Fractal Softworks Forum

Starsector => Mods => Topic started by: Wyvern on January 24, 2019, 09:19:35 AM

Title: [0.97a-RC11] Planetary Shield: Access Control (1.6)
Post by: Wyvern on January 24, 2019, 09:19:35 AM
"...It also presents a formidable obstacle to any unscheduled transfer of goods or personnel, reducing the odds of Pather terrorists gaining a foothold on the ground... If the colony actually has customs inspectors in the first place, of course."
Download Planetary Shield: Access Control v1.6 (https://www.silverinsanity.com/~wyvern/PlanetaryShieldAccessControl-1.6.zip)

This is a mini-mod that changes the mechanics of the planetary shield generator; I found that, with its vanilla implementation, I never actually wanted to use it - so I modified it to offer an additional option to help deal with Pather terrorists.

This mod is safe to add to an existing save!  And, yes, you'll get the new behavior immediately, including on any shields you've already built.  (Starsector will display a mod compatibility warning; it is safe to ignore it.)
It is not safe to remove once you've added it, but there's a settings file that lets you swap it back to vanilla behavior if you want to turn it off.  (In the mod folder, open the "wyv_ps_settings.json" file, and on the line with "revertToVanillaShieldBehavior", edit false to true, and then re-start Starsector.)

The exact changes are:
Details
Flat Ground Defense Bonus
A planetary shield is an exceptional defensive benefit for a small colony, restricting the available avenues of attack and allowing existing planetary defenses to be far more effective.  This benefit tapers off for a large colony, however; it's still useful, certainly, but when your ground batteries already have comprehensive coverage patterns, the addition of a shield is less dramatic.
  • Game Mechanics: Provides +300 ground defense strength, with an additional +100 for improvement or installing an alpha core, instead of the vanilla multipliers.  Note that the flat bonus is multiplied by the normal bonuses from, say, Heavy Batteries; if you want a high planetary defense strength, build both rather than relying solely on either.
  • Gameplay Justification: This change makes the shield generator actually useful for defense on a size three colony, while being less overpowering for a size six colony. This is, admittedly, less of an issue now than it was when colonies could get up to size 10... but I personally still like this better.

Reduced Terrorist Risk For Non-Freeport Colonies
Restricting surface access to specific places and times makes it difficult to avoid cargo inspections - at least, if your colony bothers to employ customs officials in the first place.  The upshot is that - as long as your planet isn't a free port - it is much more difficult for Pather terrorists to establish or maintain a presence on the ground.  ...Of course, give them enough motivation, and they'll find ways around even these restrictions.
  • Game Mechanics: The shield generator reduces "pather interest" values by -4 for the base installation, an additional -8 for story-point improvement, and installing an alpha-grade AI core or having defeated the Pather Crisis are each an extra -12.
  • Gameplay Justification: While not quite as effective at keeping Pathers off your worlds as giving them a PK is, this should be enough for all but the most extensive deployments of domain technology, at least once you've cleared their crisis. Filling your planet with AI cores will still get their attention, but there's room for judicious deployment of AI technology - and it's not like filling your planet with alpha cores is a situation that really needs buffs. Additionally, since the pather interest reduction only applies if freeport is off, this provides some reason to consider that - which the vanilla game really doesn't anymore, with 0.97's removal of Hegemony and Luddic Church expeditions that used to be triggered by using freeport.
  • Known Issues: Negative pather interest values won't be displayed in the tooltips for pather cells. The shield generator's effects still apply, however - and are shown in its own tooltip. It's also worth noting that Pather cells may take some in-game time to dissolve once their interest has been reduced; this is not a bug, just how it works. Additionally, the exact value of interest needed to cause cell formation can vary with installed mods.
[close]

Changelog
  • 1.6
    • Updated for Starsector 0.97a
    • Adjusted pather interest values; significantly improved interest reduction if the pather crisis has been defeated.
  • 1.5
    • Updated for Starsector 0.96a
    • Increased planetary defense bonus.
    • Decreased pather interest reduction to account for alternative measures enabled by the new Hostile Activity event
    • Removed -25% hazard reduction for colonies with meteor impacts in favor of the new vanilla implementation of suppressing the full 50% hazard rating of that colony condition
  • 1.4
    • Fixed a bug where the combination of Nexerelin random mode and the Industrial Evolution mod caused PS:AC to crash with a null pointer exception.
  • 1.3
    • Updated mod for 0.95.
    • Removed accessibility and growth penalties.
  • 1.2
    • Fixed a bug where, on the initial install of the mod, any AI cores already installed in shield generators would be destroyed.
    • Fixed a bug where, on mod install in Starsector 0.9.1, all under-construction shield generators would be instantly completed; as a side-effect, this mod is no longer compatible with Starsector 0.9.
    • Fixed a bug where the shield generator would apply its penalty to colony growth even when disrupted, under construction, or toggled back to vanilla behavior.
    • Removed the x1.2 defense strength multiplier, leaving just the flat value boost.
  • 1.1
    • Fixed the planetary shield blueprint's description.
[close]

Credits:
Title: Re: [0.9a] Planetary Shield: Access Control (1.0)
Post by: Harpuea on January 27, 2019, 07:25:45 AM
Nice. Will download and try out. Thanks for the hard work.
Title: Re: [0.9a] Planetary Shield: Access Control (1.0)
Post by: Hussar on February 04, 2019, 09:28:43 PM
This is kinda must have to me! Though with upcoming changes to the pather cells interest, there might be need of some adjustments. However, unless Alex changes the planetary shields - this mod is kinda a must.

It's especially useful to quietly send people off from a tech-mining colony once it grew out it's usefulness.
Title: Re: [0.9a] Planetary Shield: Access Control (1.0)
Post by: Wyvern on February 05, 2019, 09:04:37 AM
Thanks for the kind words!

Yeah, I expect I'll need to rebalance a bit come 0.9.1, but I'll worry about that when we get there.
Title: Re: [0.9a] Planetary Shield: Access Control (1.0)
Post by: Hussar on February 05, 2019, 11:05:05 AM
Especially good job on balancing the shield. A result like this (https://i.imgur.com/HkVhmQB.jpg) looks far better than vanilla's 144k+ def strength I would have with x4,5 modificator :x

It's a nice balance since it does make shields usable on small outposts (for a heavy price in growth) we want to protect without absolutely killing the need for anything more than one other defensive industry on a size 10 planet. So I think you've got this absolutely right.

And it indeed does help with pathers a little. Though they seem to be still active despite being 0.43% on a size 10 xD
Title: Re: [0.9a] Planetary Shield: Access Control (1.0)
Post by: Wyvern on February 05, 2019, 11:32:19 AM
Well, let's see here - pather interest values for the planet you posted:
Spoiler
4 alpha cores (excluding the one in the shield generator): +16
7 beta cores: +14
orbital works: +2
fuel production w/ synchrotron: +6
planetary shield generator w/ alpha core: -30

Total pather interest value: +8, which is quite enough to spark pather cells.
[close]
I'd suggest removing the beta cores from Farming, Waystation, Commerce, and Population & Infrastructure; that should be enough to make the pathers go away.
Title: Re: [0.9a] Planetary Shield: Access Control (1.0)
Post by: OmniScrewDriver on March 13, 2019, 07:26:05 AM
One thing I noticed is that the blueprint description is bugged, kinda.
Looks like you set the description for the shield via scripts (really neat btw), which seems to not want to work for the blueprint? Would be my guess.

Either way, like the idea. Looking forward to trying this out!
Title: Re: [0.9a] Planetary Shield: Access Control (1.0)
Post by: Wyvern on March 13, 2019, 08:03:45 AM
Oh, hm.  Yeah, I'll take a look at that and see what I can do - I don't think I even looked at the blueprint description while I was testing the mod.  Oops.
Title: Re: [0.9a] Planetary Shield: Access Control (1.0)
Post by: Wyvern on March 23, 2019, 03:58:23 PM
Version 1.1 released: fixed up the planetary shield blueprint description.

The delay was me trying to find a way to make the blueprint's description vary the way the industry does - but I don't have any good answers to that, and ended up just putting back in the vanilla description for the blueprint.  It's not ideal, but it'll do.

I've also been considering some balance adjustments; while I think the mod works well for vanilla or vanilla + faction mods, it doesn't mesh well with Nexerelin.  For one thing, Nexerelin agents are a vastly cheaper way to remove pather cells.  For another, there's no need to worry about keeping a colony at size three, since Nexerelin allows you to transfer colonies to other factions.  Maybe I should just have it detect if Nex is loaded, and if so, disable the accessibility and growth penalties?  Haven't come to a decision on this yet; if anyone else has any ideas, please don't hesitate to make a suggestion.
Title: Re: [0.9a] Planetary Shield: Access Control (1.1)
Post by: Hussar on March 24, 2019, 02:16:46 PM
Nexerelin's way of removing pather cells is sure nice, but not always works. Also, the spies deal with the problem once it's already on the planet - established and possibly entrenched. Your mod however was making it harder for them to establish a cell in the first place. And in general I think your changes were well thought out across the board.

I'll have to think about it, but if I could suggest (though we don't know the release date yet) waiting for 0.9.1 to drop? I'd would wait to see what the changes are first and how the new colony dynamic flows before making any drastic overhauls like that?
Title: Re: [0.9a] Planetary Shield: Access Control (1.1)
Post by: Hague on April 15, 2019, 11:05:33 PM
I'm using this with Nexerelin and I like it just fine. This provides a passive way to prevent cell problems while agents you have to chase down and crush the cells over and over. I have to sacrifice lots of money but it saves me a lot of hassle in the end. Once you have a lot of colonies the access loss means less as you can control a lot more of the market.

Since the No Atmosphere condition mentions micrometeorites and a slow drizzle of radiation, I'd think a planetary shield would provide some hazard mitigation for the No Atmosphere and Thin Atmosphere modifiers; Perhaps 10 and 5% respectively. Also, you'd think a giant glowing shield might reduce the effect of the Low Light and No Light hazards.

An aside about hazards. One thing that always bothered me is that money that goes into hazards just disappears. There's no increased demand for specific goods that, aside from hazard pay, would go into such endeavors. For instance: The High Gravity trait mentions powered exoskeletons for mundane tasks; Shouldn't that be reflected in all the industries? Basically the High Gravity modifier should add bonus demand for heavy machinery to every job, even population and infrastructure.  This would make all heavy industry even heavier and even simple habitation have a demand for heavy machinery. Similar things like increased demand for organics on cold worlds to provide for heat (simple combustion), increased demand for consumer goods or cloned organs on planets with Inimical Biosphere (consumer goods meaning medicines, insecticides, disinfectants, and so on) and demand for volatiles on hot worlds to make coolants.
Title: Re: [0.9.1a] Planetary Shield: Access Control (1.1)
Post by: Wyvern on July 09, 2019, 01:00:28 PM
Changed the listed support level in the original post to 0.9.1 (rather than just 0.9) - while I've made no changes to the mod itself, it seems to function just fine in the latest version of Starsector.
Title: Re: [0.9.1a] Planetary Shield: Access Control (1.1)
Post by: Nerzhull_AI on September 17, 2019, 02:11:16 PM
So uhh, about "removing" mod. It seems that one of the downsides that comes from new version of the planetary shield just came here to stay - description of planetary reverted back to normal, accesability decrease dissapeared, but -10 growth rate is still present, and you can see that in "Growth rate" tooltip.
Title: Re: [0.9.1a] Planetary Shield: Access Control (1.1)
Post by: Wyvern on September 17, 2019, 04:52:25 PM
Whoops, you're right.  I don't have time to do a full release right now, but if you go into the mod, and open up PlanetaryShield.java (under data/scripts/wyv), and find the four lines towards the end that start with "//" - delete the slashes (leaving the rest of the lines alone), and it should then work properly.

Apparently I commented those lines out during testing to make sure the growth rate modifier worked, and, uh, never actually un-commented them.
Title: Re: [0.9.1a] Planetary Shield: Access Control (1.1)
Post by: Nerzhull_AI on September 18, 2019, 02:06:08 AM
Whoops, you're right.  I don't have time to do a full release right now, but if you go into the mod, and open up PlanetaryShield.java (under data/scripts/wyv), and find the four lines towards the end that start with "//" - delete the slashes (leaving the rest of the lines alone), and it should then work properly.

Apparently I commented those lines out during testing to make sure the growth rate modifier worked, and, uh, never actually un-commented them.
I understand. Just wanted to report something i found. Anyway, got it.
Also had some good time reading this :D
Code
return -9f + super.getPatherInterest(); // why you'd install a beta or gamma core in a planetary shield generator I don't know, but we should account for it anyway.
Title: Re: [0.9.1a] Planetary Shield: Access Control (1.2)
Post by: Wyvern on May 04, 2020, 07:58:30 PM
Updated to version 1.2; this fixes a number of relatively subtle bugs (and also loses compatibility with Starsector 0.9).
Title: Re: [0.9.1a] Planetary Shield: Access Control (1.2)
Post by: Outlander on January 07, 2021, 11:49:42 AM
Would it be possible to add an option to switch the shield on/off without shutting it down completely? That was the impression I had of the mod when I read the the name for the first time, so I was a little disappointed when that was not the case.

Lorewise, turning it on when there's a clear military threat to the colony and turning it off when it's over would make more sense than having it on all the time, given that such a massive shield must consume untold amounts of energy just to keep it running and having a permanently red sky must be unsettling and unsightly for many colonists. As for gameplay, it would make the structure more dynamic than just having it constructed or not. Even the upkeep cost could change depending on how long the shield was activated but, since I know nothing about modding, I don't know how feasible that is.

The mod as it is already makes the shield more interesting than a simple but massive boost to ground defense strength, so it's not like I'm complaining. Thanks for your efforts.
Title: Re: [0.9.1a] Planetary Shield: Access Control (1.2)
Post by: Wyvern on January 07, 2021, 01:40:10 PM
Gameplay-wise, I don't think that's a good idea - it'd be an extra thing to manage for relatively minimal gain; it's not like the shield generator costs much to maintain. (Plus the always-on nature of it is kindof the justification for several of the effects I added to it...)

If that bothers you, just assume that it's one of those things where most of the time & energy cost is involved in the initial startup transients and that it'd take a month to spool back up after a complete shutdown of the system.

I could, though, see an alternative planetary shield mod that puts it on 'auto' - turning off the visual effect when there are no hostile fleets nearby - or even one that did add an outright on-off switch combined with increased effectiveness and a resource cost to turn it on.

Still, thank you for the commentary! Nice to know this old thing is still seeing use. (Even if, uh, with the current bugged state of Pather cells, it's a bit less useful than it was back in 0.9...)
Title: Re: [0.9.1a] Planetary Shield: Access Control (1.2)
Post by: Outlander on January 07, 2021, 04:00:06 PM
To be honest, the main reason I suggested the switch function is appearance. Constantly having a red bubble around a planet takes away from its beauty, in particular when you have installed a terraforming mod and end up missing the gradual visual changes to the colony because you don't want to miss out on the shield's functionality. All the other aspects I mentioned were things I thought of after to make the change more interesting.
Title: Re: [0.9.1a] Planetary Shield: Access Control (1.2)
Post by: Wyvern on January 07, 2021, 07:17:45 PM
Ahh, that makes sense.

Well, adding an on/off switch is not a trivial effort... but just changing the shield graphic a bit is.

Here's how you'd do it: go into my mod, and dig down to data/scripts/wyv/PlanetaryShield.java - open that up with a text editor. (You may have issues if you're on windows and using its basic text editor, because its basic text editor is poorly programmed. I suggest Notepad++ if you're on windows.)

Find these two lines:
Code
		planet.getSpec().setShieldThickness(0.1f);
planet.getSpec().setShieldColor(new Color(255,255,255,175));
And play around with changing the numbers - specifically, the fourth number in setShieldColor should be a transparency value; modifying that ought to let you make the shield less visible (or even invisible, if you prefer.)
Title: Re: [0.9.1a] Planetary Shield: Access Control (1.2)
Post by: Chairman Suryasari on January 08, 2021, 05:40:07 AM
This mod is great for normal playthrough but it can render planetary shield completely useless in starfarer mode because of growth penalty.
Title: Re: [0.9.1a] Planetary Shield: Access Control (1.2)
Post by: Outlander on January 09, 2021, 11:41:31 AM
Ahh, that makes sense.

Well, adding an on/off switch is not a trivial effort... but just changing the shield graphic a bit is.

Here's how you'd do it: go into my mod, and dig down to data/scripts/wyv/PlanetaryShield.java - open that up with a text editor. (You may have issues if you're on windows and using its basic text editor, because its basic text editor is poorly programmed. I suggest Notepad++ if you're on windows.)

Find these two lines:
Code
		planet.getSpec().setShieldThickness(0.1f);
planet.getSpec().setShieldColor(new Color(255,255,255,175));
And play around with changing the numbers - specifically, the fourth number in setShieldColor should be a transparency value; modifying that ought to let you make the shield less visible (or even invisible, if you prefer.)

First time I do anything related to code. The pressure is on.

Spoiler
(https://i.ibb.co/pL1WmLr/extreme-difficulty.png)
[close]
Title: Re: [0.9.1a] Planetary Shield: Access Control (1.2)
Post by: FutureMunk on April 03, 2021, 12:00:31 PM
Hi

This is my first post on this forum, so here goes..

Will there be an update of this mod to the current version? - I'm about to enter the colony-building phase, and having some extra options or effects with avoiding infiltration of the colony would be a serious plus. Also, played with this mod some time ago, and thoroughly ejoyed it - so, in any case, thanks!
Title: Re: [0.9.1a] Planetary Shield: Access Control (1.2)
Post by: Wyvern on April 03, 2021, 12:25:44 PM
Hm... I hadn't actually given much thought to updating this for 0.95, but... some of the reasons for it to exist are still around.

It's not going to be quite as simple as a straight port, though; the interactions with free port status, for example, are entirely unneeded now that bribing expeditions has a story point cost.

Then again, if you're using AI cores extensively, that's going to attract hegemony inspectors, who also now need story point bribes, so maybe just keeping the positive traits and discarding the drawbacks would be okay?

...I'll think about it.

Edit: Having now thought about it, here are my conclusions:
1: There's currently a bug where AI & item use does not contribute to pather interest. I'll update this mod for 0.9.5 once that's been fixed.
2: It'll still swap the shield generator to a flat ground defense bonus (values may not remain quite the same - I'll have to double-check what makes sense now that colonies are limited to size 3-6.)
3: The partial mitigation of the meteor impacts condition will be unchanged.
4: The accessibility penalty and growth penalty will be removed.
5: Pather Interest defense values will be adjusted - in what direction remains to be seen. If installable items trend towards having high pather interest generation, then I may increase the base no-AI-core protection level. Or I might leave that as-is and put a decent chunk of pather interest protection into the story-point upgrade option? I'll see what feels right to me.
6: I may also add some level of import demand to the industry; if I do it'll likely be a small amount of heavy machinery and supplies, and a larger amount of volatiles or fuel (though, uh, not up to the insane 10 demand on certain vanilla items), with the goal of making it so you don't just default to getting the shield's full benefit without investing in some level of supporting infrastructure.
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.2)
Post by: Wyvern on May 01, 2021, 10:40:36 AM
Mod has been updated for 0.95.
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.2)
Post by: darkond2100 on May 01, 2021, 01:57:55 PM
Mod has been updated for 0.95.
Woo! Which options did you choose to go with?
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.2)
Post by: Wyvern on May 01, 2021, 02:40:16 PM
Mod has been updated for 0.95.
Woo! Which options did you choose to go with?
The OP's been edited to say what the mod does now, but quick summary: No more accessibility or growth penalty; free port toggle still disables the pather interest reduction effect; pather interest reduction increased slightly - we've got a lot more interest from installable items now that there's one for every industry; ground defense bonus reduced to better match the values we're seeing with colony sizes limited to three-to-six.
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.3)
Post by: Histidine on May 06, 2021, 02:10:34 AM
There's apparently an interaction where the mod crashes with Industrial Evolution:
java.lang.NullPointerException
    at data.scripts.wyv.PSModPlugin.onEnabled(PSModPlugin.java:47)
    at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
    at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
    at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
    at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
    at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
    at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
    at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)

Apparently Industrial Evolution's Academy market (id IndEvo_academyMarket is non-null enough to appear in econ.getMarketsCopy() and be iterated over, but econ.getMarket(market.getId()) returns null. Not sure why this would happen, but a null check is trivial to do at least.
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.3)
Post by: Wyvern on May 06, 2021, 07:57:14 AM
Huh. Yeah, that looks like it should be a simple fix.

I don't currently have the time to test said fix, but I've got a speculative version 1.4 (https://www.silverinsanity.com/~wyvern/PlanetaryShieldAccessControl-1.4.zip) up if someone else wants to give that a whirl.

Edit: ...Oop, missed a layer of null-checking. Speculative version 1.4, take two now exists instead.
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.3)
Post by: ProtonBomb on May 06, 2021, 01:28:11 PM
I just tested your 1.4 hotfixes and it doesn't work, the game still crashes.

[attachment deleted by admin]
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.3)
Post by: Wyvern on May 06, 2021, 01:55:19 PM
...What.

Just to double-check: the 1.4 version you downloaded, line 47, is "market.reapplyIndustries();", and is inside a "if( market != null )" statement, right?

(I did, very briefly, have a version of 1.4 available for download that was still vulnerable to buggy market behavior, so if you downloaded right after I posted but before I edited my post, you'd still get that crash.)

Edit: Apparently the upload didn't take the second time. Let me fix that...


EditEdit: Nope, actually, the link I posted was just bad. It linked to version 1.3 still. The link for version 1.4 is https://www.silverinsanity.com/~wyvern/PlanetaryShieldAccessControl-1.4.zip
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.3)
Post by: ProtonBomb on May 06, 2021, 11:04:14 PM
I did edit the previous link and downloaded the 1.4 version and still crashes with the same error. I will verify again now.
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.3)
Post by: ProtonBomb on May 06, 2021, 11:37:08 PM
Just verified 1.4 hotfix still crashes. New game is still ok without the mod enabled.
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.3)
Post by: Wyvern on May 07, 2021, 12:06:59 AM
So... I'm not able to replicate this crash, even with PS:AC-1.3; loading up starsector with just PS:AC, Industrial.Evolution-2.2b, LazyLib-2.6.  No crash on new game (whether starting with tutorial or not); I even tried adding PS:AC to a save that had been started with just Industrial Evolution and Lazylib enabled. Still no crash.

So.

What mod list are you using, what versions of each mod, and what are the exact steps to cause this crash?

(Also, just to triple-check basic stuff, did you delete the mod folder before extracting version 1.4? Because you really should not be able to get literally the exact same error with 1.4 as you got with 1.3; at the very least the line numbers would be different.)

Edit: On a whim, ran one more test, with Nex random mode enabled. That crashed with PS:AC-1.3, but not with 1.4. Looks like Industrial Evolution expects the normal vanilla markets to exist, and gets a bit confused when they don't?
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: ProtonBomb on May 09, 2021, 10:59:34 PM
I am using latest mod version as of today for all these mods:

{"enabledMods": [
  "$$$_lightshow",
  "$$$_trailermoments",
  "pantera_ANewLevel40R",
  "adjustable_skill_thresholds",
  "Adjusted Sector",
  "anotherportraitpack",
  "ARSWP",
  "armaa",
  "ArmorBlitx",
  "raccoonarms",
  "lw_autosave",
  "Azurlane",
  "banana",
  "timid_admins",
  "beyondthesector",
  "BSC",
  "boundsredone",
  "HMI_brighton",
  "CaptainsLog",
  "capturecrew",
  "Csp",
  "CAS",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_console",
  "domain_mship_controllable",
  "diyplanets",
  "DetailedCombatResults",
  "diableavionics",
  "dispMore",
  "dynamictariffs",
  "exshippack",
  "XLU",
  "FPE",
  "fluffships",
  "sun_flux_reticle",
  "sun_fuel_siphoning",
  "gflportraitpack",
  "gflportraitpack2",
  "GrandColonies",
  "HHE",
  "HMI_SV",
  "HMI",
  "gunnyhegexpeditionary",
  "hte",
  "hiigaran_descendants",
  "hololive_portraits",
  "hostileIntercept",
  "sun_hyperdrive",
  "IndEvo",
  "internalaffairs",
  "InvisibleHand",
  "kadur_remnant",
  "keruvim_shipyards",
  "kingdomofterra",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "logisticsNotifications",
  "low_scatter_amplifier",
  "luddenhance",
  "MagicLib",
  "marineportraits",
  "Mayasuran Navy",
  "missingships",
  "more_hullmods",
  "disco",
  "more_ship_names",
  "wisp_NeutrinoDetectorMkII",
  "sun_new_beginnings",
  "nexerelin",
  "builtinsforall",
  "ORA_aquamarine",
  "ORA_fractalGreen",
  "ORA_gunmetal",
  "ORA_imperial",
  "ORA_invader",
  "ORA_irradiated",
  "OcuA",
  "Ocutek",
  "old_hyperion",
  "ORA",
  "pn",
  "wisp_perseanchronicles",
  "TAR",
  "QualityCaptains",
  "m561_ramscoop",
  "$$rebalanced_pilums",
  "remnant_command_transfer",
  "rotcesrats",
  "roider",
  "sun_ruthless_sector",
  "tahlan_scalartech",
  "scy_bluesky",
  "SCY",
  "SEEKER",
  "shadow_ships",
  "PT_ShipDirectionMarker",
  "speedUp",
  "sw",
  "sun_starship_legends",
  "steelcardinal",
  "stelnet",
  "soz_planetshield_subtle",
  "timid_supply_forging",
  "surveycorpssp",
  "$_blueshipbad",
  "tahlan",
  "Terraforming and Station Construction",
  "exalted",
  "star_federation",
  "TORCHSHIPS",
  "transfer_all_items",
  "trulyautomatedships",
  "undertale",
  "underworld",
  "US",
  "ungp",
  "URW",
  "va11portraits",
  "vayrashippack",
  "WEAPONARCS",
  "XhanEmpire",
  "audio_plus",
  "mir_np",
  "arknightsportraits",
  "astroidships",
  "blue_apogge",
  "2hu",
  "prv",
  "shaderLib",
  "aBadIdea2",
  "aBadIdea3",
  "ShipCatalogVariantEditor"
]}
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: ChrysalisThe on May 10, 2021, 09:23:51 AM
LOL with a list that long it is no wonder your game is crashing. I would argue that it hasn't so far is the greater mircale.  :o
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: Wyvern on May 10, 2021, 09:46:37 AM
Yeah, I'm not going to download all of those to try and track down which one is doing something it shouldn't.

PS:AC-1.4 does work with Industrial Evolution and Nexerelin random mode, resolving the issue Histidine reported.

If you're still having problems with it, then I need a minimal mod-list as well as step-by-step instructions on how to replicate the issue.

You can see, for example, why these sorts of details are important with the trouble I had tracking down 'an incompatibility with Industrial Evolution' when the actual bug was due to a combination of Industrial Evolution with Nexerelin, and only manifested if you chose the 'random sector' Nex option during character creation.
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: Damienov on May 10, 2021, 10:19:21 AM
@ProtonBomb

I'm curious how large is your vmparams RAM allocation for all those mods to actually run
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: Snowy1237 on June 27, 2021, 11:28:58 PM
I can not download the mod, once I click on the link nothing happens.
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: Cyber Von Cyberus on July 28, 2021, 11:02:33 PM
Strange, the link seems dead. No download happens upon clicking
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: Jaghaimo on July 29, 2021, 03:19:12 AM
Works for me. Used the link from the first post for 1.4.
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: Wyvern on July 29, 2021, 08:37:12 AM
Yeah, seems to be working here.

...That said, I wouldn't expect perfect 100% uptime from the server I'm using; it's not a cloud-sourced major provider or anything, so it'll occasionally be down for upgrades and such. If you get a download failure, give it a couple hours or a day or two and try again.

(Also, I've now - at least in theory - turned on e-mail notifications for people posting to this topic. I actually missed both Snowy & Cyberus' posts; I've been playing games other than Starsector for a few months now... Anyway, if you have further problems with downloading the mod, let me know and I'll see what I can do about it.)
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: Starslinger909 on October 14, 2021, 01:45:47 PM
Download link is broken
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: Wyvern on October 14, 2021, 01:53:39 PM
Download link is broken
Works fine for me...

Edit: But the test of the thread notification feature is appreciated!
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: Starslinger909 on October 14, 2021, 01:58:23 PM
I click it and nothing happens I think its broken for me
*EDIT Found the one in the comments you posted works for me not the other one
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: Wyvern on October 14, 2021, 02:02:04 PM
Oh! I see the difference - the one in the main post is "http", while the one in the comment above is "https". I bet your browser is rejecting anything that's not set as https. (Edit: Which is, honestly, a pretty sane thing for it to do these days.)

Let me go fix that link in the first post; no reason not to have that 's' on there.
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: Palaiologos on January 24, 2022, 08:41:51 PM
Is this mod compatible for 0.95.1a?
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: lyravega on January 24, 2022, 09:37:46 PM
Yes. Any mod that states 0.95+ in their title should be working without an issue.
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: Wyvern on January 24, 2022, 09:44:58 PM
Any mod that states 0.95+ in their title should be working without an issue.
This is not actually true.

...That said, the scope of this particular mod is narrow enough, and far enough away from things that got touched by the 0.95.1 update, that I'd give it good odds of still being compatible. However, I haven't actually tested it myself, and therefore make no guarantees.

As such, I'd suggest keeping the mod disabled until after you have a planetary shield generator online, save the game there, and then install the mod. If it doesn't crash within a month of loading that save up again, you should be good to go.
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: lyravega on January 25, 2022, 12:19:31 AM
Any mod that states 0.95+ in their title should be working without an issue.
This is not actually true.

...That said, the scope of this particular mod is narrow enough, and far enough away from things that got touched by the 0.95.1 update, that I'd give it good odds of still being compatible. However, I haven't actually tested it myself, and therefore make no guarantees.

As such, I'd suggest keeping the mod disabled until after you have a planetary shield generator online, save the game there, and then install the mod. If it doesn't crash within a month of loading that save up again, you should be good to go.

I'm using it for a long while =) Ground defenses work fine, not sure on the pather interest.

edit: Just checked the pather interest. It prevents cell formation, but does not help with dissolving it; turning free trade off on a planet with 15 interest for example, won't help dissolving it. If you unequip everything, wait for the cell to dissolve, then equip them back, it works properly though.
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: Bidiguilo on February 11, 2022, 05:19:05 PM
The Planetary Shields seem to become rather weak while using this mod, my main colony with a Planetary Shield went from 17820 Ground Defenses to around 7000 after I enabled the mod.
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: Wyvern on February 11, 2022, 05:31:54 PM
The vanilla planetary shield generator provides a multiplicative bonus that, yes, gives rather excessive ground defense values when used on a high-population planet with other defenses installed.

Reigning that in some is, in fact, part of the intended value of this mod - which becomes particularly important if, say, you're using faction mods that include AI use of the planetary shield generator.

Consider it part of the tradeoff for gaining access to pather interest reduction.
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: Heukaryote975 on May 01, 2022, 07:38:55 AM
Hi, I got an error just before I can succeed to start a game, at the middle of the download (sorry for my english)

I don't know where to find the starsector log but it says : Fatal: com.fs.starfarer.api.impl.campaign.econ.impl.PlanetaryShield cannot be cast to data.scripts.wyv.PlanetaryShield

Thank you for your help
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: Wyvern on May 01, 2022, 12:31:09 PM
I'm not able to replicate this error, so this is (almost certainly) a conflict with some other mod. You can probably work around this by disabling PSAC (Planetary Shield: Access Control), creating a new game, and only enabling PSAC once the game has been created.

(That is, if I'm interpreting your description of where the error occurs correctly? It sounds like you're seeing a crash when trying to start a new game?)

You can find starsector.log in the logs folder, inside the application folder. The logs folder should be right next to the mods folder.

If this continues to cause problems for you, I will need more details on the error (which should be in the log file), and/or, a minimal list of mods and steps necessary to replicate the issue.
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: e on July 07, 2022, 11:23:30 PM
There's a slight compatibility issue with Boggled's Terraforming mod (or at least i think it comes from there). The meteor impact penalty is already negated by that mod, but the -25% from this mod stacks on top of it, meaning that a planetary shield ends up negating meteor impact and lowering hazard by 25%.
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: Wyvern on July 08, 2022, 08:32:03 AM
Hm. I suppose I could add in code to detect certain other mods and change the behavior... but that seems like it'd be a potentially never-ending pile of work as other mods get created, updated, etc.

Probably a better solution would be to improve the included settings file, adding more options and allowing a non-tech-savvy player to update my mod's behavior appropriately to fit with whatever other mods they have installed.

As that isn't in yet, here's how you can fix this yourself: Open up PlanetaryShieldAccessControl/data/scripts/wyv/PlanetaryShield.java and remove lines 44 through 48 - the section starting with "if( null != market.getFirstCondition( "meteor_impacts" ) ) {".
Since this mod does not use a pre-packaged jar, directly editing the .java files will update its behavior on next game load, and those lines are the ones responsible for applying that -25% hazard rating.
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: e on July 08, 2022, 12:37:12 PM
Hm. I suppose I could add in code to detect certain other mods and change the behavior... but that seems like it'd be a potentially never-ending pile of work as other mods get created, updated, etc.

Probably a better solution would be to improve the included settings file, adding more options and allowing a non-tech-savvy player to update my mod's behavior appropriately to fit with whatever other mods they have installed.

As that isn't in yet, here's how you can fix this yourself: Open up PlanetaryShieldAccessControl/data/scripts/wyv/PlanetaryShield.java and remove lines 44 through 48 - the section starting with "if( null != market.getFirstCondition( "meteor_impacts" ) ) {".
Since this mod does not use a pre-packaged jar, directly editing the .java files will update its behavior on next game load, and those lines are the ones responsible for applying that -25% hazard rating.

I'll try it out. Thanks!
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: Wyvern on July 08, 2022, 02:05:10 PM
Though, it occurs to me, this may not correct the issue for planets where the effect was applied as of when you last saved the game...

Might want to leave the "market.getHazard.unmodifyFlat( getModId() );"

Or just toggle revertToVanilla, save once, then toggle it back off again after changing the code? If you actually have a problem with this, anyway. Not sure, haven't tested it myself.
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: e on July 08, 2022, 02:50:08 PM
Though, it occurs to me, this may not correct the issue for planets where the effect was applied as of when you last saved the game...

Might want to leave the "market.getHazard.unmodifyFlat( getModId() );"

Or just toggle revertToVanilla, save once, then toggle it back off again after changing the code? If you actually have a problem with this, anyway. Not sure, haven't tested it myself.

Thanks for giving it more thought, hours before the first reply i actually enabled the "revert to vanilla" option that you kindly provided and it did solved the issue at the expense of letting the other features go, but it does work.

I haven't tried the methods you provided in these posts as i haven't had the chance to play, but i'll try when i can and give you my input. As i said before, it's not really a big deal but figured it was something worth reporting to you.
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: Iwe Eri on May 28, 2023, 12:15:00 PM
is this still compatible?
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: Wyvern on May 28, 2023, 12:49:32 PM
Not entirely; you may get partial functionality if you hack up the required version number, but no guarantees.

I am, however, working on an update; should be out tomorrow. (This update will probably not be save-compatible with a hacked-up prior version of the mod, however.)
Title: Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
Post by: Zr0Potential on May 28, 2023, 07:33:09 PM
Not entirely; you may get partial functionality if you hack up the required version number, but no guarantees.

I am, however, working on an update; should be out tomorrow. (This update will probably not be save-compatible with a hacked-up prior version of the mod, however.)

That's good to hear, the Planetary Shield could always use some love, looking forward to what you're cooking up

Edit: just read Nex's patch notes, minor hostile activity reduction maybe? If too OP on base maybe let's say a SP bonus?
Title: Re: [0.96a-RC10] Planetary Shield: Access Control (1.5)
Post by: Wyvern on May 28, 2023, 10:08:37 PM
And, updated to version 1.5; now compatible with Starsector 0.96a. (Download link is in initial post.)

I've made some balance tweaks based on my own playtesting; compared to previous versions of Starsector, I'm finding it actually workable to allow pather cells to form on one colony and then just make sure the Hostile Activity meter never has a chance to get to dangerous levels - as such, the Planetary Shield Generator does not need to outright prevent cell formation (as it was intended to in prior Starsector versions), merely provide a decent reduction to the HA progression from a pather cell.

...Still, I should probably add some settings options to make it easier for non-coders to tweak the precise values; the settings that work well for me may not feel right to everyone. Eh, a thing to deal with later.
Title: Re: [0.96a-RC10] Planetary Shield: Access Control (1.5)
Post by: TheSAguy on September 18, 2023, 01:57:38 PM
Great Mod!
Please consider making this mod compatible with the Version checker that built into Nexerelin.
Title: Re: [0.96a-RC10] Planetary Shield: Access Control (1.5)
Post by: Wyvern on September 18, 2023, 02:39:50 PM
I don't actually like version checker, for a bunch of reasons, but the big one is that 99% of the time it's telling me things I don't care about and didn't need to know. Is there a new version of some content mod? That's nice, I don't care; odds are that the update isn't save-compatible, so unless I happen to be at exactly the point of starting a new run, knowing about it doesn't matter. And if I am starting a new run, it's not hard to go check myself.

Now, it can make some sense for things like, well, Nex itself, where the mod author is careful about maintaining save compatibility, but in general? Not really useful to me.

Still, PS:AC is the sort of mod that's more likely to have save-compatible updates (because I more or less know what I'm doing and do intend to be careful about that), so... okay, I'll consider it.

That said, I'm definitely not going to release a version that's just "adds support for version-checker", so - unless some critical bug-fix comes up before then - that's probably not going to happen until I need to update it for the next version of Starsector.
Title: Re: [0.96a-RC10] Planetary Shield: Access Control (1.5)
Post by: Gris on February 19, 2024, 12:21:40 AM
Good day Wyvern! Are you planning to update your mod to 0.97a after the hotfixes are finished?  :-\ 
Title: Re: [0.96a-RC10] Planetary Shield: Access Control (1.5)
Post by: Wyvern on February 19, 2024, 09:02:23 AM
Working on it! (Well, okay, more still "thinking about working on it", but I expect the actual work of updating to be pretty fast once I get to it.)

Current plan is to update this for 0.97 by adding in a mechanic where, if you've cleared the Pather crisis, the shield generator becomes significantly more effective at suppressing Pather cells. (Though this will probably also be paired with it being a bit less effective by default...)

Exact values still to be determined.

Also vaguely considering bringing back the colony growth penalties from the very first version of this mod, as 0.97 offers a much stronger incentive to consider keeping colonies at size three. Probably won't? But I'm considering it.
Title: Re: [0.96a-RC10] Planetary Shield: Access Control (1.5)
Post by: Gris on February 19, 2024, 09:11:05 PM
Okay thank you for the reply!  :)
Title: Re: [0.96a-RC10] Planetary Shield: Access Control (1.5)
Post by: Astrefernal on February 28, 2024, 01:43:45 PM
Also vaguely considering bringing back the colony growth penalties from the very first version of this mod, as 0.97 offers a much stronger incentive to consider keeping colonies at size three. Probably won't? But I'm considering it.

Make a toggle or something along this line. That way every one can choose if they want it or not.
Title: Re: [0.96a-RC10] Planetary Shield: Access Control (1.5)
Post by: Gris on February 28, 2024, 11:04:48 PM
Good day Wyvern!  :)
Still any plans to update your mod?  :-\
Thank you.
Title: Re: [0.96a-RC10] Planetary Shield: Access Control (1.5)
Post by: Wyvern on February 28, 2024, 11:21:09 PM
Yup! Been busy, but should have time this coming weekend.
Title: Re: [0.96a-RC10] Planetary Shield: Access Control (1.5)
Post by: Gris on February 29, 2024, 12:02:12 AM
Okay Thanks! Take your time.  :)
Title: Re: [0.96a-RC10] Planetary Shield: Access Control (1.5)
Post by: Gris on March 03, 2024, 01:12:19 AM
Good day Wyvern! Im sorry if you're still busy.
By the way Thank you for making the planetary shield worth using in the endgame colony! 8)
I hope you update this for 0.97a since the Luddic Path colony crises is kinda underwhelming.   :'(
Title: Re: [0.96a-RC10] Planetary Shield: Access Control (1.5)
Post by: Wyvern on March 03, 2024, 09:10:59 AM
Well, I am in fact currently busy... with updating this mod. :-P

Should be done sometime today.
Title: Re: [0.96a-RC10] Planetary Shield: Access Control (1.5)
Post by: Gris on March 03, 2024, 10:09:30 AM
Thank you for the reply!  :)
Title: Re: [0.97a-RC11] Planetary Shield: Access Control (1.6)
Post by: Wyvern on March 03, 2024, 12:42:23 PM
And updated for 0.97. Huzzah.
Title: Re: [0.97a-RC11] Planetary Shield: Access Control (1.6)
Post by: Siffrin on March 03, 2024, 01:40:05 PM
Woooooo!!!
Title: Re: [0.97a-RC11] Planetary Shield: Access Control (1.6)
Post by: Ragnarok101 on March 03, 2024, 03:48:08 PM
And updated for 0.97. Huzzah.

Glad to see that! The Duzahk Republic thanks you for your service.
Title: Re: [0.97a-RC11] Planetary Shield: Access Control (1.6)
Post by: Gris on March 03, 2024, 09:52:40 PM
And updated for 0.97. Huzzah.

Good day! Many Thanks for Updating this Mod!  :D