings file.
-Added the Cloning industry. Produces organs if the Domain-era artifacts demand is met. This industry is disabled by default and can be enabled using the settings file.
-Added the Wildlife Exploitation industry. Generates credit income. Jungle worlds only. This industry is disabled by default and can be enabled using the settings file.
-Added an intel notification when condition modification (mild climate, pollution remediation, etc.) terraforming is completed.
-Added options in the settings file to modify the accessibility boost provided by the Astral Gate industry on the gatekeeper station.
-Default accessibility boost from Astral Gate to gatekeeper station market reduced from 200% to 50%
-Default accessibility boost from Astral Gate to allied markets in-system reduced from 50% to 25%
-Ismara's Sling/Asteroid Processing now provides 8 terraforming points per day instead of 3.
-Atmosphere Processor construction cost reduced by 50%
-Atmosphere Processor build time reduced from 60 days to 45 days
-Eisen Division no longer requires an industry slot

5.0.5 Changelog:
-Fixed a bug where if the player saves the game right as a dialog opens during the Penelope's Secret quest there could be a crash. Thank you rashiakas for letting me know about this!

5.0.4 Changelog:
-Updated the tool tip on the Terraforming Control Panel to indicate how terraforming will impact the resources on the planet.
-Modified the resource changes from terraforming for some planet types. See the tool tip for details.
-Mild climate can now be added to desert-like, jungle and tundra planets provided they don't have extreme weather.
-Fixed a bug where stellar reflectors couldn't be built on planets that already have stellar reflectors in orbit.
-Fixed a bug where the Penelope's Secret quest couldn't be completed if a quest-related planet became decivilized.

5.0.3 Changelog:
-Desert terraforming project now adds habitable and extreme weather conditions. Thanks again for your help Serenitis and Uhlang!
-Desert terraforming project default difficulty multiplier changed from 40% to 60%.
-Attempted fix for several bugs related the internal list of active gates becoming inconsistent. This could result in a crash and/or being unable to jump to certain gates. I couldn't reproduce the bug on my system before or after this patch, but if you experienced it please update and let me know if it still happens. Thank you!

5.0.2 Changelog:
-Another attempt to fix the bug where the wrong planet could trigger the dialog message in Penelope's Secret. I am now unable to reproduce it on my computer, but please let me know if you encounter it on your computer after updating to 5.0.2. Thanks to those who reported this!

5.0.1 Changelog:
-Fixed a bug that could cause a crash while terraforming structures were building. Thanks Uhlang!

5.0.0 Changelog:
-Integrated terraforming into this mod. Terraforming has been completely reworked. Please view the mod guide for more information.
-The Miller-Urey Device (MUD) has been cut from the terraforming rework. It may return at a later date, but for now it is not obtainable.
-Fixed a bug where the Skyhook Anchor could be constructed on station markets.
-Domain-era artifacts are now considered contraband by the Luddic factions.
-Tooltips updated to provide more information about the industry.
[close]

Known Issues and Compatibility:
Spoiler
Known issues:
-There is a graphical bug where the industry portrait for farming and aquaculture can get swapped incorrectly on terraformed water worlds. If you see this bug, please allow one in-game day to pass so my trigger can set the correct industry portrait. This is an issue with the vanilla API and will be fixed in the next Starsector update.
-The colony interaction menu is automatically opened for the player when a new station is constructed. If the player uses console commands to build stations in such a way that my trigger to open the interaction menu is skipped, there can sometimes be a bug related to population growth.
-Sometimes a graphical bug can occur where a planet that has been terraformed will appear as the old type in the background of the combat view if the player fights a battle near the planet. This will likely require an API update to fix.

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.
Dassault-Mikoyan Engineering - Compatible.
Kadur Remnant - Compatible.

Archaen Order- Partially compatible. The unique ship from the Penelope's Secret quest cannot be obtained if this mod is enabled.

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:
LucusLoC - Provided his save file and mod list so I could identify and fix a bug.
Toast and Wispborne - I copied a very small portion of their code relating to performing the gate jump.
Mayan, Langly & Kentington - I shamelessly copied some of their code from their terraforming mods.
Sundog - Helped me out with resolving a bug.
Serenitis - Helped extensively with testing, balancing and bug reports. Provided multiple art assets.
Hydra 7-1 - Helped extensively with testing the mod.
Codyrex123 - Helped extensively with testing the mod.
Wispborne - I used their quest creation guide to get started on my lobster quest.
Uhlang - Helped with testing, suggestions and bug reports.
Alex - For making Starsector and helping me out with resolving a bug.

Art stolen from other games (they're both very good IMO):
The warp bubble sprite is artwork from Stars in Shadow, a space 4X game.
The Eisen Division and Domain Archaeology artwork is from Android: Netrunner TCG cards.
« Last Edit: August 23, 2020, 08:48:26 AM by boggled »
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Supplius Maximus

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Re: [0.9.1a] Player Station Construction (v0.9)
« Reply #1 on: October 29, 2019, 06:04:56 AM »

When I go into hyperspace the mod crashes my game. Here's the error:


 734446 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.campaign.econ.abilities.Construct_Station.isUsable(Construct_Station.java:159)
   at com.fs.starfarer.ui.newui.o0OO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0Oo.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.if.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.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(Thread.java:745)

I haven't made a station yet. I just had the ability in my skill slot.

EDIT:Ok so I went into hyperspace without the ability being in my skill slot and it worked fine. But when I put it in my skill slot it crashed. So it has something to do with that.
« Last Edit: October 29, 2019, 06:13:03 AM by Supplius Maximus »
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Ed

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Re: [0.9.1a] Player Station Construction (v0.9)
« Reply #2 on: October 29, 2019, 02:39:16 PM »

That sounds really nice, how does it work around worlds you don't own? Does the owner faction react?
Also can you build it in any stage of colonization? would be interesting to have an Industry related to the stations orbiting it to improve them.
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boggled

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Re: [0.9.1a] Player Station Construction (v0.9.1)
« Reply #3 on: October 29, 2019, 04:38:25 PM »

When I go into hyperspace the mod crashes my game. Here's the error:


 734446 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.campaign.econ.abilities.Construct_Station.isUsable(Construct_Station.java:159)
   at com.fs.starfarer.ui.newui.o0OO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0Oo.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.if.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.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(Thread.java:745)

I haven't made a station yet. I just had the ability in my skill slot.

EDIT:Ok so I went into hyperspace without the ability being in my skill slot and it worked fine. But when I put it in my skill slot it crashed. So it has something to do with that.


As soon as I saw this I immediately realized what I did wrong! I just tested the new version and this should be fixed now. Sorry!

That sounds really nice, how does it work around worlds you don't own? Does the owner faction react?
Also can you build it in any stage of colonization? would be interesting to have an Industry related to the stations orbiting it to improve them.

The astopoli are constructed via an industry, so you can only build them near your own planets. You can build the mining station in any system regardless of who controls the planets there.

What kind of industry did you have in mind that could improve orbiting stations?
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Crimson Sky Gaurdian

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Re: [0.9.1a] Player Station Construction (v0.9.1)
« Reply #4 on: October 30, 2019, 01:06:47 PM »

Is it possible to add a config for those costs? Because they're currently, well... they seem high for the sake of being high, let's leave it at that.
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boggled

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Re: [0.9.1a] Player Station Construction (v0.9.1)
« Reply #5 on: October 30, 2019, 04:29:49 PM »

Is it possible to add a config for those costs? Because they're currently, well... they seem high for the sake of being high, let's leave it at that.

Building new markets is a very powerful effect so I want to price things so the player cannot spam them before ultra late game (when the player is already so powerful that additional power won't break the balance of the game). Maybe I will reduce the costs for the initial release, and raise them later if the general opinion is that they are too low.

I don't think starsector allows access to the computer file system, so I can't just put a configuration text file in the mod to change the costs. If anyone has a good idea about how to do this, please let me know.
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Crimson Sky Gaurdian

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Re: [0.9.1a] Player Station Construction (v0.9.1)
« Reply #6 on: October 30, 2019, 04:52:42 PM »

It definitely does, as evident by the Settings.json, alas as to how it does, that is a mystery to me.

For building a new market, I would argue the cost should be as marginal as finding a planet to colonise, as that is all that's required elsewhere. Maybe slightly higher for being able to stick it in the same system as other planets rather than the rest.
(Honestly the current one looks somewhat reasonable with just the credit cost removed.)
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boggled

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Re: [0.9.1a] Player Station Construction (v0.9.1)
« Reply #7 on: November 01, 2019, 02:49:19 PM »

It definitely does, as evident by the Settings.json, alas as to how it does, that is a mystery to me.

For building a new market, I would argue the cost should be as marginal as finding a planet to colonise, as that is all that's required elsewhere. Maybe slightly higher for being able to stick it in the same system as other planets rather than the rest.
(Honestly the current one looks somewhat reasonable with just the credit cost removed.)

The reason building these stations is much more powerful than colonizing a regular planet is (1) they always have 100% hazard, (2) you can build them right next to other colonies, which results in a large number of defensive fleets in close proximity, making raids very unlikely to succeed.

That being said, I think you have a point and I will be lowering the costs greatly for the release.
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dk1332

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Re: [0.9.1a] Player Station Construction (v0.9.1)
« Reply #8 on: November 01, 2019, 10:08:08 PM »

It definitely does, as evident by the Settings.json, alas as to how it does, that is a mystery to me.

For building a new market, I would argue the cost should be as marginal as finding a planet to colonise, as that is all that's required elsewhere. Maybe slightly higher for being able to stick it in the same system as other planets rather than the rest.
(Honestly the current one looks somewhat reasonable with just the credit cost removed.)

I agree with Sky Gaurdian, the stations are too expensive and will take a while to earn back what you spent. 10 million is more than enough to colonize a system with 9 planets or fund enough fleets to take over several core systems (in nex).


The reason building these stations is much more powerful than colonizing a regular planet is (1) they always have 100% hazard, (2) you can build them right next to other colonies, which results in a large number of defensive fleets in close proximity, making raids very unlikely to succeed.

That being said, I think you have a point and I will be lowering the costs greatly for the release.

stations are OP if they are treated the same as colonies. I have some few suggestions if you want.

-stations should have size cap, like 4-5 size at max. It starts at the lowest (1) rather than (3). Making it quite vulnerable at the start.
-stations can only have 2-3 industry slots and like the standard planet colonies are capped by the size. Thus, you can make a station into a dedicated industrial station or a military station.
-it also demands more supplies and crew, I think there's some vanilla market conditions that has this. This way, players can't spam lots of stations in a single system with out having the enough supply production needed.
-once reaching max size it will have a negative impact to the stability since it has reached it population limit, but in turn, more crew will be available for export.

I think those I suggested above have been posted by someone else in the suggestions section. Anyway, thats all I can think off.
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boggled

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Re: [0.9.1a] Player Station Construction (v0.9.1)
« Reply #9 on: November 02, 2019, 04:24:35 AM »

It definitely does, as evident by the Settings.json, alas as to how it does, that is a mystery to me.

For building a new market, I would argue the cost should be as marginal as finding a planet to colonise, as that is all that's required elsewhere. Maybe slightly higher for being able to stick it in the same system as other planets rather than the rest.
(Honestly the current one looks somewhat reasonable with just the credit cost removed.)

I agree with Sky Gaurdian, the stations are too expensive and will take a while to earn back what you spent. 10 million is more than enough to colonize a system with 9 planets or fund enough fleets to take over several core systems (in nex).


The reason building these stations is much more powerful than colonizing a regular planet is (1) they always have 100% hazard, (2) you can build them right next to other colonies, which results in a large number of defensive fleets in close proximity, making raids very unlikely to succeed.

That being said, I think you have a point and I will be lowering the costs greatly for the release.

stations are OP if they are treated the same as colonies. I have some few suggestions if you want.

-stations should have size cap, like 4-5 size at max. It starts at the lowest (1) rather than (3). Making it quite vulnerable at the start.
-stations can only have 2-3 industry slots and like the standard planet colonies are capped by the size. Thus, you can make a station into a dedicated industrial station or a military station.
-it also demands more supplies and crew, I think there's some vanilla market conditions that has this. This way, players can't spam lots of stations in a single system with out having the enough supply production needed.
-once reaching max size it will have a negative impact to the stability since it has reached it population limit, but in turn, more crew will be available for export.

I think those I suggested above have been posted by someone else in the suggestions section. Anyway, thats all I can think off.

I don't think I can modify the amount of crew and supplies demanded or produced by the "Population and Infrastructure" industry of a market without introducing incompatibilities with many other mods. I don't think the balance/lore benefits of implementing this is worth making people choose between my mod and the ones it would be incompatible with.

I like the idea of capping the maximum population of the stations. I will look into implementing this. Question for anyone with lots of experience with Nex: if the player takes over one of the vanilla stations (ex. Port Tse Franchise Station), is there any cap on the population or other differences relative to regular planet colonies?
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Crimson Sky Gaurdian

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Re: [0.9.1a] Player Station Construction (v0.9.1)
« Reply #10 on: November 02, 2019, 05:46:41 AM »

Stations, vanilla or Nex, have no cap.
They are literally just 100% hazard colonies with no resources.

Which would make a cap even more jarring now non-player colonies grow in Nex.

I'd also like to point out that it's not as overpowered as some seem to think.
For one thing, you can only build one per system (which I personally disagree with, but not to the point where it bothers me), and for a second, it has to be in an asteroid belt, yes?

So it's no different than if that belt had decided to generate as a barren planet instead.
« Last Edit: November 02, 2019, 05:48:44 AM by Crimson Sky Gaurdian »
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boggled

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Re: [0.9.1a] Player Station Construction (v0.9.1)
« Reply #11 on: November 02, 2019, 06:38:15 AM »

Stations, vanilla or Nex, have no cap.
They are literally just 100% hazard colonies with no resources.

Which would make a cap even more jarring now non-player colonies grow in Nex.

I'd also like to point out that it's not as overpowered as some seem to think.
For one thing, you can only build one per system (which I personally disagree with, but not to the point where it bothers me), and for a second, it has to be in an asteroid belt, yes?

So it's no different than if that belt had decided to generate as a barren planet instead.

If vanilla stations in Nex grow with no cap, then I probably should not cap my stations because it might confuse the player why some stations grow to 10 and others less. If Nex/Vanilla ever change this, I will then change my mod. I don't think I should have my mod override the Nex behavior, even though I think for gameplay/lore reasons stations should be capped at 5 or 6.

Mining stations have to be in an asteroid belt. This does make the power level lower.
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Grizzwold

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Re: [0.9.1a] Player Station Construction (v1.0.0)
« Reply #12 on: November 05, 2019, 02:22:39 PM »

Is it possible to add volatiles mining stations around gas giants?
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boggled

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Re: [0.9.1a] Player Station Construction (v1.0.0)
« Reply #13 on: November 06, 2019, 02:48:14 PM »

Is it possible to add volatiles mining stations around gas giants?

Nope. I considered this but I think it would infringe on the purpose of colonizing the gas giant itself to get the volatiles, unlike an asteroid belt which has no planet associated with it.
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ZeCaptain

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Re: [0.9.1a] Player Station Construction (v1.0.1)
« Reply #14 on: November 18, 2019, 07:17:10 PM »

I found a bug concerning nexerlin and this mod. If you colonize a planet, put an astropolis in the build quene, then give it away, the astropolis after it's constructed will belong to the faction the planet belongs to, but you will have full control of the astropolis.

Also thank you for the mod!
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