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Author Topic: [0.97a] Terraforming and Station Construction (v9.0.7)  (Read 1070161 times)

Mondaymonkey

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Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« Reply #420 on: May 07, 2020, 09:13:19 AM »

Quote
I already have desert terraforming as an option

Why would someone want to have more desert planets? Unless...
[close]
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Xeno056

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Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« Reply #421 on: May 07, 2020, 09:36:03 AM »

Quote
I already have desert terraforming as an option

Why would someone want to have more desert planets? Unless...
[close]

Gosh darn it now I want a Dune overhaul. Or at least Spice as a resource.
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ideaconnesuer

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Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« Reply #422 on: May 07, 2020, 04:11:42 PM »

alright so following the provided instructions i believe these are the relevant lines of code for the crash:

11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_hypershrapnel] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [neutrino_upperlevel_schweine] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [SRD_goetterdaemmerung_modular] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [target_painter] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [vayra_mrm_fighter] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [Knight_deco_holyGrail_arm_mask] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_lightpelletgun] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_heavymonorail] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_ionpike] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [ms_instantFlak] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [neutrino_phasedarray] not found in weapon_data.csv
11704 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)
11705 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)
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boggled

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Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« Reply #423 on: May 08, 2020, 05:56:23 AM »

alright so following the provided instructions i believe these are the relevant lines of code for the crash:

11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_hypershrapnel] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [neutrino_upperlevel_schweine] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [SRD_goetterdaemmerung_modular] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [target_painter] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [vayra_mrm_fighter] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [Knight_deco_holyGrail_arm_mask] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_lightpelletgun] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_heavymonorail] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_ionpike] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [ms_instantFlak] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [neutrino_phasedarray] not found in weapon_data.csv
11704 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)
11705 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)

Those are the right lines, but that error is almost certainly not caused by my mod. Try deleting all your mod folders and redownloading them, and also try enabling the mods one at a time to see which, if any, causes a crash after you redownload them.
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ideaconnesuer

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Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« Reply #424 on: May 08, 2020, 08:51:08 AM »

alright so following the provided instructions i believe these are the relevant lines of code for the crash:

11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_hypershrapnel] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [neutrino_upperlevel_schweine] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [SRD_goetterdaemmerung_modular] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [target_painter] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [vayra_mrm_fighter] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [Knight_deco_holyGrail_arm_mask] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_lightpelletgun] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_heavymonorail] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_ionpike] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [ms_instantFlak] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [neutrino_phasedarray] not found in weapon_data.csv
11704 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)
11705 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)

Those are the right lines, but that error is almost certainly not caused by my mod. Try deleting all your mod folders and redownloading them, and also try enabling the mods one at a time to see which, if any, causes a crash after you redownload them.

thats really wierd because it only crashes when both your mod and yuri are active (havedone multiple tests) so i will definitely try your suggestion of uninstalling everything and re-installing
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Serenitis

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Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« Reply #425 on: May 09, 2020, 06:31:49 AM »

I already have desert terraforming as an option, so I think there wouldn't be much point adding arid as well.

Honestly, I'm not sure why anyone would actually want to change a planet into a desert when the option to change it into multiple strictly superior forms is available.
The ice option is there (presumably) so the player always has the option to set up ismara's sling if they need it.
But why is desert there? What does picking that get you over any of the other better choices?
Have I missed something?


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boggled

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Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« Reply #426 on: May 09, 2020, 06:47:35 AM »

I already have desert terraforming as an option, so I think there wouldn't be much point adding arid as well.

Honestly, I'm not sure why anyone would actually want to change a planet into a desert when the option to change it into multiple strictly superior forms is available.
The ice option is there (presumably) so the player always has the option to set up ismara's sling if they need it.
But why is desert there? What does picking that get you over any of the other better choices?
Have I missed something?




Other than the lower point cost, I agree that with only this mod and vanilla there is little reason to create anything other than terran and water planets.

The reason I included some of the other planet types is in case someone makes a mod where those planet types are beneficial in some way. For example, I think there's one mod where there's a supercomputer structure that gets an income bonus if the planet is cold.
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Mondaymonkey

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Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« Reply #427 on: May 09, 2020, 07:51:57 AM »

The ice option is there (presumably) so the player always has the option to set up ismara's sling if they need it.
...
Have I missed something?

Industrial evolution mod.
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Uhlang

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Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« Reply #428 on: May 09, 2020, 08:12:04 AM »

I already have desert terraforming as an option, so I think there wouldn't be much point adding arid as well.

Honestly, I'm not sure why anyone would actually want to change a planet into a desert when the option to change it into multiple strictly superior forms is available.
The ice option is there (presumably) so the player always has the option to set up ismara's sling if they need it.
But why is desert there? What does picking that get you over any of the other better choices?
Have I missed something?
Back when its terraforming modifier was still 0.4x, desert was easily the best transitionary planet type because it gave the Habitable condition.
Turning barren worlds into terran cost 20,000 when taking the direct route and only 12,000((20,000x0.4) + (8,000-4,000)) with a stop at desert.
Now that it's 0.6x, it's 16,000, which is the same as when stopping at frozen worlds((20,000x0.4) + 8,000).

I think the multiplier should be reverted back to 0.4x or at least reduced to 0.5x to make it useful in that way again.

EDIT: Actually remembered it wrong. Terraformed desert planets didn't have Habitable initially and the 0.6x nerf came with the update that added it. But that's how it would've worked if the desert planets were given the condition from the start.
« Last Edit: May 09, 2020, 12:13:18 PM by Uhlang »
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Serenitis

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Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« Reply #429 on: May 10, 2020, 02:17:24 AM »

Other than the lower point cost, I agree that with only this mod and vanilla there is little reason to create anything other than terran and water planets.

The reason I included some of the other planet types is in case someone makes a mod where those planet types are beneficial in some way. For example, I think there's one mod where there's a supercomputer structure that gets an income bonus if the planet is cold.

To be fair, all the habitable planet types (cat3 & 4) are more-or-less equal in terms of how "good" they are for putting a colony on.
It's just a little confusing as to why you'd have "transitory" types, but be able to bypass them.

Might I suggest that if possible the transitions between planet types be "gated", so that the progression is more gradual.
So that instead of going straight from barren to terran, it would instead go barren -> desert -> arid -> terran.
The individual stages could then be balanced to maintain the overall cost to whatever level is deemed appropriate. And the stages could have multiple choices to include all the useful planet types.
This would also help with the menu being too cluttered as only one place in this path would potentially have a large number of choices, and this could be reduced by splitting off some types into another path.
Eg: barren -> ice -> tundra/water

This however is entirely your choice, as it would be a non-trivial amount of effort to re-organise this.

With respect to other mods, balancing your own should not do so with the expectation that a player will have the other mod(s).
Every content mod should be 100% standalone when combined with the game it is modding.
(I very rarely use the word "should" as it has certain implications. But yeah, this is kind of a biggie.)
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Mondaymonkey

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Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« Reply #430 on: May 10, 2020, 02:26:25 AM »

Quote
barren -> desert -> arid -> terran.

Rather:

barren -> barren desert-> desert -> arid -> terran eccentric -> terran

It would be interesting, to have not just one "road" of terraforming, but a planet types map, player able to move freely.

However, vanilla only have too few planet types to make a proper map, especially because almost no "transitory" states.
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boggled

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Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« Reply #431 on: May 10, 2020, 05:29:30 AM »

Other than the lower point cost, I agree that with only this mod and vanilla there is little reason to create anything other than terran and water planets.

The reason I included some of the other planet types is in case someone makes a mod where those planet types are beneficial in some way. For example, I think there's one mod where there's a supercomputer structure that gets an income bonus if the planet is cold.

To be fair, all the habitable planet types (cat3 & 4) are more-or-less equal in terms of how "good" they are for putting a colony on.
It's just a little confusing as to why you'd have "transitory" types, but be able to bypass them.

Might I suggest that if possible the transitions between planet types be "gated", so that the progression is more gradual.
So that instead of going straight from barren to terran, it would instead go barren -> desert -> arid -> terran.
The individual stages could then be balanced to maintain the overall cost to whatever level is deemed appropriate. And the stages could have multiple choices to include all the useful planet types.
This would also help with the menu being too cluttered as only one place in this path would potentially have a large number of choices, and this could be reduced by splitting off some types into another path.
Eg: barren -> ice -> tundra/water

This however is entirely your choice, as it would be a non-trivial amount of effort to re-organise this.

With respect to other mods, balancing your own should not do so with the expectation that a player will have the other mod(s).
Every content mod should be 100% standalone when combined with the game it is modding.
(I very rarely use the word "should" as it has certain implications. But yeah, this is kind of a biggie.)

If the player doesn't have mods that can make non-optimal planet types useful they can just ignore those options.

It was originally my intention to have a planet type progression like you suggested above. However, there are just too many problems with it to make it feasible:

1. Players will disagree about the steps/order of the progression, how realistic it is, etc.
2. Players will be confused by the system and not understand how it works, what's next, etc.
3. It would be very time consuming to code it, and time consuming to make changes later after players inevitably disagree with my chosen progression path.
4. There are "missing links" in the existing planet types, and I haven't been able to find a means of getting good artwork for creating my own planet types. SS has a very unique art style for planet surfaces and those from other games don't look good, and Deep Dream style neural networks produce textures with the right art style but too many artifacts that I would have to manually remove.

I think the current system, while not ideal, is simple to understand and (mostly) gives players the ability to create what they want.

I already have desert terraforming as an option, so I think there wouldn't be much point adding arid as well.

Honestly, I'm not sure why anyone would actually want to change a planet into a desert when the option to change it into multiple strictly superior forms is available.
The ice option is there (presumably) so the player always has the option to set up ismara's sling if they need it.
But why is desert there? What does picking that get you over any of the other better choices?
Have I missed something?
Back when its terraforming modifier was still 0.4x, desert was easily the best transitionary planet type because it gave the Habitable condition.
Turning barren worlds into terran cost 20,000 when taking the direct route and only 12,000((20,000x0.4) + (8,000-4,000)) with a stop at desert.
Now that it's 0.6x, it's 16,000, which is the same as when stopping at frozen worlds((20,000x0.4) + 8,000).

I think the multiplier should be reverted back to 0.4x or at least reduced to 0.5x to make it useful in that way again.

EDIT: Actually remembered it wrong. Terraformed desert planets didn't have Habitable initially and the 0.6x nerf came with the update that added it. But that's how it would've worked if the desert planets were given the condition from the start.

You can use the settings file to modify the planet type difficulty modifiers if you preferred the old values.
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ASSIMKO

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Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« Reply #432 on: May 10, 2020, 05:31:07 AM »

You have to add a terraform ability to your ability bar at the bottom of the screen. Use that ability near to planet for more information.


Thank you
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ASSIMKO

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Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« Reply #433 on: May 10, 2020, 05:32:00 AM »

On a Barren wolrd planet, I placed a terraforming platform. How long does it take for results to appear? because I don't know if the choice was the right one. What structure should I build to start the correct terraforming? (step by step)

Here's how I terraformed a Barren World into a Terran one.
1. I built a terraforming platform like you on the target planet.
2. I built asteroid breaking on 3 different mining stations in the same system (they add extra points) [I Edited the max number of mining stations from 1 to 3 per system btw]
3. I Initiated the transforming ability (need to put it on your bar) and opted to terraform the planet into a frozen one first.
It takes alot of points to go straight from Barren-> Terran, going to a Frozen planet first is actually faster in the long run.
4. I built the atmosphere building and shoved a pristine nanoforge into it for extra points.
5. I built a stellar array for even more points.
6. All of this was generating 40 points a day, if I had more Domain era artifacts I could have built the other structure for even more, but I didn't.
7. At this rate it would have taken about 200 days for the Barren->Frozen Terraform if all the infrastructure was in place before i started, it wasn't so it took a little longer.
8. After it was done I started the 2nd terraforming to change it into a Terran world.
9. That took another 200 days, after it was completed I made the weather mild after another 60 or so days.
10. At this point I was done, but you may have other planetary conditions you want to remove.
11. I Decommissioned all the terraform infrastructure as there were no other planets to terraform in system.

And that's how I did it, be prepared to take an income loss on the targeted colony, all the terraforming gear isn't cheap to run.


Thank you
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ASSIMKO

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Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« Reply #434 on: May 10, 2020, 06:17:23 AM »

Quote
I already have desert terraforming as an option

Why would someone want to have more desert planets? Unless...
[close]


Then, you can make a skewer with this animal and bake hmmmmmmm !!!

Spoiler
Joke.
[close]
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