A quibble I had with one of the other ones that I see repeated here (or at least, not mentioned):Low light is a consequence of its distance to its parent star or the type of star the planet orbits. You can't really use a stellar mirror to amplify light that barely exists.
Why doesn't orbital mirrors improve low light?
Low light is a consequence of its distance to its parent star or the type of star the planet orbits. You can't really use a stellar mirror to amplify light that barely exists.Sure you can.
A quibble I had with one of the other ones that I see repeated here (or at least, not mentioned):Low light is a consequence of its distance to its parent star or the type of star the planet orbits. You can't really use a stellar mirror to amplify light that barely exists.
Why doesn't orbital mirrors improve low light?
Low light is a consequence of its distance to its parent star or the type of star the planet orbits. You can't really use a stellar mirror to amplify light that barely exists.Sure you can.
If, for example, I shone a spotlight at a beach ball such that only half the ball is in the beam, I can improve the amount of light reaching it by reflect light from elsewhere onto it, say by sticking a mirror in the beam pointed at the ball.
Does this require a new game to work? On adding the mod, it is possible to see and build the Ismara's Sling, but not any of the other ones.
Just tested it out a bit, and at first glance this seems like a really solid implementation. Most of what I checked seems very nearly up to vanilla standards of quality. AI cores have fitting effects and clicking the notification icons even opens the colony management screen, which is a good demonstration of attention to detail imo. You might already be on top of some of these, but I did see a few things that could maybe be improved:I'm looking forward to finding out how this turns out!
- I didn't see any way to check the time remaining for terraforming. Maybe I missed something, but it seems to me like that info should be displayed in the tooltip of the structure
- Seeing the planet change types on-screen is pretty jarring. Once your testing phase is over you might want to make sure that only happens when the player is far enough away not to see it
- I saw the notification for the water ice requirement, but that might be another thing that could be helpful in the tooltip
- It looks like terraforming won't revert after removing the structure. That might be working as intended and I understand that it's a matter of preference, but if you're open to it I'd like to try to convince you that planets should eventually revert to their former types without terraforming infrastructure in place.
If you remove the reflectors, it will make the planet hot/cold again and make the farmland worse.Very cool! In that case, I would just advise you to somehow make that abundantly clear to the player. Anyone who expects the changes to be permanent even if they remove the structure will inevitably do so, resulting in disappointment and regret. Some people might even report it as a bug.
My understanding is that planets illuminated poorly enough that it presents a hazard to surface operations would require mirrors larger than the planet itself to improve the brightness to something similar to Earth. If someone with a physics background wants to weigh in about this I would happily defer to them.Low light is a consequence of its distance to its parent star or the type of star the planet orbits. You can't really use a stellar mirror to amplify light that barely exists.Sure you can.
If, for example, I shone a spotlight at a beach ball such that only half the ball is in the beam, I can improve the amount of light reaching it by reflect light from elsewhere onto it, say by sticking a mirror in the beam pointed at the ball.
- Will this support Tart's unknown skies mod?It would appear not. Possibly due to defing abilities by specific planet type, rather than by planet class.
I added more information about this to the top post. You can safely add the mod to a save in progress, but I don't think you can remove the mod from your save once you start building structures.Thanks, yeah it wasn't a savegame problem then, just that I had exactly 0 terraformable planets in my list of colonies.
Something that might need looking at:
I started with a Tundra world with -1 farming.
I built the mirrors, and it upgraded the world to Terran while giving it +1 farming.
I then removed the mirrors just to see what would happen.
The planet stayed Terran while re-gaining it's previous cold condition. But lost it's farmland condition entirely.And yet it's now producing 15 food as a size 5 colony.Spoiler(https://i.imgur.com/DGBhE5y.png)[close]Spoiler(https://i.imgur.com/Sd2JIuf.png)[close]
Looks like the new conditions are being added whenever the mirror status changes, but the old ones are not being removed.
And the farmland is also being removed. (But still 'working'.)
Unrelated feedback/questions:
Possibly consider not changing the planet type, but improve the one that's already there. Having Terran planets potentially everywhere just doesn't "feel" right. (In this setting at least.)
Is everything in cat_barren completely untouched by these buildings?
Ie; Terraforming limited to already habitable planets.
(Fine with this btw.)
Possibly consider adding ability to frozen worlds to build Ismara's Sling.
Possibly consider adding information to the building tooltip when terraforming is stalled.- Will this support Tart's unknown skies mod?It would appear not. Possibly due to defing abilities by specific planet type, rather than by planet class.
Not a single US planet I tested with had the ability to build these buildings.
My understanding is that planets illuminated poorly enough that it presents a hazard to surface operations would require mirrors larger than the planet itself to improve the brightness to something similar to Earth. If someone with a physics background wants to weigh in about this I would happily defer to them.Low light is a consequence of its distance to its parent star or the type of star the planet orbits. You can't really use a stellar mirror to amplify light that barely exists.Sure you can.
If, for example, I shone a spotlight at a beach ball such that only half the ball is in the beam, I can improve the amount of light reaching it by reflect light from elsewhere onto it, say by sticking a mirror in the beam pointed at the ball.
Most mirrors have good refractivity of the IR range of the spectrum (heat) in addition to visible light, so the amount of additional "heat" being directed to a planet to terraform it to something other than a ball of ice, should be enough to make it not dark. And FWIW, planets like Mars get plenty of light and are too cold for humans (aside from other factors). So if you can provide enough heat via mirrors to make it not cold, making it not dark has likely happened unless you're using mirror that don't reflect visible light but do reflect IR.
If you remove the reflectors, it will make the planet hot/cold again and make the farmland worse.Very cool! In that case, I would just advise you to somehow make that abundantly clear to the player. Anyone who expects the changes to be permanent even if they remove the structure will inevitably do so, resulting in disappointment and regret. Some people might even report it as a bug.
I agree with Sundog's analysis. The mod deserves to be in the Mod Index (https://fractalsoftworks.com/forum/index.php?topic=177.0) for its quality.
That makes for a good trade-off though. Terraforming is a powerful thing, so you should have to make a choice between that and other colony buildings.That's what industry slots are for.
-I'm going to leave this up for a few days so people can test it with the cheap and fast settings. After that, I'm going to set the costs and build times, etc. to "real" values. I'm thinking 10 million credits to build the reflectors and 5 million to build Ismara's Sling (regardless of colony size), and three cycles to terraform a planet or deterraform it. This will ensure that the player can't just spam terraforming on all their planets (at least until ultra late game) and makes sense lore-wise as the high capital costs are why other factions haven't constructed them. Please let me know what you think about these values.
-I'm going to leave this up for a few days so people can test it with the cheap and fast settings. After that, I'm going to set the costs and build times, etc. to "real" values. I'm thinking 10 million credits to build the reflectors and 5 million to build Ismara's Sling (regardless of colony size), and three cycles to terraform a planet or deterraform it. This will ensure that the player can't just spam terraforming on all their planets (at least until ultra late game) and makes sense lore-wise as the high capital costs are why other factions haven't constructed them. Please let me know what you think about these values.
I think the values and costs are fine considering money if trivial on the late game and this makes for a decent money sink.
One thing i hope you get around to, are two things that always mess me up when looking for planets:
high/low gravity, which i found to be too common in my games.
barren planets, which are the most abundant type of space rocks.
I hope you consider doing something regarding these, thanks!
-I'm going to leave this up for a few days so people can test it with the cheap and fast settings. After that, I'm going to set the costs and build times, etc. to "real" values. I'm thinking 10 million credits to build the reflectors and 5 million to build Ismara's Sling (regardless of colony size), and three cycles to terraform a planet or deterraform it. This will ensure that the player can't just spam terraforming on all their planets (at least until ultra late game) and makes sense lore-wise as the high capital costs are why other factions haven't constructed them. Please let me know what you think about these values.
I think the values and costs are fine considering money if trivial on the late game and this makes for a decent money sink.
One thing i hope you get around to, are two things that always mess me up when looking for planets:
high/low gravity, which i found to be too common in my games.
barren planets, which are the most abundant type of space rocks.
I hope you consider doing something regarding these, thanks!
Barren planets can be improved with this mod - you can remove poor light (but not darkness!) and hot or cold temperatures if the planet has a reasonably thick atmosphere. Anything further than that would not make sense lore-wise in my opinion.Tried several barren worlds and the tooltip said either "atmosphere not thick enough" or "no conditions can be improved".
Encountered some weirdness when constructing mirrors with the new version:
Built the mirrors and they removed the cold condition.
Tooltip on the industry panel said "less than 2 cycles".
Checked periodically and saw roughly in sequence
"less than 17 cycles"
"less than 9 cycles"
"less than 2 cycles" (again)
"less than -6 cycles" (what)
"less than 19 cycles"
The planet never changed type/terraformed.
Not really sure what this is trying to tell me, but I'm fairly sure something isn't quite working right.
(Although the reduced hazard rating would technically be enough to consider it terraformed. To a degree.)Barren planets can be improved with this mod - you can remove poor light (but not darkness!) and hot or cold temperatures if the planet has a reasonably thick atmosphere. Anything further than that would not make sense lore-wise in my opinion.Tried several barren worlds and the tooltip said either "atmosphere not thick enough" or "no conditions can be improved".
What counts as reasonably thick atmosphere in this context?
Worth noting cat_barren are all set to no atmosphere in the procgen. So if your trigger is atmosphere >0, then barren worlds will never be able to build terraforming as the building will be looking for a condition that cannot exist.
I'm thinking 10 million credits to build the reflectors and 5 million to build Ismara's Sling (regardless of colony size), and three cycles to terraform a planet or deterraform it. This will ensure that the player can't just spam terraforming on all their planets (at least until ultra late game) and makes sense lore-wise as the high capital costs are why other factions haven't constructed them. Please let me know what you think about these values.In this case, I think upkeep cost would work better than initial cost as a balancing mechanism. At 3 cycles, 10m credits, and 1 structure slot, terraforming is something people won't bother considering until they're just looking for an excuse to spend money. I have nothing against money sinks, but 10m would seem out of place, and I think such high initial costs would make terraforming non-viable for practical purposes, especially with such a long delay before seeing any benefit. In my opinion, a better way to balance terraforming would be to set upkeep costs high enough that even if it were free, it still wouldn't be a good idea to terraform every planet you can. This would result in more interesting decisions and more colony diversity. Of course, determining what the proper upkeep cost should be for each structure to create that tipping-point dynamic wouldn't be particularly easy.
In this case, I think upkeep cost would work better than initial cost as a balancing mechanism. At 3 cycles, 10m credits, and 1 structure slot, terraforming is something people won't bother considering until they're just looking for an excuse to spend money. I have nothing against money sinks, but 10m would seem out of place, and I think such high initial costs would make terraforming non-viable for practical purposes, especially with such a long delay before seeing any benefit.Agree, compared to vanilla structures, the time on these at 1080 days is much longer so that a "full up-front" seems less of a match to the "it's a long process" feel of it.
a check to make sure the player isn't too close when the planet changes appearance.That would explain why it didn't change.
In that case, mirrors can only remove the "poor light" condition from barren planets, unless the player is using some other mod to generate barren planets that have an atmosphere.That's fine.
"Thick enough atmosphere" means the market does not have the "no atmosphere" or the "thin atmosphere" condition.Is the terraforming ability being 'allowed' purely down to the atmosphere, or are there other factors?
a check to make sure the player isn't too close when the planet changes appearance.That would explain why it didn't change.
What is the cutoff for this? How far away do you have to be?
[edit]
Tried again, this time leaving the system entirely.
Planet never changed, and the completion note on the mirror tooltip kept counting up.QuoteIn that case, mirrors can only remove the "poor light" condition from barren planets, unless the player is using some other mod to generate barren planets that have an atmosphere.That's fine.
Nothing wrong with limits.Quote"Thick enough atmosphere" means the market does not have the "no atmosphere" or the "thin atmosphere" condition.Is the terraforming ability being 'allowed' purely down to the atmosphere, or are there other factors?
[edit]
Could you set out a definitive list of requirements/limitations for these buildings please?
I'm having some trouble understanding why I can't build mirrors in places which would logically benefit from them and otherwise meet the atmosphere/darkness requirements, but am unable to build anything because I'm being told there would be no benefit.
private boolean playerTooClose(StarSystemAPI system)
{
return Global.getSector().getPlayerFleet().isInOrNearSystem(system);
}
@Override
public boolean isAvailableToBuild()
{
//Check to ensure non-player factions cannot build this
if(!this.market.isPlayerOwned())
{
return false;
}
//Can't be built by station markets
if(this.market.getPrimaryEntity().hasTag("station")) { return false; }
//Can't be built on planets with no light. All planets in nebulas and orbiting black holes have dark condition.
if(this.market.hasCondition("dark")) { return false; }
//Can't be built on planets that already have an orbital mirror array (only blocks Eochu Bres and Eventide in vanilla sector)
if(numReflectorsInOrbit() >= 3) { return false; }
PlanetAPI planet = this.market.getPlanetEntity();
//These planet types cannot be warmed up if they lack a thick enough atmosphere
if((planet.getTypeId().equals("barren") || planet.getTypeId().equals("barren_castiron") || planet.getTypeId().equals("barren2") || planet.getTypeId().equals("barren3") || planet.getTypeId().equals("barren_venuslike") || planet.getTypeId().equals("toxic") || planet.getTypeId().equals("toxic_cold") || planet.getTypeId().equals("rocky_metallic") || planet.getTypeId().equals("rocky_unstable") || planet.getTypeId().equals("rocky_ice") || planet.getTypeId().equals("irradiated") || planet.getTypeId().equals("barren_bombarded")) && (this.market.hasCondition("no_atmosphere") || this.market.hasCondition("thin_atmosphere") || !(this.market.hasCondition("cold") || this.market.hasCondition("very_cold"))) && !this.market.hasCondition("poor_light"))
{
return false;
}
//Verify the planet has poor light if not one of the terraformable types
if(!this.market.hasCondition("poor_light") && !(planet.getTypeId().equals("frozen") || planet.getTypeId().equals("frozen1") || planet.getTypeId().equals("frozen2") || planet.getTypeId().equals("frozen3") || planet.getTypeId().equals("terran") || planet.getTypeId().equals("desert") || planet.getTypeId().equals("desert1") || planet.getTypeId().equals("arid") || planet.getTypeId().equals("water") || planet.getTypeId().equals("tundra") || planet.getTypeId().equals("barren-desert") || planet.getTypeId().equals("terran-eccentric") || planet.getTypeId().equals("barren") || planet.getTypeId().equals("barren_castiron") || planet.getTypeId().equals("barren2") || planet.getTypeId().equals("barren3") || planet.getTypeId().equals("barren_venuslike") || planet.getTypeId().equals("toxic") || planet.getTypeId().equals("toxic_cold") || planet.getTypeId().equals("rocky_metallic") || planet.getTypeId().equals("rocky_unstable") || planet.getTypeId().equals("rocky_ice") || planet.getTypeId().equals("irradiated") || planet.getTypeId().equals("barren_bombarded")))
{
return false;
}
//Verify compatible market conditions for certain planet types - mirror and shade should never both be buildable
if(planet.getTypeId().equals("terran") && !(this.market.hasCondition("cold") || this.market.hasCondition("very_cold") || this.market.hasCondition("poor_light"))) {return false;}
if(planet.getTypeId().equals("desert") && !(this.market.hasCondition("cold") || this.market.hasCondition("very_cold") || this.market.hasCondition("poor_light"))) {return false;}
if(planet.getTypeId().equals("desert1") && !(this.market.hasCondition("cold") || this.market.hasCondition("very_cold") || this.market.hasCondition("poor_light"))) {return false;}
if(planet.getTypeId().equals("arid") && !(this.market.hasCondition("cold") || this.market.hasCondition("very_cold") || this.market.hasCondition("poor_light"))) {return false;}
if(planet.getTypeId().equals("water") && !(this.market.hasCondition("cold") || this.market.hasCondition("very_cold") || this.market.hasCondition("poor_light"))) {return false;}
if(planet.getTypeId().equals("barren-desert") && !(this.market.hasCondition("cold") || this.market.hasCondition("very_cold") || this.market.hasCondition("poor_light"))) {return false;}
if(planet.getTypeId().equals("terran-eccentric") && !(this.market.hasCondition("cold") || this.market.hasCondition("very_cold") || this.market.hasCondition("poor_light"))) {return false;}
//Buildable on other types of worlds even if they are not actually cold
return true;
}
@Override
public String getUnavailableReason()
{
//Can't be built on planets that already have an orbital mirror array (only blocks Eochu Bres and Eventide in vanilla sector)
if(numReflectorsInOrbit() >= 3) { return "This world already has an array of stellar reflectors. Building more would not improve conditions any further."; }
//Can't be built on planets with no light. All planets in nebulas and orbiting black holes have dark condition.
if(this.market.hasCondition("dark")) { return "This world receives almost no light. Stellar mirrors would have no effect on conditions here."; }
PlanetAPI planet = this.market.getPlanetEntity();
//These planet types cannot be warmed up if they lack a thick enough atmosphere
if((planet.getTypeId().equals("barren") || planet.getTypeId().equals("barren_castiron") || planet.getTypeId().equals("barren2") || planet.getTypeId().equals("barren3") || planet.getTypeId().equals("barren_venuslike") || planet.getTypeId().equals("toxic") || planet.getTypeId().equals("toxic_cold") || planet.getTypeId().equals("rocky_metallic") || planet.getTypeId().equals("rocky_unstable") || planet.getTypeId().equals("rocky_ice") || planet.getTypeId().equals("irradiated") || planet.getTypeId().equals("barren_bombarded")) && (this.market.hasCondition("no_atmosphere") || this.market.hasCondition("thin_atmosphere")) && !this.market.hasCondition("poor_light"))
{
return "This type of world is poorly suited to terraforming and lacks a sufficiently thick atmosphere to benefit from stellar mirrors.";
}
//These planet types cannot be warmed up if they lack a thick enough atmosphere
if((planet.getTypeId().equals("barren") || planet.getTypeId().equals("barren_castiron") || planet.getTypeId().equals("barren2") || planet.getTypeId().equals("barren3") || planet.getTypeId().equals("barren_venuslike") || planet.getTypeId().equals("toxic") || planet.getTypeId().equals("toxic_cold") || planet.getTypeId().equals("rocky_metallic") || planet.getTypeId().equals("rocky_unstable") || planet.getTypeId().equals("rocky_ice") || planet.getTypeId().equals("irradiated") || planet.getTypeId().equals("barren_bombarded")) && (!(this.market.hasCondition("cold") || this.market.hasCondition("very_cold"))) && !this.market.hasCondition("poor_light"))
{
return "This world does not have any environmental conditions that could be improved by stellar mirrors.";
}
//Verify the planet has poor light if not one of the terraformable types
if(!this.market.hasCondition("poor_light") && !(planet.getTypeId().equals("frozen") || planet.getTypeId().equals("frozen1") || planet.getTypeId().equals("frozen2") || planet.getTypeId().equals("frozen3") || planet.getTypeId().equals("terran") || planet.getTypeId().equals("desert") || planet.getTypeId().equals("desert1") || planet.getTypeId().equals("arid") || planet.getTypeId().equals("water") || planet.getTypeId().equals("tundra") || planet.getTypeId().equals("barren-desert") || planet.getTypeId().equals("terran-eccentric") || planet.getTypeId().equals("barren") || planet.getTypeId().equals("barren_castiron") || planet.getTypeId().equals("barren2") || planet.getTypeId().equals("barren3") || planet.getTypeId().equals("barren_venuslike") || planet.getTypeId().equals("toxic") || planet.getTypeId().equals("toxic_cold") || planet.getTypeId().equals("rocky_metallic") || planet.getTypeId().equals("rocky_unstable") || planet.getTypeId().equals("rocky_ice") || planet.getTypeId().equals("irradiated") || planet.getTypeId().equals("barren_bombarded")))
{
return "This world does not have any environmental conditions that could be improved by stellar mirrors.";
}
//Verify compatible market conditions for certain planet types - mirror and shade should never both be buildable
if(planet.getTypeId().equals("terran") && !(this.market.hasCondition("cold") || this.market.hasCondition("very_cold") || this.market.hasCondition("poor_light"))) {return "This world does not have any environmental conditions that could be improved by stellar mirrors.";}
if(planet.getTypeId().equals("desert") && !(this.market.hasCondition("cold") || this.market.hasCondition("very_cold") || this.market.hasCondition("poor_light"))) {return "This world does not have any environmental conditions that could be improved by stellar mirrors.";}
if(planet.getTypeId().equals("desert1") && !(this.market.hasCondition("cold") || this.market.hasCondition("very_cold") || this.market.hasCondition("poor_light"))) {return "This world does not have any environmental conditions that could be improved by stellar mirrors.";}
if(planet.getTypeId().equals("arid") && !(this.market.hasCondition("cold") || this.market.hasCondition("very_cold") || this.market.hasCondition("poor_light"))) {return "This world does not have any environmental conditions that could be improved by stellar mirrors.";}
if(planet.getTypeId().equals("water") && !(this.market.hasCondition("cold") || this.market.hasCondition("very_cold") || this.market.hasCondition("poor_light"))) {return "This world does not have any environmental conditions that could be improved by stellar mirrors.";}
if(planet.getTypeId().equals("barren-desert") && !(this.market.hasCondition("cold") || this.market.hasCondition("very_cold") || this.market.hasCondition("poor_light"))) {return "This world does not have any environmental conditions that could be improved by stellar mirrors.";}
if(planet.getTypeId().equals("terran-eccentric") && !(this.market.hasCondition("cold") || this.market.hasCondition("very_cold") || this.market.hasCondition("poor_light"))) {return "This world does not have any environmental conditions that could be improved by stellar mirrors.";}
return "ERROR. TELL BOGGLED ABOUT THIS ON THE FORUMS.";
}
Firstly, thank you for this!
From the above, I can see the following restrictions.
(Please correct me if I'm wrong)
Cannot terraform anything which:
- Is not a planet
- Has no atmosphere
- Has thin atmosphere
- Is in total darkness
- Is not a vanilla entity
Is this correct?
One of the confusing things I've encountered is this:By the rules this world should qualify to build a mirror.Spoiler(https://i.imgur.com/GAIyAAw.png)[close]
It has a "normal" atmosphere.
It isn't dark.
I think the problem here is that it's a Cryo world. And those are not defined in the code.
(lava and lava_minor are also not defined.)
I'm not sure if the player distance thing is working properly.This is the third attempt I've made at terraforming a planet with mirrors, and it never does anything but count the number of cycles remaining up. It started at < 3 cycles.Spoiler(https://i.imgur.com/q9Tro7j.png)[close]
I made sure to leave the system entirely, and still nothing.
I wonder if there's a way to call planet categories rather than individual id types?
This would make the code a lot simpler, and support procgen mods (like Unknown Skies).
I'd say just get rid of the planet-type checks.
What's the worst that'll happen, you can put mirrors around a space station?
Interestingly, when frozen planets get terraformed, they become vastly better. eg: a 100% hazard from 175% because it removes the usual "Extreme Cold" but also a "Poor Light" condition. This is better than an originally-water world (which was also at 175%) which had other negatives like storms etc. Clearly we should shade the water world so it freezes and then warm it back up so there's no storms.
Also, Organics shows up (standard quality) which is handy since food (water world) and organics deposits are a bit rarer than say volatiles and the two ores.
Do all water worlds spawn with organics in them?In this case, I think upkeep cost would work better than initial cost as a balancing mechanism. At 3 cycles, 10m credits, and 1 structure slot, terraforming is something people won't bother considering until they're just looking for an excuse to spend money. I have nothing against money sinks, but 10m would seem out of place, and I think such high initial costs would make terraforming non-viable for practical purposes, especially with such a long delay before seeing any benefit.Agree, compared to vanilla structures, the time on these at 1080 days is much longer so that a "full up-front" seems less of a match to the "it's a long process" feel of it.
Take 10,000,000. Say 1 mil is your upfront (like the battle station -> star fortress) then your upkeep would be 9mil over 36 months or 250,000 a month. Now, might have to adjust though, since you have 1. hazard, 2. upkeep bonus from faction-supplies and 3. cores.
Then again a lower hazard world would be easier to make stellar shades in the orbit of... maybe? And I can see how using in-faction supplies and cores would work. Also, borrowing from the Waystation, perhaps making the structure demand various goods, with a steep upkeep penalty for shortages would also work. Like a lot of metals, transplutonics, (building) crew, heavy machinery and ship hulls (building in space) etc
Perhaps not make the goods requirements change with size (would be odd) but high so that you need likely player production or very high accessibility (though if the AI factions suddenly can't send enough, it will hurt) which again makes sense.
I don't want the player to spend a lot of time and money building reflectors around a planet that can't benefit (or a station). This would be frustrating and confusing.But are there any that the conditions checks don't catch?
I'd say just get rid of the planet-type checks.
I don't want the player to spend a lot of time and money building reflectors around a planet that can't benefit (or a station). This would be frustrating and confusing.Even if you don't allow actual terraforming, removing temperature conditions is definitely a benefit.
(2) My understanding of the economy in this game is that adding demand to structures will actually generate money for the player because the demand will be increasing the size of the global export market, which increases the player revenue if they have a share of that export market. Is this correct?It does not, your markets' entries in the "consumer" side are just "----" instead of say 3000. Only other factions' contribute.
The EUTECK isn't working on some planets for me, it says I need to be in orbit, even though I am in orbit and I own it.
https://ibb.co/fx28BRt
It was a randomly generated system, and i was "orbiting" around it, it said "holding station at xxx"
This was also happening with another planet in the same system that was far away from the other two.
https://ibb.co/fx28BRtThat looks like a Magnetic world from the Unknown Skies mod. If so, that might explain why it doesn't work.
I've run into two issues.
First, I'm unable to EUTECK this little planet with Mother Night: https://i.imgur.com/rzhXLpc.png
When I hold position over the planet it always orbits Mother Night instead of the planet.
I was able to colonize the other barren world in that screenshot and EUTECK it instead.
Second, my terraforming progress seems to reset every time I reload. I have two saves that are 8 months apart and they both say "Approximately 11 months remaining until terraforming is completed". It does seem to make progress as long as I stay in the game, it just doesn't seem to save.
Edit: Saw a previous comment about this. Seems like `isInOrNearSystem` radius is 1ly. May be the case that mechanics were changed since the comment was made, but spending three days outside of this radius did not allow the colony to terraform.
I've run into two issues.
First, I'm unable to EUTECK this little planet with Mother Night: https://i.imgur.com/rzhXLpc.png
When I hold position over the planet it always orbits Mother Night instead of the planet.
I was able to colonize the other barren world in that screenshot and EUTECK it instead.
Second, my terraforming progress seems to reset every time I reload. I have two saves that are 8 months apart and they both say "Approximately 11 months remaining until terraforming is completed". It does seem to make progress as long as I stay in the game, it just doesn't seem to save.
Edit: Saw a previous comment about this. Seems like `isInOrNearSystem` radius is 1ly. May be the case that mechanics were changed since the comment was made, but spending three days outside of this radius did not allow the colony to terraform.
The issue with terraforming progress being reset was unrelated to the distance from the planet. It's fixed in the new 2.0.2 release.
That planet you're trying to E.U.T.E.C.K. is likely too small for your fleet to get into orbit. You got into orbit around the larger planet nearby instead. This happens with Hanan Pacha and Killa in the Yma system as well. I think this is a bug with the vanilla game as I doubt the developers intended for certain planets to be impossible for the player to orbit. I'm going to be changing the orbital requirement to a distance check which should work around this problem.
Thank you for letting me know about this! The progress reset bug was pretty serious and I'm embarrassed I didn't catch it sooner!
I've run into two issues.
First, I'm unable to EUTECK this little planet with Mother Night: https://i.imgur.com/rzhXLpc.png
When I hold position over the planet it always orbits Mother Night instead of the planet.
I was able to colonize the other barren world in that screenshot and EUTECK it instead.
Second, my terraforming progress seems to reset every time I reload. I have two saves that are 8 months apart and they both say "Approximately 11 months remaining until terraforming is completed". It does seem to make progress as long as I stay in the game, it just doesn't seem to save.
Edit: Saw a previous comment about this. Seems like `isInOrNearSystem` radius is 1ly. May be the case that mechanics were changed since the comment was made, but spending three days outside of this radius did not allow the colony to terraform.
The issue with terraforming progress being reset was unrelated to the distance from the planet. It's fixed in the new 2.0.2 release.
That planet you're trying to E.U.T.E.C.K. is likely too small for your fleet to get into orbit. You got into orbit around the larger planet nearby instead. This happens with Hanan Pacha and Killa in the Yma system as well. I think this is a bug with the vanilla game as I doubt the developers intended for certain planets to be impossible for the player to orbit. I'm going to be changing the orbital requirement to a distance check which should work around this problem.
Thank you for letting me know about this! The progress reset bug was pretty serious and I'm embarrassed I didn't catch it sooner!
It seems like your changes fixed terraforming started after the patch but if it was started pre-2.0.2 then progress is still lost on load. I have two planets, one of which built a Stellar Mirror Array long before I applied the patch, and another that I built Stellar Shade Array on immediately after applying the patch. The planet that I built the array on post-patch now has a mild climate, but the planet I build the array on pre-patch still has a cold climate. Is there anything that I can do about this?
It seems like your changes fixed terraforming started after the patch but if it was started pre-2.0.2 then progress is still lost on load. I have two planets, one of which built a Stellar Mirror Array long before I applied the patch, and another that I built Stellar Shade Array on immediately after applying the patch. The planet that I built the array on post-patch now has a mild climate, but the planet I build the array on pre-patch still has a cold climate. Is there anything that I can do about this?
Actually, I may have been mistaken. I think the tool-tip description for the Stellar Mirror has changed. Currently it reads: "<name> has an array of stellar mirrors in orbit. Without the mirrors, environmental conditions would begin to deteriorate." I think previously it included a sentence about it taking up to two cycles for changes to occur. Despite this, the planet still has Extreme Cold.
https://i.imgur.com/LzPKO5l.png
Tool-tips disappear when I take a screenshot, sorry!
Cryovolanic and frozen planets have no immediate changes, but two cycles later are terraformed to a water planet. I will update the tooltips to make it clear that there should be no immediate changes to frozen or cryovolanic planets when a mirror array is built.That is interesting since I have a frozen planet that is 11 months away from finishing the terraforming, but already "lost" 75% worth of hazard, presumably Poor Light (25%) and Extreme Cold (50%) as it's only remaining conditions are its ore/volatiles.
Cryovolanic and frozen planets have no immediate changes, but two cycles later are terraformed to a water planet. I will update the tooltips to make it clear that there should be no immediate changes to frozen or cryovolanic planets when a mirror array is built.That is interesting since I have a frozen planet that is 11 months away from finishing the terraforming, but already "lost" 75% worth of hazard, presumably Poor Light (25%) and Extreme Cold (50%) as it's only remaining conditions are its ore/volatiles.
Your Stellar Mirror/Shade building tooltip says that things like Toxic or Irradiated are fixed by terraforming, though those show up on Toxic and (I think) Barren Irradiated worlds, which aren't terraformable by the mirrors/shades?
Thanks for the hotfix.
The intel bug is fixed but it seems my save is ruined anyway. Somehow tons of ghost planets were generated from those terraformed planets.
I didn't noticed it immediately because i was away from my colony waging war against the church but i did felt the performance was worse but i blamed my astropli spam first.
When i tried to look at my colonies from the intel panel there was massive lag and when i finally arrived at my system and hovered my mouse over the jump point i saw an endless list of those two ghost planets and when i tried to enter my system the game speed turned into an utter crawl.
Not sure if the previous or current version is at fault at it. I played the previous one for 12 months until my planets terraformed and had the intel bug happen and i played another few months with the current version because the church proved them self stubborn but a worse performance was there from the very first second.
Not sure if the previous one created all those ghost planets and the current version is safe.
RunCode import java.util.*; Iterator allEntities = Global.getSector().getPlayerFleet().getStarSystem().getAllEntities().iterator(); List <SectorEntityToken> targetPlanets = new ArrayList<SectorEntityToken>(); while(allEntities.hasNext()){SectorEntityToken entity = (SectorEntityToken)allEntities.next();if (entity instanceof PlanetAPI && entity.getRadius() == 0){targetPlanets.add(entity);}}for(int i = 0; i < targetPlanets.size(); i++){Global.getSector().getPlayerFleet().getStarSystem().removeEntity(((SectorEntityToken)targetPlanets.get(i)));}
Thanks for the hotfix.
The intel bug is fixed but it seems my save is ruined anyway. Somehow tons of ghost planets were generated from those terraformed planets.
I didn't noticed it immediately because i was away from my colony waging war against the church but i did felt the performance was worse but i blamed my astropli spam first.
When i tried to look at my colonies from the intel panel there was massive lag and when i finally arrived at my system and hovered my mouse over the jump point i saw an endless list of those two ghost planets and when i tried to enter my system the game speed turned into an utter crawl.
Not sure if the previous or current version is at fault at it. I played the previous one for 12 months until my planets terraformed and had the intel bug happen and i played another few months with the current version because the church proved them self stubborn but a worse performance was there from the very first second.
Not sure if the previous one created all those ghost planets and the current version is safe.
The hotfix prevents the bug from happening in the future but doesn't remove any ghost planets created using the bugged version.
If you want to try to fix your old save, I wrote some code for you to remove all the ghost planets. Using the console commands mod, paste the below code in while you're in the system with all the ghost planets. Please let me know whether this works. Make sure you back up your save before using this. Sorry about the bug!CodeRunCode import java.util.*; Iterator allEntities = Global.getSector().getPlayerFleet().getStarSystem().getAllEntities().iterator(); List <SectorEntityToken> targetPlanets = new ArrayList<SectorEntityToken>(); while(allEntities.hasNext()){SectorEntityToken entity = (SectorEntityToken)allEntities.next();if (entity instanceof PlanetAPI && entity.getRadius() == 0){targetPlanets.add(entity);}}for(int i = 0; i < targetPlanets.size(); i++){Global.getSector().getPlayerFleet().getStarSystem().removeEntity(((SectorEntityToken)targetPlanets.get(i)));}
Is it impossible for a jungle/frozen/desert/cryovolcanic/tundra world to be generated with toxic atmosphere or irradiated conditions?Both toxic and irradiated cannot be procgened on any world which has the habitable condition.
Planet | Toxic | Radiated |
Jungle | No | No |
Frozen | Yes | No |
Desert | No | No |
Cryo | Yes | No |
Tundra | No | No |
Is it impossible for a jungle/frozen/desert/cryovolcanic/tundra world to be generated with toxic atmosphere or irradiated conditions?Both toxic and irradiated cannot be procgened on any world which has the habitable condition.
(Both set as requiresNotAny = "habitable")
Planet Toxic Radiated Jungle No No Frozen Yes No Desert No No Cryo Yes No Tundra No No
Irradiated can be overidden by generation if the world is in a system with a neutron star as the primary, in which case all planets will be irradiated.
(Oddly, this does not apply if the neutron star is not the first star in the system. Normal rules apply if this is the case.)
As far as I'm aware, the only habitable planet that can generate around a neutron star is hab_2. Aka, Desert.
Jungle & Tundra can never have toxic or irradiated.
Desert can never have toxic. And can only be irradiated if it's orbiting a neutron star.
Frozen & Cryo can both have toxic. And can only be irradiated if they're orbiting a neutron star.
Genesis Device :P
Speaking of which.... Maybe consider making them a bit harder to find.
They're set to guaranteed drops for both survey ships and motherships, and it's really easy to get a stack of these things if you lean into exploration even casually.
Perhaps making the mothership a decent, but not guaranteed chance of finding one (>50%). And the survey ship a small chance (<20%).SpoilerSome name candidates once we're not referencing random works anymore:
Planetary Conversion Kit
Terraforge
Nanoformer
Terraforming Engine
Biosphere Formatting Tool
Environmental Assembler[close]
I was joking. Anyway, a question that I ask of all terraforming mods: Does this create usable farmland when a world becomes more habitable?
I might be wrong about this, so take it with a pinch of salt etc...
DerelictThemeGenerator.java controls how many motherships are in the sector, and in turn that controls how many other domain derelicts theres are.
And it seems to be heavily dependant on the size of the sector generated, and it's age.
You're guaranteed to get at least 1 mothership in any sector. And if I'm reading it right (if) it looks like there's a hard cap of 3 if the expression returns higher than that.
Each mothership can trigger the generation of 1-3 survey ships.
And each survey ship can trigger the generation of 2-5 probes. (1-3 probes can also be added 'randomly' to a system.)
Minimum possible generation of derelicts: 1M + 1S + 2P
2 terraforming drops is probably acceptable given the huge deal they are.
Maximum possible generation of derelicts: 3M + 9S + 45P
11 terraforming drops seems somewhat excessive, and possibly trivialises the item and the process.
Why would you bother with expensive shades etc. when you can just hit up a domain wreck for one of these?
Based on this, would it be out of line to suggest that only motherships are guaranteed drops, and survey ships get a tiny chance (if any) to drop the terraforming doodad?
Maybe instead of reducing the number of GECKs, extra steps and expenditures could be added for turning any planet to a terran? Like, currently the GECK just makes any planet terran in one step, but maybe it could just be used for turning a hostile planet (volcanic/toxic/irradiated) into a barren one, and then there would be these extra steps for making it better for life, using new structure and abilities in addition to the existing mirrors/shades/slings.
You really know a lot about the inner workings of Starsector. Thanks for your help!Although I would like to be able to claim such extensive knowledge to puff up my own importance, I am just vaguely competant/persistant at digging through data.
I like this idea personally but I don't want to introduce too much complexity as that leads to bugs and player confusion. I'm also limited by availability of artwork that fits with the Starsector style as I'm a terrible artist myself.Less complexity is good.
You really know a lot about the inner workings of Starsector. Thanks for your help!Although I would like to be able to claim such extensive knowledge to puff up my own importance, I am just vaguely competant/persistant at digging through data.
Credit should go to Alex for creating code that isn't literal spaghetti.QuoteI like this idea personally but I don't want to introduce too much complexity as that leads to bugs and player confusion. I'm also limited by availability of artwork that fits with the Starsector style as I'm a terrible artist myself.Less complexity is good.
But I do wonder if the multiple stages thing might be useful.
Rather than have the player interact with it constantly throughout the process via industries, have it run through the stages of terraforming the planet on its own. Each 'stage' improves 1 aspect of the planet and notifies the player, so there's constant feedback.
[e]
My artistic abilities are.... limited to say the least. But I threw this together using some of the unused artwork in the game files:
(https://i.imgur.com/F1ir8K7.png)
If it doesn't appeal to you, hopefully it might inspire something else that does.
Have you considered adding a structure that can remove pollution? You might be able to add two structures for this actually.
I'm thinking perhaps "Ecological Safe-Zones" where nature is left to clean up after us, but this requires vast amounts of land, cutting your colony's exports a bit.
And the other, more expensive brute force solution, just massive recycling facilities. These could either take up an industry slot, or just be absurdly expensive.
Have you considered adding a structure that can remove pollution? You might be able to add two structures for this actually.Eh, a massive-scale recyclying plant sounds more like an upgrade (sidegrade?) to tech-mining that salvages a steady amount of basic resources in addition to the random stuff from tech mining while migitating pollution somewhat. Actually brute-forcing pollution seems like it would be more along the lines of some sort of massive-scale chemical draining and dumping network for dumping all the toxic waste into one big pit (presumably with a huge operating price what with running enormous planetary pipelines for carting around corrosive radioactive toxic *** that glows in the dark), perhaps it would count as an industry until it's done pumping all the waste into one area, at which point it would be 'upgraded' into a passive structure (all the pipelines being shut down so it's just the mega waste dump)?
I'm thinking perhaps "Ecological Safe-Zones" where nature is left to clean up after us, but this requires vast amounts of land, cutting your colony's exports a bit.
And the other, more expensive brute force solution, just massive recycling facilities. These could either take up an industry slot, or just be absurdly expensive.
I actually think that is great! Since you created the art, I will let you choose the new name of the device if you want. Please let me know if you have a preference!
Could you please check if this crash related to your mod?
Got it on ICE Giant (unsurveyed) visit; first time getting this, and right after updating to 2.2 of this mod.Spoiler4086104 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.ui.A.new.super(Unknown Source)
at com.fs.starfarer.ui.A.new.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.String.<init>(Unknown Source)
at com.fs.starfarer.ui.P.super(Unknown Source)
at com.fs.starfarer.campaign.ui.oOOo.addIconFor(Unknown Source)
at com.fs.starfarer.campaign.ui.oOOo.<init>(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$9.public.float(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$9.beforeShown(Unknown Source)
at com.fs.starfarer.campaign.C.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Does the crash occur 100% of the time when you approach any ice giant, or just one in particular? Does the crash occur if you start a new game without my mod active and fly to an ice giant? Do you have other mods installed?Haven't happened ever after, same planet or different, never had such crash before (& before added your mods).
It appears the crash log doesn't reference anything related to my mod. If the crash only happens when my mod is active, please let me know and I can look into this further.
I installed this in the middle of a save so thats almost certainly it, but I'd thought I might as well show this off as maybe a thing that could be prepared for?
Its only for that specific device (The one to heat up the planet), the solar shade says the planet is too cold like it should.Spoiler(https://i.imgur.com/s3GmANH.png)[close]
Otherwise, enjoying your mod greatly! I'm personally on the fence about limiting the amount of items the player can get a hold of in the sector, I don't really like it, even if it fits with the lore, so I'd like a way to get them once you've fully explored a given sector. I'd suggest through a special event in the dockside bar or something for a very high price or something.
I've found another cryo-volcanic planet that has the same issue
If its super likely to be anything other than a faction mod possibly, it would be Secrets Of The Frontier which hasn't been released on the forums yet so if it is clashing then I wouldn't be surprised. Otherwise as far as I know other mods I have installed shouldn't change/effect or create new types of planets. Whats really odd is the fact that the previous planet I was allowed to make a sling on it, but this new one I'm not allowed to that, despite it being as far as I can tell, the exact same planet type.
And something to note is that its a little odd that we're able to make Solar shades and stellar mirrors without a spaceport first, Convenient, but 'logically' its weird. I know in effect without a space port they wouldn't likely get the imports needed to work, but its just something to note.
does the terraforming device work on any planet or just ones recognized by the mod? I'm just curious to know if this might be somehow remediable in its current state until the next update.
Edit:
Found another odd one! Planet isn't hot, only negative condition it has (after I had cleared the decivilized sub population) was extreme tectonic platesSpoiler(https://i.imgur.com/ajjRpvb.png)[close]
There's a planet from the Shadowyards Reconstruction Authority Mod
Its called Euripides and it's Semi-Arid planet.
I've found another cryo-volcanic planet that has the same issue
If its super likely to be anything other than a faction mod possibly, it would be Secrets Of The Frontier which hasn't been released on the forums yet so if it is clashing then I wouldn't be surprised. Otherwise as far as I know other mods I have installed shouldn't change/effect or create new types of planets. Whats really odd is the fact that the previous planet I was allowed to make a sling on it, but this new one I'm not allowed to that, despite it being as far as I can tell, the exact same planet type.
And something to note is that its a little odd that we're able to make Solar shades and stellar mirrors without a spaceport first, Convenient, but 'logically' its weird. I know in effect without a space port they wouldn't likely get the imports needed to work, but its just something to note.
does the terraforming device work on any planet or just ones recognized by the mod? I'm just curious to know if this might be somehow remediable in its current state until the next update.
Edit:
Found another odd one! Planet isn't hot, only negative condition it has (after I had cleared the decivilized sub population) was extreme tectonic platesSpoiler(https://i.imgur.com/ajjRpvb.png)[close]
Ah ha! Fringe Defense Syndicate!Spoiler(https://i.imgur.com/R94RN3K.png)[close]
https://fractalsoftworks.com/forum/index.php?topic=12243.0 (https://fractalsoftworks.com/forum/index.php?topic=12243.0)
Finally we can maybe put this entire issue to rest, thank you for 'essentially' patching your mod to help figure out this issue!
Would it be possible to link this to your Player Station Construction mod? Perhaps make it possible for someone to construct an Ismara's Sling-type structure on asteroid stations so that they could fling chunks of ice toward desert planets?
Is there any way to know what the effect of building the terraforming buildings would be on a world without doing it?
Not trying to be pushy, as I do kinda agree with the whole thing (Though I would like a way to terraform planets without a easy source of water, maybe converted tankers transporting massive amounts of fluid water or something, as a expensive, extremely slow way, like putting out a trade request or something) about trivializing the process. However, water exists as ice in a lot of comets and asteroids so its not really 'out there' as an idea. Whether or not flinging large amounts of clumped water-ice at a planet is a good idea notwithstanding, it would be logical enough. So heres what I'd say, if its an idea that is implemented, instead of making it part of a colony, instead make it its own campaign map token, 'Intersystem Mass Driver' or something, and make it expensive as all hecc, taking in account that the structure on its own would need to power itself, protect itself from asteroids and propel itself so the force of its payload being launched doesn't make it a one-use tool. Maybe it can have a small market for antimatter fuel, worn machinery or something, but unlike a colony, it has a negative growth strike making it unlikely to ever get above 3-4 size without intensive effort by the player, Theoretically it should probably have some ore capabilities too though for mining? Just some ideas to toss in if it was to be added.
Isn't the description of a ring system involve talking about some of them being ice at least? Maybe, but just thought I'd say what I thought on the whole matter.
In any case, I dropped by to say that so far I haven't had any issues, but I haven't had much time to try it out and to see how Ismara's sling works on the FDS planets that I've been having the issues with!
4) The Ismara's Sling is based on lore from the planet Ismara in the Penelope system so it fits better with the vanilla lore than redirecting asteroids, which is not present in the vanilla game.But it is. Here's part of the description for Suddene in the Westernesse system.
The terraforming of Suddene and attendant trains of water-bearing comets were rapidly abandoned post-Collapse as the remaining authorities focused resources on pure survival.And it's theorized that our own Earth's oceans got a portion of their water from comets beyond the frost line in the asteroid belt between Mars and Jupiter, so if you were to implement something like this, it should probably be limited to systems with asteroid belts in a similar position(like Galatia, the asteroid belt there is right next to a cold barren world). It would be realistic, lore-friendly, and wouldn't make Ismara's Sling obsolete. Though, I don't know a bit about modding, so I'm not sure if that's possible.
Does terraforming remove existing positive planet traits such as rich minerals?nope
Does terraforming remove existing positive planet traits such as rich minerals?
4) The Ismara's Sling is based on lore from the planet Ismara in the Penelope system so it fits better with the vanilla lore than redirecting asteroids, which is not present in the vanilla game.But it is. Here's part of the description for Suddene in the Westernesse system.QuoteThe terraforming of Suddene and attendant trains of water-bearing comets were rapidly abandoned post-Collapse as the remaining authorities focused resources on pure survival.And it's theorized that our own Earth's oceans got a portion of their water from comets beyond the frost line in the asteroid belt between Mars and Jupiter, so if you were to implement something like this, it should probably be limited to systems with asteroid belts in a similar position(like Galatia, the asteroid belt there is right next to a cold barren world). It would be realistic, lore-friendly, and wouldn't make Ismara's Sling obsolete. Though, I don't know a bit about modding, so I'm not sure if that's possible.
Greetings guys
I am Mayan from the old terraforming mod.
I am ashamed and guilty for leaving the mod alone (without any other dev), that was due to changes in my personal life.
I like what i see
* Really nice collaboration here it is great
* The art is beautiful (Miller-Urey Device looks shiny and the structures very cool)
* Forward thinking (that even far from mine to be honest)
Even so i am not playing starsector or any other games currently, i will be here from sometimes to see what ideas and lore there is here.
(And i just really love terraforming fantasy )
To be honest you show here modding skills that i don't have myself, but you can ask me questions, and maybe i will share some ideas. Unfortunately i will not able to contribute allot of effort myself due to stress in my personal life.
Maybe in the next week i could check issue about the ghost planet
I thank the contributors, i am sure Keld_Rhygar also here, to Boggled for taking the lead and credit me
I am honored to know that my code give some inspiration and some of it even still in use
Alright, you've convinced me. I'm going to start working on an update that will implement terraforming of desert planets using water-ice asteroids/comets. My current plan is to create a new building called "High-bandwidth FTL Infrastructure" or something similar that gives a bonus to accessibility and mining production for station markets only. Then if you have the FTL infrastructure building, you will be able to build another industry that's functionally identical to Ismara's Sling to redirect water-ice asteroids/comets for terraforming purposes. Ideally the asteroid redirection industry would only be buildable on stations beyond the frost line of the star(s) in that system, but this would probably be too confusing/frustrating for players and too difficult to implement.
Please let me know if you have any thoughts regarding this plan!
Hey, I think the idea of using mining stations for terraforming planets it's a good idea.
I was wondering if you will add a structure that allows you to "purify" toxic atmospheres. Probably a building around 750k or 1m credits and 180 days to build. In conjunction with Stellar mirrors or shades, it allows you to terraform a planet. (Probably from Toxic -> a random planet except volcanic, cryo(?) and irradiated. -> Terran(?)).
What kind of building could feasibly terraform a toxic atmosphere (ex. Venus atmosphere)?
What kind of building could feasibly terraform a toxic atmosphere (ex. Venus atmosphere)?Spoiler(https://i.pinimg.com/originals/b6/25/43/b625432df952fccdd1697df0d16fb399.jpg)[close]
I don't think there's anything in the current lore of starsector which goes into any amount of detail about toxic worlds other than; they're unpleasant and people generally don't bother with them.
To change the toxic atmosphere you need to know 'how' a particular planet is toxic before you can do anything.
For our purposes that's impossible, so we'd have to abstract it.
Eg: Venus.
Venus is ~90 atmospheres worth of carbon dioxide. You need to get rid of that gas somehow, there's two paths you can follow.
1. Physical.
Scoop up the gas however and dump it somewhere else.
Fling stuff at the planet and let the mass ejections jet parts of the atmosphere into space.
Install a solar shade to reduce the amount of radiation recieved by the planet, which will (eventually) condense the atmosphere and freeze the CO2 into dry ice.
Could also be achieved by floating large reflective surfaces high in the atmosphere.
2. Chemical.
Introduce large quantities of hydrogen to the atmosphere, the resulting reaction would produce carbon (probably as graphite) and water, which could be used to further the terraforming process.
Introduce large quantities of calcium & magnesium to the atmosphere, the resulting reaction would produce calcium & magnesium carbonates. This is a more effective carbon 'sink' than using hydrogen, but does not produce any water.
Posibly all these, with the exception of the 'mass ejections' would be useable as an abstracted means to accomplish this.
Scooping -> Atmospheric Siphon
Shade -> Already exists
Floating ->Atmospheric Reflectors
Chemical -> Atmospheric Condenser
The only thing to be wary of with the last one is that by 'large quantities' we're talking somewhere in the region of 1020kg. That's a lot of mass.
So it might be an idea if there's some manner of industry that will accomplish this that it would require a nanoforge to work at all in human timescales. The quality of which would dictate how fast it works.
While we're on the topic of expanding the range of terraformable planets, how would Ogygia work?
Despite it being a barren-bombarded world, Eridani-Utopia considered it a secondary target after Ithaca, meaning that terraforming it is definitely lore-friendly. Problem is that the flavor text doesn't go into the methods at all beyond implying that they would've used the same infrastructure they planned to use for Ithaca.
My guess is that they would've used the mass-drivers at Ismara to feed it not just water-ice, but also methane and ammonia to bring the nitrogen needed for an Earth-like atmosphere, but there's gotta be more to this endeavor.
I ran into the problem of only 12 structures being possible to build on a planet. Is there any way to build more?
104187 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
104187 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager -
---- Debugging information ----
cause-exception : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message : data.campaign.econ.industries.Stellar_Shade_Array
class : java.util.ArrayList
required-type : java.util.ArrayList
converter-type : com.thoughtworks.xstream.converters.collections.CollectionConverter
line number : 6197
class[1] : com.fs.starfarer.campaign.econ.Market
converter-type[1] : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2] : com.fs.starfarer.campaign.CampaignPlanet
class[3] : com.fs.util.container.repo.ObjectRepository
class[4] : com.fs.starfarer.campaign.StarSystem
class[5] : com.fs.starfarer.campaign.CircularOrbit
class[6] : com.fs.starfarer.loading.specs.FactionProduction
class[7] : com.fs.starfarer.campaign.Faction
class[8] : com.fs.starfarer.campaign.econ.Submarket
class[9] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[10] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[11] : com.fs.starfarer.campaign.econ.Economy
class[12] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[13] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[14] : com.fs.starfarer.campaign.Hyperspace
class[15] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException:
---- Debugging information ----
cause-exception : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message : data.campaign.econ.industries.Stellar_Shade_Array
class : java.util.ArrayList
required-type : java.util.ArrayList
converter-type : com.thoughtworks.xstream.converters.collections.CollectionConverter
line number : 6197
class[1] : com.fs.starfarer.campaign.econ.Market
converter-type[1] : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2] : com.fs.starfarer.campaign.CampaignPlanet
class[3] : com.fs.util.container.repo.ObjectRepository
class[4] : com.fs.starfarer.campaign.StarSystem
class[5] : com.fs.starfarer.campaign.CircularOrbit
class[6] : com.fs.starfarer.loading.specs.FactionProduction
com.fs.starfarer.title.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.int.new(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: com.thoughtworks.xstream.mapper.CannotResolveClassException: data.campaign.econ.industries.Stellar_Shade_Array
at com.thoughtworks.xstream.mapper.DefaultMapper.realClass(DefaultMapper.java:81)
at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:125)
The phrase "terrestrial planets" generally refers to worlds with a rocky/solid surface, a silicate mantle, and a metallic core.
And specifically in the context of our solar system it also refers to the innermost 4 planets.
You wouldn't be throwing water at Ogygia though. You'd be throwing ice. And that's an important distinction.
By throwing chunks of ice / ice comets at Ogygia (via Ismara's Sling) the resulting impacts would release all kinds of things, including water vapour. The impacts themselves might also liberate any water trapped in the rocks, plus whatever was in the provided 'package'.
Eventually this 'atmosphere' could become thick enough to allow the vapour to condense and form liquids. ('Eventually', as such impacts tend to be somewhat energetic and some fraction of any liberated useful matter could be flung off into space.)
The key thing is getting an atmosphere capable of exerting enough pressure on the water to allow it to exist as a liquid.
Doesn't really matter what that atmosphere is initially, that can be adjusted later. Getting liquid water on the surface is the primary goal.
My terraformed Ithaca was attacked so I went to defend it and noticed that it doesn't look so terraformed in the battle.Spoiler(https://i.gyazo.com/97341c4a0b8deb02bd2928bb825b001d.png)[close]
I'm guessing it's related to the ghost planet issue, so I doubt there's anything that can be done about it, but I just thought I'd let you know.
im getting a error after updatingSpoilerCode104187 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
104187 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager -
---- Debugging information ----
cause-exception : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message : data.campaign.econ.industries.Stellar_Shade_Array
class : java.util.ArrayList
required-type : java.util.ArrayList
converter-type : com.thoughtworks.xstream.converters.collections.CollectionConverter
line number : 6197
class[1] : com.fs.starfarer.campaign.econ.Market
converter-type[1] : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2] : com.fs.starfarer.campaign.CampaignPlanet
class[3] : com.fs.util.container.repo.ObjectRepository
class[4] : com.fs.starfarer.campaign.StarSystem
class[5] : com.fs.starfarer.campaign.CircularOrbit
class[6] : com.fs.starfarer.loading.specs.FactionProduction
class[7] : com.fs.starfarer.campaign.Faction
class[8] : com.fs.starfarer.campaign.econ.Submarket
class[9] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[10] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[11] : com.fs.starfarer.campaign.econ.Economy
class[12] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[13] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[14] : com.fs.starfarer.campaign.Hyperspace
class[15] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException:
---- Debugging information ----
cause-exception : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message : data.campaign.econ.industries.Stellar_Shade_Array
class : java.util.ArrayList
required-type : java.util.ArrayList
converter-type : com.thoughtworks.xstream.converters.collections.CollectionConverter
line number : 6197
class[1] : com.fs.starfarer.campaign.econ.Market
converter-type[1] : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2] : com.fs.starfarer.campaign.CampaignPlanet
class[3] : com.fs.util.container.repo.ObjectRepository
class[4] : com.fs.starfarer.campaign.StarSystem
class[5] : com.fs.starfarer.campaign.CircularOrbit
class[6] : com.fs.starfarer.loading.specs.FactionProductionCodecom.fs.starfarer.title.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.int.new(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: com.thoughtworks.xstream.mapper.CannotResolveClassException: data.campaign.econ.industries.Stellar_Shade_Array
at com.thoughtworks.xstream.mapper.DefaultMapper.realClass(DefaultMapper.java:81)
at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:125)[close]
Plus, Ogygia probably has little to no magnetic field because it lacks an atmosphere to begin with, right?
im getting a error after updatingSpoilerCode104187 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
104187 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager -
---- Debugging information ----
cause-exception : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message : data.campaign.econ.industries.Stellar_Shade_Array
class : java.util.ArrayList
required-type : java.util.ArrayList
converter-type : com.thoughtworks.xstream.converters.collections.CollectionConverter
line number : 6197
class[1] : com.fs.starfarer.campaign.econ.Market
converter-type[1] : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2] : com.fs.starfarer.campaign.CampaignPlanet
class[3] : com.fs.util.container.repo.ObjectRepository
class[4] : com.fs.starfarer.campaign.StarSystem
class[5] : com.fs.starfarer.campaign.CircularOrbit
class[6] : com.fs.starfarer.loading.specs.FactionProduction
class[7] : com.fs.starfarer.campaign.Faction
class[8] : com.fs.starfarer.campaign.econ.Submarket
class[9] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[10] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[11] : com.fs.starfarer.campaign.econ.Economy
class[12] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[13] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[14] : com.fs.starfarer.campaign.Hyperspace
class[15] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException:
---- Debugging information ----
cause-exception : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message : data.campaign.econ.industries.Stellar_Shade_Array
class : java.util.ArrayList
required-type : java.util.ArrayList
converter-type : com.thoughtworks.xstream.converters.collections.CollectionConverter
line number : 6197
class[1] : com.fs.starfarer.campaign.econ.Market
converter-type[1] : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2] : com.fs.starfarer.campaign.CampaignPlanet
class[3] : com.fs.util.container.repo.ObjectRepository
class[4] : com.fs.starfarer.campaign.StarSystem
class[5] : com.fs.starfarer.campaign.CircularOrbit
class[6] : com.fs.starfarer.loading.specs.FactionProductionCodecom.fs.starfarer.title.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.int.new(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: com.thoughtworks.xstream.mapper.CannotResolveClassException: data.campaign.econ.industries.Stellar_Shade_Array
at com.thoughtworks.xstream.mapper.DefaultMapper.realClass(DefaultMapper.java:81)
at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:125)[close]
I see that my Stellar Shade Array is referenced in that error, but I'm not certain of the cause. When does the error occur? Are there any steps you can give me to replicate it? Thanks!
Are dust worlds included in the desert category? i don't see them mentioned anywhere.Pretty sure they're from Unknown Skies, and from the many surveys I did on them, I assume that they're just reskins of barren worlds, which can't be terraformed.
Are dust worlds included in the desert category? i don't see them mentioned anywhere. Maybe give us a list of all planets that are/aren't affected by the terraforming structures?
Code style suggestion:
Would it not be cleaner to use a switch statement on all those types, which would also avoid the worst case scenario of calling getTypeId() 91 times?I haven't worked in Java, so I'm just assuming that that will be supported and work properly (looks like it was added in JDK 7, which I believe Starsector uses?).Spoilerswitch (planet.getTypeId()) {
case "nebula_center_old":
case "nebula_center_average":
case "nebula_center_young":
return "star";
default:
return "unknown";
}[close]
I can't really understand any of that code so that doesn't exactly give me much to go on, sorry.Are dust worlds included in the desert category? i don't see them mentioned anywhere. Maybe give us a list of all planets that are/aren't affected by the terraforming structures?
US_dust and many other Unknown Skies planet types are actually classified as desert planets, which means they can be terraformed using stellar shades and and Ismara's Sling/Drone Control Nexus. Here is the current planet type code if you want to see the classfications (toxic planets are classified as barren in the current release version, but the next update will change that):Spoilerpublic static String getPlanetType(PlanetAPI planet)
{
if(planet.getTypeId().equals("nebula_center_old") || planet.getTypeId().equals("nebula_center_average") || planet.getTypeId().equals("nebula_center_young") || planet.getTypeId().equals("star_neutron") || planet.getTypeId().equals("black_hole") || planet.getTypeId().equals("star_yellow") || planet.getTypeId().equals("star_white") || planet.getTypeId().equals("star_blue_giant") || planet.getTypeId().equals("star_blue_supergiant") || planet.getTypeId().equals("star_orange") || planet.getTypeId().equals("star_orange_giant") || planet.getTypeId().equals("star_red_supergiant") || planet.getTypeId().equals("star_red_giant") || planet.getTypeId().equals("star_red_dwarf") || planet.getTypeId().equals("star_browndwarf") || planet.getTypeId().equals("US_star_blue_giant") || planet.getTypeId().equals("US_star_yellow") || planet.getTypeId().equals("US_star_orange") || planet.getTypeId().equals("US_star_red_giant") || planet.getTypeId().equals("US_star_white") || planet.getTypeId().equals("US_star_browndwarf"))
{
return "star";
}
else if(planet.getTypeId().equals("gas_giant") || planet.getTypeId().equals("ice_giant") || planet.getTypeId().equals("US_gas_giant") || planet.getTypeId().equals("US_gas_giantB"))
{
return "gas_giant";
}
else if(planet.getTypeId().equals("barren") || planet.getTypeId().equals("barren_castiron") || planet.getTypeId().equals("barren2") || planet.getTypeId().equals("barren3") || planet.getTypeId().equals("barren_venuslike") || planet.getTypeId().equals("rocky_metallic") || planet.getTypeId().equals("rocky_unstable") || planet.getTypeId().equals("rocky_ice") || planet.getTypeId().equals("irradiated") || planet.getTypeId().equals("barren-bombarded") || planet.getTypeId().equals("US_acid") || planet.getTypeId().equals("US_acidRain") || planet.getTypeId().equals("US_acidWind") || planet.getTypeId().equals("US_barrenA") || planet.getTypeId().equals("US_barrenB") || planet.getTypeId().equals("US_barrenC") || planet.getTypeId().equals("US_barrenD") || planet.getTypeId().equals("US_barrenE") || planet.getTypeId().equals("US_barrenF") || planet.getTypeId().equals("US_azure") || planet.getTypeId().equals("US_burnt") || planet.getTypeId().equals("US_artificial"))
{
return "barren";
}
else if(planet.getTypeId().equals("toxic") || planet.getTypeId().equals("toxic_cold") || planet.getTypeId().equals("US_green"))
{
return "toxic";
}
else if(planet.getTypeId().equals("desert") || planet.getTypeId().equals("desert1") || planet.getTypeId().equals("arid") || planet.getTypeId().equals("barren-desert") || planet.getTypeId().equals("US_dust") || planet.getTypeId().equals("US_desertA") || planet.getTypeId().equals("US_desertB") || planet.getTypeId().equals("US_desertC") || planet.getTypeId().equals("US_red") || planet.getTypeId().equals("US_redWind") || planet.getTypeId().equals("US_lifelessArid") || planet.getTypeId().equals("US_arid") || planet.getTypeId().equals("US_crimson") || planet.getTypeId().equals("US_storm"))
{
return "desert";
}
else if(planet.getTypeId().equals("terran") || planet.getTypeId().equals("terran-eccentric") || planet.getTypeId().equals("US_lifeless") || planet.getTypeId().equals("US_alkali") || planet.getTypeId().equals("US_auric") || planet.getTypeId().equals("US_auricCloudy") || planet.getTypeId().equals("US_continent") || planet.getTypeId().equals("US_magnetic"))
{
return "terran";
}
else if(planet.getTypeId().equals("water") || planet.getTypeId().equals("US_water") || planet.getTypeId().equals("US_waterB"))
{
return "water";
}
else if(planet.getTypeId().equals("tundra") || planet.getTypeId().equals("US_purple"))
{
return "tundra";
}
else if(planet.getTypeId().equals("jungle") || planet.getTypeId().equals("US_jungle"))
{
return "jungle";
}
else if(planet.getTypeId().equals("frozen") || planet.getTypeId().equals("frozen1") || planet.getTypeId().equals("frozen2") || planet.getTypeId().equals("frozen3") || planet.getTypeId().equals("cryovolcanic") || planet.getTypeId().equals("US_iceA") || planet.getTypeId().equals("US_iceB") || planet.getTypeId().equals("US_blue"))
{
return "frozen";
}
else if(planet.getTypeId().equals("lava") || planet.getTypeId().equals("lava_minor") || planet.getTypeId().equals("US_lava") || planet.getTypeId().equals("US_volcanic"))
{
return "volcanic";
}
else
{
return "unknown";
}[close]
I can't really understand any of that code so that doesn't exactly give me much to go on, sorry.Are dust worlds included in the desert category? i don't see them mentioned anywhere. Maybe give us a list of all planets that are/aren't affected by the terraforming structures?
US_dust and many other Unknown Skies planet types are actually classified as desert planets, which means they can be terraformed using stellar shades and and Ismara's Sling/Drone Control Nexus. Here is the current planet type code if you want to see the classfications (toxic planets are classified as barren in the current release version, but the next update will change that):Spoilerpublic static String getPlanetType(PlanetAPI planet)
{
if(planet.getTypeId().equals("nebula_center_old") || planet.getTypeId().equals("nebula_center_average") || planet.getTypeId().equals("nebula_center_young") || planet.getTypeId().equals("star_neutron") || planet.getTypeId().equals("black_hole") || planet.getTypeId().equals("star_yellow") || planet.getTypeId().equals("star_white") || planet.getTypeId().equals("star_blue_giant") || planet.getTypeId().equals("star_blue_supergiant") || planet.getTypeId().equals("star_orange") || planet.getTypeId().equals("star_orange_giant") || planet.getTypeId().equals("star_red_supergiant") || planet.getTypeId().equals("star_red_giant") || planet.getTypeId().equals("star_red_dwarf") || planet.getTypeId().equals("star_browndwarf") || planet.getTypeId().equals("US_star_blue_giant") || planet.getTypeId().equals("US_star_yellow") || planet.getTypeId().equals("US_star_orange") || planet.getTypeId().equals("US_star_red_giant") || planet.getTypeId().equals("US_star_white") || planet.getTypeId().equals("US_star_browndwarf"))
{
return "star";
}
else if(planet.getTypeId().equals("gas_giant") || planet.getTypeId().equals("ice_giant") || planet.getTypeId().equals("US_gas_giant") || planet.getTypeId().equals("US_gas_giantB"))
{
return "gas_giant";
}
else if(planet.getTypeId().equals("barren") || planet.getTypeId().equals("barren_castiron") || planet.getTypeId().equals("barren2") || planet.getTypeId().equals("barren3") || planet.getTypeId().equals("barren_venuslike") || planet.getTypeId().equals("rocky_metallic") || planet.getTypeId().equals("rocky_unstable") || planet.getTypeId().equals("rocky_ice") || planet.getTypeId().equals("irradiated") || planet.getTypeId().equals("barren-bombarded") || planet.getTypeId().equals("US_acid") || planet.getTypeId().equals("US_acidRain") || planet.getTypeId().equals("US_acidWind") || planet.getTypeId().equals("US_barrenA") || planet.getTypeId().equals("US_barrenB") || planet.getTypeId().equals("US_barrenC") || planet.getTypeId().equals("US_barrenD") || planet.getTypeId().equals("US_barrenE") || planet.getTypeId().equals("US_barrenF") || planet.getTypeId().equals("US_azure") || planet.getTypeId().equals("US_burnt") || planet.getTypeId().equals("US_artificial"))
{
return "barren";
}
else if(planet.getTypeId().equals("toxic") || planet.getTypeId().equals("toxic_cold") || planet.getTypeId().equals("US_green"))
{
return "toxic";
}
else if(planet.getTypeId().equals("desert") || planet.getTypeId().equals("desert1") || planet.getTypeId().equals("arid") || planet.getTypeId().equals("barren-desert") || planet.getTypeId().equals("US_dust") || planet.getTypeId().equals("US_desertA") || planet.getTypeId().equals("US_desertB") || planet.getTypeId().equals("US_desertC") || planet.getTypeId().equals("US_red") || planet.getTypeId().equals("US_redWind") || planet.getTypeId().equals("US_lifelessArid") || planet.getTypeId().equals("US_arid") || planet.getTypeId().equals("US_crimson") || planet.getTypeId().equals("US_storm"))
{
return "desert";
}
else if(planet.getTypeId().equals("terran") || planet.getTypeId().equals("terran-eccentric") || planet.getTypeId().equals("US_lifeless") || planet.getTypeId().equals("US_alkali") || planet.getTypeId().equals("US_auric") || planet.getTypeId().equals("US_auricCloudy") || planet.getTypeId().equals("US_continent") || planet.getTypeId().equals("US_magnetic"))
{
return "terran";
}
else if(planet.getTypeId().equals("water") || planet.getTypeId().equals("US_water") || planet.getTypeId().equals("US_waterB"))
{
return "water";
}
else if(planet.getTypeId().equals("tundra") || planet.getTypeId().equals("US_purple"))
{
return "tundra";
}
else if(planet.getTypeId().equals("jungle") || planet.getTypeId().equals("US_jungle"))
{
return "jungle";
}
else if(planet.getTypeId().equals("frozen") || planet.getTypeId().equals("frozen1") || planet.getTypeId().equals("frozen2") || planet.getTypeId().equals("frozen3") || planet.getTypeId().equals("cryovolcanic") || planet.getTypeId().equals("US_iceA") || planet.getTypeId().equals("US_iceB") || planet.getTypeId().equals("US_blue"))
{
return "frozen";
}
else if(planet.getTypeId().equals("lava") || planet.getTypeId().equals("lava_minor") || planet.getTypeId().equals("US_lava") || planet.getTypeId().equals("US_volcanic"))
{
return "volcanic";
}
else
{
return "unknown";
}[close]
194045 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.industries.Astropolis_Station.buildingFinished(Astropolis_Station.java:193)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.finishBuildingOrUpgrading(BaseIndustry.java:477)
at data.campaign.econ.industries.Astropolis_Station.finishBuildingOrUpgrading(Astropolis_Station.java:57)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.advance(BaseIndustry.java:375)
at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Concerning the Miller-Urey Device, are there any planets in particular that can't be terraformed or are you mostly refering to planets from other mods?
Running into a crash with an Astropolis:Code194045 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.industries.Astropolis_Station.buildingFinished(Astropolis_Station.java:193)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.finishBuildingOrUpgrading(BaseIndustry.java:477)
at data.campaign.econ.industries.Astropolis_Station.finishBuildingOrUpgrading(Astropolis_Station.java:57)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.advance(BaseIndustry.java:375)
at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
A few points that are relevant:
- This is the third station at that planet
- This is the 12th construction on that planet.
- The planet has been renamed (possibly while this was under construction)
- This is my first planet (started with it using Nex)
- This was a hostile system until I booted out all the competing factions. This is the first completed station since then (90% sure)
- There was another Astropolis completed the day before in another system, but I have tested the save and removing that from the build queue does not solve the problem.
- Deleting this Astropolis from the queue does stop the crash.
I have a copy of the save file and a mod list (with version numbers) if you want to test yourself. I have a way forwards, and all I lose is the build time, so no big deal, but I figured I would bring it up in case it is a systemic problem.
PM sent
First Ismara and Ithaca, now Xuthus... Penelope's Star system just keeps getting better and better.
Some might say that this mod makes it too good and essentially eliminates the need to explore for a home, but personally, I'm glad to have a nice place I can default to.
By the way, does the Atmosphere Adjuster remove pollution? I mean, if it can turn a toxic hellhole into a pristine paradise, it should be able to clean up a little smog, too. Though, I would understand if you think that the hazard from pollution comes not from the air, but whatever's on or below the surface.
Oh, and congrats on 3.0 and getting rid of the ghost planets.
So another planet type not supported.
Crystalline planet from Hazard Mining Incorporated (HMI) mod
I'm sure that a structure this potent could deal with most standard air pollution, but radioactive waste is a whole different beast, so yeah, I guess it makes sense that it can't fix it.
Also, I think my Adjuster ate my Pristine Nanoforge when it uninstalled itself. Couldn't find it in the storage or anywhere else.
addspecial pristine_nanoforge
Dont understand how to build a drone control nexus on orbital station.
Understand you need supplies and fuel, but how do you use ship hulls?
If you want to correct this immediately, you can use the console command below to add a pristine nanoforge to your inventory:That's exactly what I did right after getting the bug.Codeaddspecial pristine_nanoforge
For the life of me, I cant find where the "Build Drone Control Nexus" isYou sure you don't have Orbital Stations mixed up with station markets?
Yes, I have an orbital station around my Arid planet, and land on it as the explanation suggests. Don't know where to go from there thoughIt's not Orbital Stations you need, but station markets, i.e. non-planet colonies such as mining stations, siphon stations, astropoli, or orbital habitats.
Ok maybe im dumb, but after 5 hours, I still cant find it. I have orbital stations around 2 desert planets + solar shades and still stuck.
Maybe I'm just bad at reading directions, but how exactly do we use Ismara's Sling?
Does it work automatically or do I need to push more buttons? How does it work? Does it turn desert into arid or arid into terran? How long does it take to work? How do I know/chose which planets it targets?
It seems like a terrific tool by its description - in theory, I could use in in lieu of finding several terraformer modules if I've got one ice planet and a bunch of deserts in the same system. I just don't know how to actually do it, however.
1. Build a sling on a water/ice planet.
2. Build shades on an arid/desert planet in the same system.
3. Wait 2 cycles for the arid/desert planet to become terran. You can mouse over the shades in the arid/desert planet to see how much time there's left.
4. (Optional but recommended) Uninstall the sling once all the arid/desert planets in the system are terraformed. It won't affect the planets.
So what happens if planet 1 is cryovolcanic and you have Ismara's sling to help terraform planet 2 from desert to terran but then terraform planet 1 into terran as well? Does planet 2 turn back into desert since planet 1 is no longer valid type for Ismara's sling?
Hello, looking to get easy access to the Miller-Urey device.
It's not showing up in any lists from the console commands mod, any ideas?
Question, how do you add atmosphere to the planet? is it the atmosphere adjuster or does that strictly work for toxic planets?
Question, how do you add atmosphere to the planet? is it the atmosphere adjuster or does that strictly work for toxic planets?
Depends on the type of planet. Some planets get an atmosphere as part of terraforming, others are non-terraformable. The atmosphere adjuster only deals with detoxifying atmospheres, not creating them.
Idea: Let the red planet shield act as a radiation shield, removing irradiated. This can be a stand-alone transformation.
hello
So love your work. I was going to do something similar, but having trouble figuring out how the code works. a couple of things:
The initiate recall button when pressed in hyper space causes a crash to desktop(station mod)
The terrorforming mod does not support fringe defense Syndicate world types
http://fractalsoftworks.com/forum/index.php?topic=12243.0
Can you support this mod? I would like to use it in conjugation with your mod.
Any chance we can get support for SCY's SCY_Acid planets? Miller-Urey device does not function with them
Idea: Let the red planet shield act as a radiation shield, removing irradiated. This can be a stand-alone transformation.
Hello, looking to get easy access to the Miller-Urey device.
It's not showing up in any lists from the console commands mod, any ideas?
I have the Miller-Urey Device in my inventory, but I don't have any specials or anything to use it, and I've tried scrolled through them, but I've found nothing.
Overriding the planetary shield to provide radiation protection will introduce incompatibilities with other mods that make changes to it, so I want to avoid doing this. I will look into adding a separate structure using the planetary shield art assets to provide radiation protection. It might not be feasible, so no promises yet!
if I knew how to upload images i could show you. :(
If your on/in hyperspace the button is grayed out. However if your mouse cursor crosses the button it crashes to desktop.
btw i really like your mods. and thanks for adding support for fds!
Yeah, I'm looking at what perhaps could better be described as a skill bar as opposed to specials, the bar with things like Distress Call. Still, I don't see anything. I suspect maybe the Hyperjump mod I have installed may be overriding it?
Currently I've added the euteck condition via the addcondition command to a planet to see what happens as a workaround.
Any chance of this working with Unknown Skies somewhere down the line?
Oh, ***, I thought it wasn't. Nevermind, lmfaoAny chance of this working with Unknown Skies somewhere down the line?
Unknown Skies is already supported. Have you experienced any issues with US?
What happens if you use terraforming device to restore Mairaath? Will I become Mayasura hero?:p
Actually, after having played with the mod for a bit, why are rocky ice worlds disqualified from using ismara's sling?Any chance of this working with Unknown Skies somewhere down the line?
Unknown Skies is already supported. Have you experienced any issues with US?
Actually, after having played with the mod for a bit, why are rocky ice worlds disqualified from using ismara's sling?Any chance of this working with Unknown Skies somewhere down the line?
Unknown Skies is already supported. Have you experienced any issues with US?
Found a small bug where Spaceports aren't considered functional when it's upgrading, preventing you from creating stellar mirrors/shades.
It seems I need to keep the mirrors in place permanently after the terraforming is completed but I can remove the drone nexus in another body. This is how it supposed to be?
so i have a question
does it break saves if i update from 2.4 to the current update?
Unknown Skies is already supported. Have you experienced any issues with US?I have Ismara's Sling on cryovolcanic planet in the system with a "desertic" one and when its construction was completed there wasn't any popups or info windows about terraforming.
How does Ismara's Sling work? I've a sector with a colonised Cryovolcanic planet, with two uncolonized volcanic planets and a burnt world in it as well. Does it do anything here? And if so, do I need to build something on those other worlds?
Unknown Skies is already supported. Have you experienced any issues with US?I have Ismara's Sling on cryovolcanic planet in the system with a "desertic" one and when its construction was completed there wasn't any popups or info windows about terraforming.
As far as i can tell, the Sling is broken ATM, i've made several saves with and without nex and other mods and nothing triggers.
Not 100% sure, but I think you need to be terraforming a planet with mirrors or shades before the sling will have any effect. (aka the sling on it's own does nothing.)
So if you build the appropriate terraforming thing for your planet it might work.
But the planet in question doesn't have any lighting or temperature conditions!I have Ismara's Sling on cryovolcanic planet in the system with a "desertic" one and when its construction was completed there wasn't any popups or info windows about terraforming.The Ismara's Sling doesn't terraform worlds by itself! You need to build stellar reflectors around the world you want to terraform, then the sling will be able to send water to complete the terraforming process.
But the planet in question doesn't have any lighting or temperature conditions!I have Ismara's Sling on cryovolcanic planet in the system with a "desertic" one and when its construction was completed there wasn't any popups or info windows about terraforming.The Ismara's Sling doesn't terraform worlds by itself! You need to build stellar reflectors around the world you want to terraform, then the sling will be able to send water to complete the terraforming process.
I recently found a Terran world with "Pollution" condition, but for some reason Atmosphere Adjuster could not remove it. Could you add that to the next update?
Also there's no way to remove Inimical Biosphere from a Terran or non-habitable world (yes, it can spawn on non-habitable, I have a crioolcanic planet with killer biosphere in my sector somehow).
If procedurally generated terran worlds can have an inimical biosphere, please let me know and I will add a means of removing it. Thank you!Well at least with Nexrelin generation they can. I'm letting you know then.
Attempting to open the add industry/structure window in orbital stations with no planets (Star Fortress Requiem, Prism Freeport, etc) crashes the game and gives me this:
211333 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at kentington.diyplanets.TerraformIndustryNeedsArtifact.isAvailableToBuild(TerraformIndustryNeedsArtifact.java:245)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.updateTable(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.createUI(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ã’00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Since it mentions terraforming, I assume it's this mod that's causing the issue.
If procedurally generated terran worlds can have an inimical biosphere, please let me know and I will add a means of removing it. Thank you!Terran planets (hab4) do not have anything in the vanilla procgen to give them the inimical condition.
Not quite, if you would read "kentington.diyplanets.TerraformIndustryNeedsArtifact.isAvailableToBuild(TerraformIndustryNeedsArtifact.java:245)"
If procedurally generated terran worlds can have an inimical biosphere, please let me know and I will add a means of removing it. Thank you!Terran planets (hab4) do not have anything in the vanilla procgen to give them the inimical condition.
They have literally nothing - blank entries, with no by-type overrides.
I'm fairly sure it's not possible in vanilla.
Unknown Skies doesn't alter the vanilla condition gens at all, so it's not that either.
No idea if Nexerelin does or not as I don't use it.
Interestingly inimical can appear almost anywhere else....SpoilerHab3 worlds, Terran E, Ocean, Arid and Tundra theres a 1:10 chance of getting it.
Jungle is also a hab3, but is 'special' because it gets a 1:2 chance due to it's override.
Hab2 Desert worlds, and Hab1 Barren Deserts both get a 1:100 chance.
Frozen/Ice worlds also get 1:100, as do Cryovolcanics.
Gas giants get a 1:500 chance.
Volcanic, Barren and Toxic all get 1:1000.
Irradiated worlds get a 1:10000 chance of getting it.[close]
The Ismara's Sling doesn't terraform worlds by itself! You need to build stellar reflectors around the world you want to terraform, then the sling will be able to send water to complete the terraforming process.Is it possible to have the Sling grayed out (disabled) until the reflectors are built?
I have found out that Miller-Urey are quite easy to get... almost too easy for what they do.
I beg to differ. If you don't like to use it, then sell it.Challenges for achieving progression are the core of fun gameplay for the vast majority of individuals.
I have found out that Miller-Urey are quite easy to get... almost too easy for what they do.
I have found out that Miller-Urey are quite easy to get... almost too easy for what they do.
I've surveyed 2/3 of the Sector and haven't found a single one. Guess some of my mods (probably Nex or Vayra) srcew up with this mod's adding new item to a loot list.
I beg to differ. If you don't like to use it, then sell it.Challenges for achieving progression are the core of fun gameplay for the vast majority of individuals.
It is quite a poor suggestion to pretende the existence of a challenge.
The Ismara's Sling doesn't terraform worlds by itself! You need to build stellar reflectors around the world you want to terraform, then the sling will be able to send water to complete the terraforming process.Is it possible to have the Sling grayed out (disabled) until the reflectors are built?
Quick question:
If you apply a MUD on Volturn, or a planet with a similarly special condition, does it lose that special condition after the terraforming is done?
Thanks.
Quick question:
If you apply a MUD on Volturn, or a planet with a similarly special condition, does it lose that special condition after the terraforming is done?
Thanks.
No. Terraforming does not remove Volturian lobsters, the cryogenics facility on Nomios, or any other special conditions or structures. Also, Ismara's Sling will be grandfathered in if you happen to build it before using the MUD.
Domain motherships have a 100% chance to drop one and survey ships have a 35% chance to drop one. There's only a handful in the Sector so they shouldn't be all that plentiful unless you have a mod that changes drop rates or increases the number of domain ships. Vanilla Sector generation will only provide the player with about 4-6 of them depending on how lucky the player is.
Domain motherships have a 100% chance to drop one and survey ships have a 35% chance to drop one. There's only a handful in the Sector so they shouldn't be all that plentiful unless you have a mod that changes drop rates or increases the number of domain ships. Vanilla Sector generation will only provide the player with about 4-6 of them depending on how lucky the player is.
I had salavaged few dozens of survey ships and hadn't found a single one. Again I higly suspect it's incompatibility with some other mod.
OK, i just surveyed the remaining quarter of my sector, found two motherships and seven survey ships, and now I have 10 MUDs. Turns out it was crazy bad luck.Domain motherships have a 100% chance to drop one and survey ships have a 35% chance to drop one. There's only a handful in the Sector so they shouldn't be all that plentiful unless you have a mod that changes drop rates or increases the number of domain ships. Vanilla Sector generation will only provide the player with about 4-6 of them depending on how lucky the player is.
I had salavaged few dozens of survey ships and hadn't found a single one. Again I higly suspect it's incompatibility with some other mod.
Take down a mothership and you'll know for certain if it's bad luck or incompatibility, cuz it's a 100% from those.
I'd like to make a suggestion:
I was thinking about making the world affected by the MUD have a random chance of either being a Terran or Terran Eccentric (in vanilla) or archipelago or continental (with unknown skies) when the terraforming process is complete, which are relatively "earth like" worlds.
The effects on conditions and whatnot would remain the same, it's just the world type what i suggest would be randomized. I'm suggesting this for variety sake and to add an element of randomness to the device.
Thanks! :)
I've considered this, but I'm concerned that the mod is already very complex and adding more complexity in the form of random planet transformations is probably not a good idea right now.
Something I can look at is using different textures/graphics/etc randomly so that all planets have a slightly different appearance after terraforming. The problem is that I would have to steal the textures from other mods because I'm not much of an artist. I have no problem copying code from other mods, but stealing their artwork is probably not OK. Maybe I can find some way to autogenerate planet textures with something like DeepDream.
Something I can look at is using different textures/graphics/etc randomly so that all planets have a slightly different appearance after terraforming. The problem is that I would have to steal the textures from other mods because I'm not much of an artist. I have no problem copying code from other mods, but stealing their artwork is probably not OK. Maybe I can find some way to autogenerate planet textures with something like DeepDream.I've got a fair amount of textures I've collected over the years (some of which are already in Unknown Skies), if you have something specific in mind for what you want I might be able to provide.
Question: Domain Survey ships are 35% and Domain Motherships are 100%, but what about Remnant ships? Any Eutek drops from big Remnant fleets or their stations?
What type of textures are used for planets? If it is a standard texture wrapped around a sphere, then perhaps these might be of use (all some form of Creative Commons license):
https://opengameart.org/content/planets-terran
https://opengameart.org/content/terraformed-mars-map
https://opengameart.org/content/planetary-textures-2048x1024
https://opengameart.org/content/far-colony-epsilon-eridani-planets-4k-surface-maps-complete-and-fixed
https://opengameart.org/content/10-terrestrial-planet-wrapping-textures
Additionally, that uploader of that last one says that they made the textures using their free tool: http://www.texturesforplanets.com/
Something I can look at is using different textures/graphics/etc randomly so that all planets have a slightly different appearance after terraforming. The problem is that I would have to steal the textures from other mods because I'm not much of an artist. I have no problem copying code from other mods, but stealing their artwork is probably not OK. Maybe I can find some way to autogenerate planet textures with something like DeepDream.I've got a fair amount of textures I've collected over the years (some of which are already in Unknown Skies), if you have something specific in mind for what you want I might be able to provide.
No. The percentages mentioned are the only ones, the idea of the MUD is that its limited resource.
Sent a link to a useful resource.
I feel it's proper to mention that I'm not a developer of Unknown Skies. I'm merely a contributor.
The Ismara's Sling doesn't terraform worlds by itself! You need to build stellar reflectors around the world you want to terraform, then the sling will be able to send water to complete the terraforming process.Is it possible to have the Sling grayed out (disabled) until the reflectors are built?
The Ismara's Sling doesn't terraform worlds by itself! You need to build stellar reflectors around the world you want to terraform, then the sling will be able to send water to complete the terraforming process.Is it possible to have the Sling grayed out (disabled) until the reflectors are built?
This seems like a great idea. I will implement this in the next patch!
Speaking of the sling, maybe we could see a "water transport network" industry to haul excess of water off water planets and onto desert/arid planets to terraform both of them the same time? Balance them out, in essence?
Water worlds can have 5-10% of their mass composed of water, and moving that much mass out of the gravity well to terraform the planet is just not feasible.
Can the military police also be used for Stability, security?
Been really wanting to try this mod with DIY planets, but they very obviously overlap, DIY has more depth, but your mod looks more finished and more visually pleasing with visual representations of the terraformers in game (Stellar Shades), without the need to go hunting for domain-era terraforming nano-forgers (this is cool but causes some bugs), better, and also does not flood the loot tables with new objects, they look cool, but you'll always end up with more than necessary, competition is good, but in this case I see both you and Kentington should definitely collab, I love the dynamic changes in DIY;
Terraforming can also gradually change a planet's class, with visual updates as appropriate. Once a planet progresses past "desert," it will generate farmland if none existed, and each step will improve that farmland.
And deeper functionalities, removing Military viruses, subjugation or integration corps for the decivilized planets that has good mechanics of increasing growth and the like, it would be great if terraformers could be converted into useful buildings once their projects are finished, instead of just being shut down.
Terraforming is extremely costly, and resource intensive, you'll need milions of creds, which obviously makes sense, however, it could have so much more, if you increased the chance of having farmlands, but every time the planet changes it's class, has a chance to roll for a special status, such as gaining the ability to produce unique commodity items, similar to volturn grabs, but different, like unique Liquids, oils, plastics, Gases, crystals, unknown elements, drugs like Azure Dust, Psy-Fungus, SPICE , Resources exclusive to that planet, chances to uncover secrets previously not found by surveys, having a rare chance to create "beautiful vistas status" that increases the overall beauty of that planet, increasing tourism and growth, gaining access to a unique Resort building that improves accessibility and adds a large income from tourism
Feature to encounter unique xenofauna, such as animals to be sold as pets or studied, or put in a Xenofauna Zoo for accessibility and stability, when you add that ability to seed planets with crabs and krills, also be able to seed it with unique xenos encountered by exploring
Terraforming is extremely costly, and resource intensive, you'll need milions of creds, which obviously makes sense, however, it could have so much more, if you increased the chance of having farmlands, but every time the planet changes it's class, has a chance to roll for a special status, such as gaining the ability to produce unique commodity items, similar to volturn grabs, but different, like unique Liquids, oils, plastics, Gases, crystals, unknown elements, drugs like Azure Dust, Psy-Fungus, SPICE , Resources exclusive to that planet, chances to uncover secrets previously not found by surveys, having a rare chance to create "beautiful vistas status" that increases the overall beauty of that planet, increasing tourism and growth, gaining access to a unique Resort building that improves accessibility and adds a large income from tourismThere are several existing mods which add conditions/features like that, and if I implement them too it will clash with those other mods (Unknown Skies being one of them).
Terraforming is extremely costly, and resource intensive, you'll need milions of creds, which obviously makes sense, however, it could have so much more, if you increased the chance of having farmlands, but every time the planet changes it's class, has a chance to roll for a special status, such as gaining the ability to produce unique commodity items, similar to volturn grabs, but different, like unique Liquids, oils, plastics, Gases, crystals, unknown elements, drugs like Azure Dust, Psy-Fungus, SPICE , Resources exclusive to that planet, chances to uncover secrets previously not found by surveys, having a rare chance to create "beautiful vistas status" that increases the overall beauty of that planet, increasing tourism and growth, gaining access to a unique Resort building that improves accessibility and adds a large income from tourismThere are several existing mods which add conditions/features like that, and if I implement them too it will clash with those other mods (Unknown Skies being one of them).
Hmmm, what do you mean? when I terraform, say, Garnir, to a Water World or something, Unknown Skies will add a Water World Status to it?
the Vista Status could be something fully terraformed worlds could acquire after they fully terraform to a Terran, as a way to help recuperate some of the investments in the terraforming process the new Resort building chain could add a boost to income, growth and accessibility, and I have yet to see new resources types, such as new drugs and other commodities from that mod, which other mods you are refering that change world generation? NEX? US?
Thanks again for your time boggled! I'll stay tuned to your mods, play test when needed! ;)
I'd like to suggest the addition of "Mild Climate" which normally is a very rare condition to find on planets that have been terraformed, i was thinking of the following:
A planet that's been terraformed into an "earth-like" variation will have a chance of having mild climate if it follows these conditions:
1.- The can only start on planets with no negative conditions. (even most of those that cannot be removed by the mod)
2.- There has to be a stellar mirrors/shade set in place.
3.- Can only be done on earth-like type of planets.
After these conditions are satisfied, the process would start and the mirror/shade would have a counter of 3-4 cycles with no issues on the mirror/shades, after which the climate of the planet will be completely tamed and stabilized giving place for the "mild climate" buff to appear.
If for some reason, afterwards, the mirror/shade is damaged by raid or whatnot, the "mild climate" condition will be lost immediately, and the process will have to start from scratch.
I'm basing my suggestion on the following aspects for sake of balance:
1.- The MUD by itself is not enough to get you a mild climate.
2.- Using the mirror/shade for it instead of adding new buildings for the sake of clutter.
3.- Making the process of getting Mild Climate a long term reward, or at least longer term than most procedures on the mod.
4.- By taking some of the more permanent conditions into account (like gravity alterations or tectonic instability) it means that not every single planet will be elegible for the process.
------------------------------------
Hope this helps a little bit, if anything.
I'd like to suggest the addition of "Mild Climate" which normally is a very rare condition to find on planets that have been terraformed, i was thinking of the following:
A planet that's been terraformed into an "earth-like" variation will have a chance of having mild climate if it follows these conditions:
1.- The can only start on planets with no negative conditions. (even most of those that cannot be removed by the mod)
2.- There has to be a stellar mirrors/shade set in place.
3.- Can only be done on earth-like type of planets.
After these conditions are satisfied, the process would start and the mirror/shade would have a counter of 3-4 cycles with no issues on the mirror/shades, after which the climate of the planet will be completely tamed and stabilized giving place for the "mild climate" buff to appear.
If for some reason, afterwards, the mirror/shade is damaged by raid or whatnot, the "mild climate" condition will be lost immediately, and the process will have to start from scratch.
I'm basing my suggestion on the following aspects for sake of balance:
1.- The MUD by itself is not enough to get you a mild climate.
2.- Using the mirror/shade for it instead of adding new buildings for the sake of clutter.
3.- Making the process of getting Mild Climate a long term reward, or at least longer term than most procedures on the mod.
4.- By taking some of the more permanent conditions into account (like gravity alterations or tectonic instability) it means that not every single planet will be elegible for the process.
------------------------------------
Hope this helps a little bit, if anything.
I want to find a way to work the mild climate condition into terraforming, but the problem with this suggestion is that players who haven't read this post will have no idea why some terraformed planets have a mild climate and others don't. If I include information about it in the tooltips, it will create a wall of text that people won't read, and if I don't people will be confused and think it's a bug.
It may be for the best not to implement mild climate at all so that the rare few planets that do have it remain special.
Prime MUD - As above maxes and removes all hazards (including radiation, tectonics, etc). Also changes gravity to normal and makes climate mild. Can be used on gas giants but does not terraform, instead simply removes all hazards (habitability goes to 100%). 25% chance from mothership only.
Prime MUD - As above maxes and removes all hazards (including radiation, tectonics, etc). Also changes gravity to normal and makes climate mild. Can be used on gas giants but does not terraform, instead simply removes all hazards (habitability goes to 100%). 25% chance from mothership only.
I would actually only vote for this one for the sake of not having way too many new items, sort of a "improved" or "perfected" mud or "Murray Uriel's Device" or whatever.
Since in vanilla conditions there can only be a single mothership i would say it would have to be a 100% drop from motherships only since, in theory, you could only get a SINGLE one if this suggestion were to be taken. (i don't remember if it's the case in vanilla having only one mothership, if it's not the case then nevermind what i just said.)
So the "mild climate" thing got me thinking... what if there were different grades of MUDs? With different effects and different drop rates?
Examples:
Gamma MUD - Does not terraform, but when applied to an already inhabitable world increases crop yield and organics by one level, until both are maxed. If world is not inhabitable (read: barren, volcanic, gas, etc) it can remove pollution, biosphere or toxic atmosphere. Very common, even with just probes (50% chance) and always found with tougher units (100% survey and mothership).
Epsilon MUD - As above but removes one random hazard from the planet (pollution, biosphere, toxic, thin atmosphere or turn no atmosphere into thin atmosphere, radiation, tectonic activity, or reduce severe tectonic to regular) if no farming is possible or if farming & organics are already maxed out. Drop rate 25% for probe or 75% for survey ship.
Delta MUD - As above plus terraforms one level towards perfect terran (similar to how Langley's terraforming works). Subsequent applications on the same planet continues this path, and once it becomes habitable (desert, arid, tundra) it adds a level of organics and farming until maxed or planet becomes fully terran, whichever comes first. 10% for probe, 35% for survey, 100% for mothership. If applied to an already terran world with no hazards it adds mild climate.
Beta MUD - As above but adds two levels of organics and farming and removes no atmosphere, thin, biosphere, pollution or toxic, if needed, all in the same pass. Rare, only 20% from survey ship and 75% from mothership. If applied to an already terran world it maxes out farming & organics and adds mild climate.
Alpha MUD - As above but maxes out organics and farming, removes all atmospheric hazards in one pass (thin, no atmosphere, pollution, biosphere and toxic). Very rare, 5% from survey ship and 50% from mothership. Can also be used to add mild climate to an already terran world, but that's kind of waste since a Beta MUD can do the same thing already.
Prime MUD - As above maxes and removes all hazards (including radiation, tectonics, etc). Also changes gravity to normal and makes climate mild. Can be used on gas giants but does not terraform, instead simply removes all hazards (habitability goes to 100%). 25% chance from mothership only.
We already have three types of AI core, so what's the real issue? Maybe six is too many, but surely three wouldn't be. Condense it down to normal, lesser and greater.
Lesser - just removes hazards on lifeless worlds, or adds green to others.
Normal - as now.
Greater - terraforms and removes hazards at the same time.
Ismara's Sling
Giant mass drivers that can launch water from cryovolcanic, frozen and water planets to desert planets that need more water to be terraformed.
The name comes from Ismara orbiting Penelope's Star in the vanilla sector where Eridani-Utopia built these to terraform the desert planet Ithaca.
QuoteIsmara's Sling
Giant mass drivers that can launch water from cryovolcanic, frozen and water planets to desert planets that need more water to be terraformed.
The name comes from Ismara orbiting Penelope's Star in the vanilla sector where Eridani-Utopia built these to terraform the desert planet Ithaca.
Suggestion: Change this to something more general, like "Mass Driver Array" as the description of the Penelope's star project implies that this sort of operation was business as usual for Domain era terraforming conglomerates.
If you're capable of building a mass driver complex (https://en.wikipedia.org/wiki/Mass_driver) it doesn't make sense that you wouldn't be able to get more general use out of it, an elctromagnetic sling is an electromagnetic sling. You'd be able to launch fluids, gas and cargo with it, or at least figure out how to build one that can.
This means the building could be used for getting rid of the dense atmosphere market condition (https://starsector.fandom.com/wiki/Market_conditions) on worlds and removing no/thin atmosphere conditions on other worlds. This is a proposed method of terraforming venus (https://en.wikipedia.org/wiki/Terraforming_of_Venus#Direct_removal_of_atmosphere) and mars simultaneously in our own solar system.
Making this the add/subtract atmosphere building would also help differentiate it from the drone nexus. Adding a accessibility buff to the building would also set it apart and reflect the cargo/commerce applications (https://en.wikipedia.org/wiki/Mass_driver#On_Earth) of mass drivers
This makes it so the mod has systems in place to adjust the 3 pillars of terraforming. Atmosphere, Water, Temperature. Which means you could link the buildings to the changing market conditions (hot, extreme hot, cold, water covered surface, etc) and have the planet type change if the conditions have been met long enough rather than what buildings have been used. After all, shading a desert world wouldn't make it into a wet terran world, it'd just make it a cooler desert world.
This would also give you more flexibility and allow the introduction of chance in the terraforming process.
Start - Extremely hot, no-atmosphere barren world: Shade->Hot, Mass Driver->thin Atmosphere->Normal Atmosphere, Drone Nexus->Water
Possible Results - Desert World(75%), Terran Eccentric(20%), Terran(5%) (could include unknown skies worlds)
Possible chance-based conditions added upon planet-type change: Habitable, Mild Climate, Inimical Biosphere, Extreme Weather, Water Covered Surface, Toxic Atmosphere, Pollution. (could include unknown skies conditions)
Terraforming is playing god, and the mod sort of implies that we're just slapping old schematics together without much consideration or research done beforehand so unanticipated consequences would make for nice flavor, reflect the massively complicated nature of terraforming and fit with the theme of the other terraformed planets in the sector (only a few turned out 100% nice), though negative effects would have to be balanced so that doing the projects are still a net gain for the habitability of the world.
3 suggestions to note in this post (Barren blank-slate terraforming, expanded permanent structures, and detrimental terraforming options)
1) Barren Terraforming from a blank slate
Hauling gas from toxic / gas giants to barren worlds alongside a drone station to pull mass to the planets (if small, for the atmosphere to take hold)
Toxic planets are slower and cheaper than importing atmosphere from gas giants, but the gas giant method is more expensive and quicker. Perhaps hauling from toxic planets requires at least a corrupted nanoforge? (Pristine makes the process a little faster, just like in terraforming a toxic planet)
2) Unknown Skies adds a few interesting oddities (artificial floating continents on gas giants to improve accessibility and hazard rating, space elevators with improve accessibility and growth, and crashed terraforming drones on desert / arid / dusty / thin atmos planets which give some basic farmland, and improves growth and improves hazard rating [ALL OF WHICH have diminishing enhancements as population grows]) which gave me the inspiration for this one.
Basically the ability to build upgrade-able* structures that help improve certain conditions that terraforming alone can't exactly improve. Another idea (different from the Unknown Skies recommendations) include greenhouses > biodome for smallscale farming buffs
3) Detrimental terraforming, to destroy markets or ruin habitability of your enemies planets. Perhaps magnetic plasma-slinging from the system's stars (like the water mass-drivers for positive terraforming) to turn planets molten, planet-cracking drones to cause tectonic stress, or dirty bombs to cause radiation.
* tiered like orbital stations, perhaps even quality levels ie Low Tech > High Tech if you want, for fancier additions
Great mod. A little thing which is totally minor - after frozen world is terraformed to water world using stellar mirror industry list have farming instead of aquaculture.
I'd like to propose an (probably not very good) but straightforward solution to the MUD not having a variety as it currently stands, at least while the whole "different textures" thing comes into a reality:SpoilerThe idea is to have several versions of the MUD, yes, i know this has been said before, and yes, i know the issues this can bring up, but i think it can work better if it's done in the following way:
Make a MUD for each "earth-like" type of planet which are named accordingly, so for example, our current MUD would be renamed as "Miller Urey Device (Terran)" to imply on the title that it makes a terraforms into a terran planet without the need of a giant wall of text. Similarly we could have the followings:
-Miller Urey Device (Terran)
-Miller Urey Device (Eccentric)
-Miller Urey Device (Jungle)
-Miller Urey Device (Tundra)
With Unknown Skies:
-Miller Urey Device (Archipelago)
-Miller Urey Device (Continental)
Notes:
-Drop rate and spawning mechanics of these items would be the same, but they would become a "pool" rather than a singular item in which you can get a random MUD type from survey/motherships.
-MUDs of different types can be used to any other planet types even if they are "earth-like" already, so if you want to turn your terran planet into a continental just for the looks, you could do that. (process would still take the same amount of time as it usually is.)
-From the titles alone you can infer quickly what you're gonna get from your MUD, so the issue of a wall of text in the description or people not getting what it does shouldn't be a problem.
-Each MUD would hold a significantly greater value in a playthrough since there are several types and would make getting the type of planet you want a greater quest.
The issue this tries to address, to an extent, the lack of variety on perfectly terraformed planets, while the MUD isn't the only terraforming tool and while also doing the texture replacement would be a better deal in the future, this could be used in the meantime if said method seems like a long shot.
Also i don't know the process of modding, so in the end this might actually be a way more convoluted or harder to program solution than it might seem, in which case then nevermind.[close]
This is a reasonable suggestion. One problem though is that the tundra, jungle, desert, etc. MUDs will just be used as a stepping stone to turn otherwise unterraformable worlds into terran worlds anyway by using stellar reflectors after using the MUD.
As i understand, if installed on existed save it will work, but MUD won't be acquirable at all. And a quest is not ready yet.
Is it possible to add a minor chance to find MUD on a black market rotation? Certain planets, perhaps.
if you already destroyed all those shipsYUP! ;D
If you want to use the console to obtain some MUDs, the ID for the MUD is "euteck". Players typically receive about 4-6 MUDs for destroying all the Domain ships, so you could add that many using the console and I wouldn't consider that cheating.
This is a reasonable suggestion. One problem though is that the tundra, jungle, desert, etc. MUDs will just be used as a stepping stone to turn otherwise unterraformable worlds into terran worlds anyway by using stellar reflectors after using the MUD.
Question about some of this. I've been dying to alter the visuals of planets, and I'm wondering if this mod does that?
What I mean is, I see the implication that Frozen planets, for example, become Water worlds. The end goal being Terran.
The information seems a little limited. Are there ways to produce jungle/etc planets by not terra forming all the way? Which planets are viable for this?
This is a reasonable suggestion. One problem though is that the tundra, jungle, desert, etc. MUDs will just be used as a stepping stone to turn otherwise unterraformable worlds into terran worlds anyway by using stellar reflectors after using the MUD.
In that case, why have mirrors/shades do anything other than remove negative conditions on cat_3 and higher planet types? After all, all the 'habitable' planet types have the same overall potential regardless. The types are just cosmetic, it's the conditions that matter.
Then you can have the MUD(s) be the only way of changing it further, or to a specific type.
Is it possible to add a minor chance to find MUD on a black market rotation? Certain planets, perhaps.
Is it possible to add a minor chance to find MUD on a black market rotation? Certain planets, perhaps.
I second this. The things already have a high enough price tag to justify this, too. It's not like pirates are big on starting new colonies, so to them finding a MUD would just be a big dollar sign floating over their heads - something to put up for sale so they can buy a new fleet.
Is it possible to add a minor chance to find MUD on a black market rotation? Certain planets, perhaps.
I second this. The things already have a high enough price tag to justify this, too. It's not like pirates are big on starting new colonies, so to them finding a MUD would just be a big dollar sign floating over their heads - something to put up for sale so they can buy a new fleet.
I am against this for plenty of reasons:
1.- It would defeat the purpose of the MUD being an exclusive limited resource
2.- Pirates are morons, how in the world would they even know what the MUD is in the first place? If anything they would just discard it as scrap.
3.- Pirates have several colonies, even in vanilla starsector without mods, so the argument of "they are not too big on starting new colonies" is completely wrong, even if it was not the case, pirates are one of the two factions keen on constantly making bases outside core worlds. They are raiding bases, yes, but they are still colonies.
This is just to name a few reasons about why doing this would make absolutely zero sense from both a gameplay and a lore standpoint.
The MUD already makes fairly little sense from a lore standpoint, which I hope to remedy in the future. I think the solution is to add a setting to enable MUDs appearing in the black market, that way people who want this feature can have it and those who don't can leave it disabled.
1.- It would defeat the purpose of the MUD being an exclusive limited resource
2.- Pirates are morons, how in the world would they even know what the MUD is in the first place? If anything they would just discard it as scrap.
3.- Pirates have several colonies, even in vanilla starsector without mods, so the argument of "they are not too big on starting new colonies" is completely wrong, even if it was not the case, pirates are one of the two factions keen on constantly making bases outside core worlds. They are raiding bases, yes, but they are still colonies.
This is just to name a few reasons about why doing this would make absolutely zero sense from both a gameplay and a lore standpoint.
1.- It would defeat the purpose of the MUD being an exclusive limited resource
That is a fair point, but keep in mind there is already another Boggled mod that allows players to fabricate their own AI cores. It could be argued that "game enhancing" and "game breaking" can be just two points of view on the same thing.2.- Pirates are morons, how in the world would they even know what the MUD is in the first place? If anything they would just discard it as scrap.
Yet they have battleships and unique hull designs that they apparently invented on their own. I'll grant you that the typical grog-swilling scallywag is probably illiterate, but they couldn't exist as an operation if the people at top didn't have brains.3.- Pirates have several colonies, even in vanilla starsector without mods, so the argument of "they are not too big on starting new colonies" is completely wrong, even if it was not the case, pirates are one of the two factions keen on constantly making bases outside core worlds. They are raiding bases, yes, but they are still colonies.
Allow me to be pedantic for a moment and reiterate that I said they weren't big on starting new colonies. I said nothing about already existing ones. Even in Nexerelin pirates dp not create new colonies. They do not send out colony expeditions or claim new worlds. Nor have I ever seen them launch an invasion fleet. They do raids, that's it.This is just to name a few reasons about why doing this would make absolutely zero sense from both a gameplay and a lore standpoint.
We can debate the gameplay angle, sure, but let's not bring lore into this too much - the entire mod is pretty lore breaking as it is, as almost all mods are. And I'm OK with, the same way that I'm OK with Moff Gideon owning the Darksaber even after Disney declared the EU non-canon, because sometimes you just gotta let the fans have what they want. Sometimes what people call "breaking lore" is what I call "adding to it."
I know that the idea of fixing things like tectonic activity and gravity conditions has been discussed already and the general argument against it has been that it would be lore-breaking (in a mod that is already lore-breaking). I can understand how these two things can be considered overpowering, especially with the already existing terraforming functions in place.
I know that the idea of fixing things like tectonic activity and gravity conditions has been discussed already and the general argument against it has been that it would be lore-breaking (in a mod that is already lore-breaking). I can understand how these two things can be considered overpowering, especially with the already existing terraforming functions in place.
However I feel that they can and should be done but with drawbacks to balance them out. I'll start with the easier of the two, high/low gravity. I believe that this can be fixed with the same sort of "mystery box" technology that MUDs already use. To implement it into the game, however, I propose the following conditions:
- A rare blueprint must be found, similar (if not identical) to the Defense Shield quest. Meaning having to face a massive enemy drone fleet to even unlock it.
- The facility would be very expensive to build and, while cheap in credits to maintain, require hyperspace fuel to remain functional. If the fuel supply is interrupted (pirates, raids, etc) then it stops working for that month and the gravity penalty returns for the duration as well.
- It should require an industry slot. This is the biggie. Not just a structure, of which you get a max of 12, but an actual industry, which you get 4 of at most. For this reason one must be very sure that it is actually worth it in the long run, especially considering that is a permanent facility. Tear it down and the bad gravity penalty comes right back.
Moving on to curing tectonic activity, this too can be done. First, context - high tectonic activity is usually linked to high levels of internal planetary heat just below the lithosphere, which is accurately represented in game by the fact that it most often appears on volcanic worlds. Solving this would require finding a way to vent massive amounts of geothermal energy into space until the core of the planet has cooled off enough to stabilize its tectonic plates.
- Again, a blueprint would be required, but this could be a regular (albeit rare) blueprint found in ruins and whatnot. Or another big fleet battle, your pick.
- Structure should be expensive to build and very expensive to maintain, and again require an industry slot. However the structure need not be permanent and could be dismantled once the process is completed.
- Every 3 years the planet would drop in three categories - tectonic activity (extreme to regular, regular to gone), temperature (very hot to hot, hot to normal, normal to cold, cold to very cold) and atmosphere (regular to thin, thin to none). Atmosphere because this heat stream is going to blow holes through the sky and cause massive devastation to said atmosphere. Because of this one is going to want to hold off with the MUD until this whole process is complete, lest they accidentally ruin their little paradise.
- Because of that it is possible that a planet may end up requiring solar mirrors afterward to bring the temperature back up to livable conditions, if the starting planet wasn't hot enough to soak the heat loss from the process.
- While this is ongoing population growth drops by 5% and stability drops by 5 points as well, because holy crap that thing is terrifying and no one wants to live near it. Access also drops by 50% because it makes approaching the planet very risky, and any player fleet docking there will lose 25% of CR for enduring the hazardous atmospheric effects.
- Any successful raid on that specific facility will trigger a explosion that both destroys the facility and drops stability by 10 points.
So again, could it be done? Yes. Is it worth it? That's debatable, or rather yes it is but it is going to be a very heavy, very intense and long term investment that will make the colony not only highly vulnerable but most likely completely useless until it is complete.
so i got to ask, i have played a few games now with this mod and have NEVER found a M.U.D. anywhere. I had actually forgotten it (the M.U.D.) even existed until i was going through my mods again, so...
where the heck are you supposed to find these things?!?!?!?!?
Hi,
I wanted to confirm that Terraforming is only done by the player, not any other factions (NPC), correct?
How can I make the cost higher?
Thanks.,
Players typically receive about 4-6 MUDs for destroying all the Domain ships
I'll come up with something easier to develop to satisfy the people who want this.Roll it into the MUD.
I'll come up with something easier to develop to satisfy the people who want this.Roll it into the MUD.
And then put a flag on it that can be set in the options.
"enableMUDgravitychange": true/false,
"enableMUDtectonicschange": true/false,
Or something along those lines.
Players typically receive about 4-6 MUDs for destroying all the Domain ships
Dude, I don't want to complain, but I already have 6 of them in my new started game. And it is still a minimum of four survey ships exist, as factions sometimes gives a mission to run a sensor package in that four sectors. Even more, one more mothership may (or may not, as sometimes it is only one is generated) exist, as only one is currently found.
Am I a lucky man?
One mothership and six survey ships. Only one of them haven't loot a MUD.
I have almost forgot a school math, but it is seems like 0.84% probability to score 6 of 7 on 0.35 loot chance. Bernoulli formula used, but I can be wrong.
P.S. I was wrong about motherships. There are only one mothership is generated in vanilla. Mixed up with cryosleepers, they are two. Still minimal of 4 survey ships left.
If you start a new game and have similar results
I recall I found 4 in the one campaign I used this mod. IMO they should only drop from motherships but be guaranteed. I think having 1 or 2 is fine, but more than that feels pretty overpowered.
If you start a new game and have similar results
That will not happen soon, but I will let you know if so.
Weird thing: I've started a new game to obtain a MUD to terraform my colonies. But now, when I have a large bunch of them, suddenly realize, I don't need them at all. Terraforming abilities, possible without a MUD, are already good enough to make most of a boulders, flying in space, perhaps not a perfect identical boring terran worlds, but a diverse hospitable places to live.
P.S. Lobsters would be great.Spoiler(https://i.gifer.com/7QRB.gif)[close]
DecoyGrenadeOut the drone control nexus industry can be build on any of boggled's space stations from is other mods.
-Astropoli
-Mining stations
-Siphon stations
-recolonize space station (abandoned space station,orbital habitat,gate control stations and other if added)
-gate control stations
With the recent release of Industrial Evolution introducing some industries that benefit from otherwise negative conditions, it seems like this would make it a consideration to allow allow stellar shades and mirrors to also add the cold or hot conditions to planets of neutral temperature. Just a consideration.
Is it possible to get the quest on randomly generated core worlds? (from Nexerelin)
No. The quest is tied in with the lore of the Askonia system (they're called Volturnian lobsters for a reason), so I can't support randomized core worlds. If you want to be able to seed lobsters, you can disable the quest in the settings file. This will enable the lobster seeding ability without you having to complete the quest.
With the recent release of Industrial Evolution introducing some industries that benefit from otherwise negative conditions, it seems like this would make it a consideration to allow allow stellar shades and mirrors to also add the cold or hot conditions to planets of neutral temperature. Just a consideration.
I got a got a problem. I am trying to terraform a bunch of planets in one system but I can't build the sling because all planets are barren and no planet is big enough to support a station. What do?You can't terraform barren planets with this mod.
Any chance you can add options in the files to adjust the prices/upkeep/time-to-work of all the structures? Would be useful for people who want to make terraforming a very, very endgame thing.
edit: just looked in some files, does the industries.csv sheet's 'cost mult' and 'upkeep' columns correspond directly to credit cost/upkeep and will it affect anything else if they're changed?
I got a got a problem. I am trying to terraform a bunch of planets in one system but I can't build the sling because all planets are barren and no planet is big enough to support a station. What do?
Pretty sure you can as long as there are shades or mirrors in orbit and water gets supplied. I think I even did that in this game.
You cannot terraform barren planets
QuoteYou cannot terraform barren planets
And that is a problem. IMO.
[Scientific mode ON]
Each time we are talking about terraforming we should consider four huge objectives it consist of:
-Temperature.
-Atmosphere.
-Hydrosphere.
-Lithosphere.
Probably, the most understandable part is a temperature. Obviously, you should cool the hot planets and warm up the cold ones. Nowadays science is unable to make this, but Sci-Fi have a many ways to do so. In a Starsector vanilla it is made by a solar shades and a stellar mirrors orbiting some core worlds planets. This method is already implemented in a mod.
Other objective already possible by this mod is a Hydrosphere. Capturing an icy asteroids and guiding them to any desirable planet is possible even with a modern technologies, all the problem is the amount of resources you are ready to spend. No magic here.
Barren planets has no atmosphere at all. That might be looks bad, but it is not. You see, the Earth hydrosphere mass is 1.46*1021 kg and the atmosphere mass is 5.2*1018 kg. That means, adding an air to Earth-sized planets is approximately 10000 times easier, than adding a water, which is already possible by this mod. Each solar system has a lot of frozen pieces of ice in its Kuiper belts, many of them are ammoniac - good source of a nitrogen, 78% of the atmosphere. Oxygen can be found both in an asteroids and a planetary cores of a barren planets in a bound state. So, there are no problem with a source. However, adding an atmosphere is only half of a problem, the other one - is to hold it. Lack of a gravity and/or magnetic field will result solar wind will blow all the air you add. Changing a gravity or a magnetic field is a tricky task. Fortunately, we do not need this, as vanilla already has an answer, called a "planetary shield". If that thing is able to complicate penetration from the outside, it should be able to keep gases inside, and stop the solar winds. Consider it as a planetary-scale dome.
Lithosphere is the hardest challenge. You can't replace even a small upper layer if it is inappropriate. That is such a HUGE effort, even MUD magic can't deal with. However, it is not necessarily you need it at all. See, not all of the barren worlds has a poisonous inappropriate core. Earth's Moon can be considered as a typical barren, or a barren-bombarded world. Soil samples, delivered by the Apollo missions shows, that it is fit to farming if water and organics is added. Results, similar to Moon was acquired from a Mars probes. That is not surprising, as all of the planets was made from the same accretion disk, and contain exactly same elements in a different proportion. Many of a Starsector systems have a habitable worlds, that means barren planets have a serious chance to consist of a proper substances to support life.
If short - barren planets should be able to terraform. If not all, but some kinds. If not to terran type, but something else.
[Scientific mode OFF]
Frankly said, I don't need it. I'm OK with my barren planets remain barren. However, I just have to say all of this. For great justice!©
(https://i.imgur.com/Mck2ZMI.png)
It's more complicated to do this than you may think
Hey guys, got a question. For some reason this Auric planet (which should be part of the arid group) is not terraforming, I've already build a drone control center in the system, and there's a windy arid planet in this system that's currently being terraformed.
There's no support for Valjean, an arid world from Dassault-Mikoyan Engineering.
The error message says that its planet type is "istl_aridbread".
"Tectonic Activity" and "Pollution" modifiers somehow from a planet that's already Terran? Will the MUD solve that for me?
"Tectonic Activity" and "Pollution" modifiers somehow from a planet that's already Terran? Will the MUD solve that for me?
"Tectonic Activity" - NO. Same thing is to a "hight\low gravity" and "no light". You can not improve that.
"Pollution" - YES. You do not need a MUD to do this. "Atmosphere Adjuster" structure will do the job. Slow and costly, tho'.
Advice: you do not need to hunt "perfect" system. Hazard modifiers are no more than small upkeep increase. Hight "accessibility" grants huge income, able to overlap even 275% hazard rating penalty. Besides, it is boring to have all the planets of a same terran type.Where would you seed lobsters?Just choose "good enough" system.
How would you realistically stabilize a planet's tectonic plates though?
It's okay, I'm not Anglo myself, so I'm well-equipped to interpret your writing.
That aside... I was just hit with a realization that should've come to me the moment I considered this issue.
Wouldn't the immense depths of a typical water world just crush anything at the bottom into a solid, immovable orb? Could tectonic activity even happen when the lithosphere is being subjected to obscene amounts of pressure from every direction?
I'm not an expert, but that seems unlikely. Even our own little Mariana Trench(11km) is terrifying with how easily it can crush things, so imagine what a world of only water that's 100s of miles deep can do. Even if there were some plate tectonics, I feel like the pressure would be strong enough to keep their effects localized and they would never reach the surface.
What do you think?
This is getting a little off topic, but high water pressure has negligible effect on dampening waves. Instead, it makes it easier to transmit energy.But can't the pressure at the bottom of a water world be so great that the plates can barely even budge?
This is getting a little off topic, but high water pressure has negligible effect on dampening waves. Instead, it makes it easier to transmit energy.But can't the pressure at the bottom of a water world be so great that the plates can barely even budge?
No tectonic movement would mean no tectonic energy created. No tectonic energy created would mean no effect on the waves. Is that wrong?
And I don't see how this is off-topic. We're still discussing whether terraformed water worlds should have the Tectonic Activity hazard.
Wait... Can water worlds spawn with it naturally? That seems like the best way to decide whether it should stay.
Wouldn't the immense depths of a typical water world just crush anything at the bottom into a solid, immovable orb?
Volturn possesses a thick atmosphere over a world-sea which has been seeded with re-engineered Terra-type life forms that have largely displaced the relatively primitive native organisms which once formed vast drifting colonial mats. Beneath the hundreds of kilometers of ocean a core of water-ice over a rocky-metallic core is formed by the immense pressure. Volturn's population lives in a diverse range of floating habitats and subsists largely on farming and processing complex organic compounds.As well as the generic water world description:
A primitive atmosphere covers a world-ocean hundreds of kilometers deep. Its waters teem with primitive life and vast algae-analog mats can be seen by instruments from space. A core of water-ice over a rocky mantle is created by the terrific pressure of the sea.
(https://i.imgur.com/5VzjefP.png?1)
(https://i.imgur.com/5VzjefP.png?1)
Oof, I feel mega dumb. I explicitly read THAT description in game to check and avoid asking on the forum, and the "radiation" word completely eluded me...
Cheers.
If you don't want to wait a cycle to see the results, you can use the setting in the settings.csv file that modifies the time it takes to complete terraforming for the MUD. I think setting it to zero should result in immediate terraforming without any bugs.
If you don't want to wait a cycle to see the results, you can use the setting in the settings.csv file that modifies the time it takes to complete terraforming for the MUD. I think setting it to zero should result in immediate terraforming without any bugs.
Thank for the protip, will do next time I wanna test terraforming.
If you're willing to expand/rework the mod as I've briefly seen you mention in your station construction mod thread: I humbly suggest some kind of gravity stabilizer structure to counteract the effects of gravity hazards. I think it's highly plausible since it's already considered "probable" by science to manipulate it using electromagnetism. I know we can currently do it with a MUD through settings but that feels too cheap. Technically it would work the same as stellar shades/mirrors, but the effect would be instant, and of course it would have to keep running.
I've seen too many good habitable worlds ruined by high gravity already...
Same for tectonic activity, though that one hurts me a lot less in general.
Also, since I'm personally finding planet/colony management my favorite part of Starsector (in part thanks to your mod), I'd also like to ask: is there any hope of seeing extra functionality/compatibility for Unknown Skies (https://fractalsoftworks.com/forum/index.php?topic=12041.0 (https://fractalsoftworks.com/forum/index.php?topic=12041.0))?
Found an planet that is unsupported by the Miller-Urey Device that I believe is either part of Kadur Remnant or Vayra's Sector, it's Melek Taus in the Gehenna System and the tooltip for the device labels it as "vayra_bread".
Just wanted to give a heads up, love the mod!
Wait... Can water worlds spawn with it naturally? That seems like the best way to decide whether it should stay.
Auric planets are considered part of the terran group for the purposes of my mod. Therefore, they cannot be terraformed. I assigned it to this group based on the description of the planet, which indicates it can support life and says nothing about temperatures/hydrosphere. If auric planets always have hot or very hot temperatures, let me know and I will switch it to the desert category. Thanks!
I have a quesiton about the lobster quest. I didn't ask any questions in the intitial meeting but now it seem that I can't get the technology for the lobsters. Will there be subsequent quests or is that it?
Auric planets are considered part of the terran group for the purposes of my mod. Therefore, they cannot be terraformed. I assigned it to this group based on the description of the planet, which indicates it can support life and says nothing about temperatures/hydrosphere. If auric planets always have hot or very hot temperatures, let me know and I will switch it to the desert category. Thanks!
From a while back, but just for confirmation....
Auric planets are tagged as cat_hab3, so are in the same class as arid/jungle/tundra/water etc. They have a single class override which makes them more common around blue stars, but are otherwise identical.
The temperature condidtions are largely controlled by the type of star the planet is orbiting, and how closely.
There are no overrides in cat_hab3 or US_auric that specify temperature.
Most Auric planets tend to have heat conditions solely because they tend to be found around blue stars, which are the hottest.
(https://i.imgur.com/EfMKETs.png)
That is not a real issue, more like cosmetic imperfection. Each time I flyby those planets can't rid of thinking that the first has not enough shades and the second probably overshaded. And they are not the biggest and smallest object to colonize and build a shades/mirrors.
I am aware it is not that easy to procedurally change the number of objects and their position, but is it possible to change their size?
Okay so I've probably missed it scouring through the posts, I guess I'm blind but do you know what modifiers are taken and or given to planets when terraforming?
Okay so I've probably missed it scouring through the posts, I guess I'm blind but do you know what modifiers are taken and or given to planets when terraforming?
You can see this information in the tooltips of the stellar reflectors and MUD. There are no negative effects/modifiers that occur as a result of terraforming, although planets can revert to a previous type if you scrap the stellar reflectors after terraforming is finished.
How the heck do I trigger the Lobster quest? Umbra in my playthrough is under the ownership of Blackrock and none of the bar contacts are triggering.
How the heck do I trigger the Lobster quest? Umbra in my playthrough is under the ownership of Blackrock and none of the bar contacts are triggering.
So i found the mothership and nuked it with my exploration fleet, now i have two of the terraforming devices and I want to know how they work exactly since, i've seen that worlds revert if their is no terraforming structures on the planet, so will worlds revert if i use the device on them or will they stay as terran worlds?
So i found the mothership and nuked it with my exploration fleet, now i have two of the terraforming devices and I want to know how they work exactly since, i've seen that worlds revert if their is no terraforming structures on the planet, so will worlds revert if i use the device on them or will they stay as terran worlds?
Worlds terraformed by Miller Urey don't revert.
Nice mod. I really like it. Hope so,eday it will become a part of vanilla functions.
A little suggestion in case you're starved for any: there's an "Abandoned Skyhook Anchor" floating around Loutron in the Al Gebbar system, and I feel like the ability to build your own skyhooks would make for a nice, lore-friendly way to increase accessibility.
I've examined this idea before but always rejected it because the skyhook would clutter up the space near the planet.I don't think the clutter would be any worse than what we already get with terraformed moons and their trilateral reflector arrangement. We even have it in vanilla with Eochu Bres. Its mirrors make it an infamously annoying place to set a course to. Though, I definitely won't insist on a visible skyhook.
Based on the large number of requests for this, perhaps I should look at implementing them anyway. A new idea I'm considering is to make them just a structure with no campaign layer presence. I could make them cost domain artifacts to maintain, and make the accessibility increase correspond with the gravity level on the planet. Maybe this could be a pseudo-terraforming option to deal with high gravity. Let me know what you think.
I've examined this idea before but always rejected it because the skyhook would clutter up the space near the planet.I don't think the clutter would be any worse than what we already get with terraformed moons and their trilateral reflector arrangement. We even have it in vanilla with Eochu Bres. Its mirrors make it an infamously annoying place to set a course to. Though, I definitely won't insist on a visible skyhook.
Based on the large number of requests for this, perhaps I should look at implementing them anyway. A new idea I'm considering is to make them just a structure with no campaign layer presence. I could make them cost domain artifacts to maintain, and make the accessibility increase correspond with the gravity level on the planet. Maybe this could be a pseudo-terraforming option to deal with high gravity. Let me know what you think.
When you say that skyhooks would have a greater effect based on gravity, I assume you mean that they would be in higher demand on high gravity worlds and thus have a larger accessibility bonus there, not that they would be fundamentally different somehow. That sounds good, but skyhooks are relatively primitive, so I don't see why they would need Domain artifacts. The one around Loutron doesn't seem like some fancy Domain supertech, and it supposedly worked fine before it was abandoned. I think it would be better to just allow their construction right from the start, if only to help all those poor souls who had many a paradise planet ruined by high gravity.
I like that you want to stick with Gravity and Tectonic Activity being "hard" market conditions. That actually fits the lore quite well as the absence of these on a barren world is what marked those barren worlds as "terraforming candidates" for the domain. Not every rock floating in space should be worth the investment.
I Found a MUD while i'm playing as pirates so i've got a pirate commision and i'm a governor of a colony and i can't use the MUD on it so how can i use the MUD on it then?
Just posting here for specifiying a bug I found with the skyhook anchor. It appear on some of my planets habitability bonus when I didn't actually build it (like, I never built it nowhere at the moment), and it doesn't seems to depend on planetary type or governor, didn't find it yet on AI controlled planet, but, maybe?
Also, I run on a session from when the mod was in 4.0.0, so maybe that's the cause of the bug, updated it recently to 4.0.2, but still it didn't appear on all my world. As it could easily pass unseen, I've prefered to still give you the information.
Btw, this mod is awesome, thanks. :D
Can you make a "lite" version of your station mod so I am not obliged to use it to terraform desert planets? It adds too much OP stuff.
Also, can you use a certain vanilla tech to fix "meteorite impacts" ? That would be really useful :)
Can you make a "lite" version of your station mod so I am not obliged to use it to terraform desert planets? It adds too much OP stuff.
Also, can you use a certain vanilla tech to fix "meteorite impacts" ? That would be really useful :)
I suggest removing tectonic activity when terraforming results in a water world. Not much land is left anyway, and the entry for tectonic activity also has its water world column blank (doesn't get picked?) should be a good enough reason. Having an option for it would be better.
However, there is an option to have the MUD remove tectonics if you want to get rid of it.
However, there is an option to have the MUD remove tectonics if you want to get rid of it.
Wouldn't this convert the world type into terran? I wanna keep my lobseters...
I Found a MUD while i'm playing as pirates so i've got a pirate commision and i'm a governor of a colony and i can't use the MUD on it so how can i use the MUD on it then?
The MUD can only be used on player-faction controlled planets. I wasn't aware it was possible to gain control of a planet without it being part of the player faction. I'm working on a major update for this mod right now (hope to have it out within the next week or two), and I will include changes to account for this circumstance. Sorry!
Yes, but lobsters get "grandfathered in" if you terraform a planet that already has them!
I have a desert planet I am shading, and it says: The effort is stalled because there is not enough water-ice. Build a Drone Control Nexus on an orbital station in this system. I do not see the option to build it at all.
QuoteI have a desert planet I am shading, and it says: The effort is stalled because there is not enough water-ice. Build a Drone Control Nexus on an orbital station in this system. I do not see the option to build it at all.
You need one of two:
1. Colonize water rich type of planet in that system (water-covered, frozen, cryovolcanic) if any exist. Build Ismara slingshot. Wait.
2. Have a Player Station Construction (https://fractalsoftworks.com/forum/index.php?topic=17094.0) mod. Warning! Can be installed without starting new game, but not removed. Construct any station and build a drone control nexus there. Wait.
You should be aware, there are special conditions to build stations, and it is probably better to read initial post and customize setting file of station construction mod before launching. You may not need all the content from there, or you may activate some additional features, like cramped environment.