When I go into hyperspace the mod crashes my game. Here's the error:
734446 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.abilities.Construct_Station.isUsable(Construct_Station.java:159)
at com.fs.starfarer.ui.newui.o0OO.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.interface.advance(Unknown Source)
at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0Oo.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.interface.advance(Unknown Source)
at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.if.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.interface.advance(Unknown Source)
at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.interface.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
I haven't made a station yet. I just had the ability in my skill slot.
EDIT:Ok so I went into hyperspace without the ability being in my skill slot and it worked fine. But when I put it in my skill slot it crashed. So it has something to do with that.
That sounds really nice, how does it work around worlds you don't own? Does the owner faction react?
Also can you build it in any stage of colonization? would be interesting to have an Industry related to the stations orbiting it to improve them.
Is it possible to add a config for those costs? Because they're currently, well... they seem high for the sake of being high, let's leave it at that.
It definitely does, as evident by the Settings.json, alas as to how it does, that is a mystery to me.
For building a new market, I would argue the cost should be as marginal as finding a planet to colonise, as that is all that's required elsewhere. Maybe slightly higher for being able to stick it in the same system as other planets rather than the rest.
(Honestly the current one looks somewhat reasonable with just the credit cost removed.)
It definitely does, as evident by the Settings.json, alas as to how it does, that is a mystery to me.
For building a new market, I would argue the cost should be as marginal as finding a planet to colonise, as that is all that's required elsewhere. Maybe slightly higher for being able to stick it in the same system as other planets rather than the rest.
(Honestly the current one looks somewhat reasonable with just the credit cost removed.)
The reason building these stations is much more powerful than colonizing a regular planet is (1) they always have 100% hazard, (2) you can build them right next to other colonies, which results in a large number of defensive fleets in close proximity, making raids very unlikely to succeed.
That being said, I think you have a point and I will be lowering the costs greatly for the release.
It definitely does, as evident by the Settings.json, alas as to how it does, that is a mystery to me.
For building a new market, I would argue the cost should be as marginal as finding a planet to colonise, as that is all that's required elsewhere. Maybe slightly higher for being able to stick it in the same system as other planets rather than the rest.
(Honestly the current one looks somewhat reasonable with just the credit cost removed.)
I agree with Sky Gaurdian, the stations are too expensive and will take a while to earn back what you spent. 10 million is more than enough to colonize a system with 9 planets or fund enough fleets to take over several core systems (in nex).The reason building these stations is much more powerful than colonizing a regular planet is (1) they always have 100% hazard, (2) you can build them right next to other colonies, which results in a large number of defensive fleets in close proximity, making raids very unlikely to succeed.
That being said, I think you have a point and I will be lowering the costs greatly for the release.
stations are OP if they are treated the same as colonies. I have some few suggestions if you want.
-stations should have size cap, like 4-5 size at max. It starts at the lowest (1) rather than (3). Making it quite vulnerable at the start.
-stations can only have 2-3 industry slots and like the standard planet colonies are capped by the size. Thus, you can make a station into a dedicated industrial station or a military station.
-it also demands more supplies and crew, I think there's some vanilla market conditions that has this. This way, players can't spam lots of stations in a single system with out having the enough supply production needed.
-once reaching max size it will have a negative impact to the stability since it has reached it population limit, but in turn, more crew will be available for export.
I think those I suggested above have been posted by someone else in the suggestions section. Anyway, thats all I can think off.
Stations, vanilla or Nex, have no cap.
They are literally just 100% hazard colonies with no resources.
Which would make a cap even more jarring now non-player colonies grow in Nex.
I'd also like to point out that it's not as overpowered as some seem to think.
For one thing, you can only build one per system (which I personally disagree with, but not to the point where it bothers me), and for a second, it has to be in an asteroid belt, yes?
So it's no different than if that belt had decided to generate as a barren planet instead.
Is it possible to add volatiles mining stations around gas giants?
I found a bug concerning nexerlin and this mod. If you colonize a planet, put an astropolis in the build quene, then give it away, the astropolis after it's constructed will belong to the faction the planet belongs to, but you will have full control of the astropolis.
Also thank you for the mod!
The mod causes a crash if you open up the "build industries" page of a planet located in a nebula system. Here's the log ERROR:
927239 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.industries.Astropolis_Station.astropolisOrbitOK(Astropolis_Station.java:298)
at data.campaign.econ.industries.Astropolis_Station.isAvailableToBuild(Astropolis_Station.java:355)
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.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.new(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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(Thread.java:745)
Thanks for the fix. I CAN NOW DOMINATE THE UNIVERSE FROM THE DARKEST HOLD OF SPACE!
Apart from that, I would like to request a feature: would it be possible to colonize abandoned space stations? In the game there are various space stations that can only be used for storage since they are abandoned and any faction station colony that gets decivilized becomes one such station. In my game a rather important space station met such a fate so I would like to colonize it. Would that be possible?
Anyway, thanks for your work!
This mod looks highly appealing for being able to make my own sneaky pirate bases dotted in out-of-the-way parts of the Core.
As a suggestion, there are a few stations scattered around the Sector that were built to harvest volatiles from gas giants, perhaps there could be a station type that has to be built around those (or iceballs, like the station around Garnir) that can mine volatiles? It would certainly be more practical than actually trying to live inside a gas giant (or whatever is happening when we colonize a gas giant).
But anyway, thanks for the mod!
Presumably it would be significantly more of an ordeal to drag volatiles up the gravity well of a Gas Giant for processing than just harvesting them and bottling them up inside the atmosphere itself Cloud City-style, so perhaps it could be a case of sacrificing some of the volatiles (like down to just normal amounts from +2 or something) in trade for having a colony that's not absolute hell to maintain?This mod looks highly appealing for being able to make my own sneaky pirate bases dotted in out-of-the-way parts of the Core.
As a suggestion, there are a few stations scattered around the Sector that were built to harvest volatiles from gas giants, perhaps there could be a station type that has to be built around those (or iceballs, like the station around Garnir) that can mine volatiles? It would certainly be more practical than actually trying to live inside a gas giant (or whatever is happening when we colonize a gas giant).
But anyway, thanks for the mod!
I agree that volatiles mining stations make more sense than colonizing gas giants. However I don't want to "step on the toes" of the vanilla game and remove any reason at all to colonize gas giants (because they're largely useless except for mining volatiles).
That being said, you're not the first person to suggest this so by popular demand I may just implement them anyway!
Presumably it would be significantly more of an ordeal to drag volatiles up the gravity well of a Gas Giant for processing than just harvesting them and bottling them up inside the atmosphere itself Cloud City-style, so perhaps it could be a case of sacrificing some of the volatiles (like down to just normal amounts from +2 or something) in trade for having a colony that's not absolute hell to maintain?This mod looks highly appealing for being able to make my own sneaky pirate bases dotted in out-of-the-way parts of the Core.
As a suggestion, there are a few stations scattered around the Sector that were built to harvest volatiles from gas giants, perhaps there could be a station type that has to be built around those (or iceballs, like the station around Garnir) that can mine volatiles? It would certainly be more practical than actually trying to live inside a gas giant (or whatever is happening when we colonize a gas giant).
But anyway, thanks for the mod!
I agree that volatiles mining stations make more sense than colonizing gas giants. However I don't want to "step on the toes" of the vanilla game and remove any reason at all to colonize gas giants (because they're largely useless except for mining volatiles).
That being said, you're not the first person to suggest this so by popular demand I may just implement them anyway!
Not sure if basing the amount of stuff the station market has off the planet it's built near is feasible (perhaps just make it a fixed -1 reguardless?) but it would make for a similar tradeoff to building mining stations instead of colonizing those horrible magma-covered deathballs with Abundant ores.
I actually meant constructing the asteroid mining stations versus having a mining-only colony on a like 300% Hazard Rating magma planet. The Magma Planet produces more material, but it's a 300% Hazard Rating hellhole that will cost you an arm and a leg to keep running.Presumably it would be significantly more of an ordeal to drag volatiles up the gravity well of a Gas Giant for processing than just harvesting them and bottling them up inside the atmosphere itself Cloud City-style, so perhaps it could be a case of sacrificing some of the volatiles (like down to just normal amounts from +2 or something) in trade for having a colony that's not absolute hell to maintain?This mod looks highly appealing for being able to make my own sneaky pirate bases dotted in out-of-the-way parts of the Core.
As a suggestion, there are a few stations scattered around the Sector that were built to harvest volatiles from gas giants, perhaps there could be a station type that has to be built around those (or iceballs, like the station around Garnir) that can mine volatiles? It would certainly be more practical than actually trying to live inside a gas giant (or whatever is happening when we colonize a gas giant).
But anyway, thanks for the mod!
I agree that volatiles mining stations make more sense than colonizing gas giants. However I don't want to "step on the toes" of the vanilla game and remove any reason at all to colonize gas giants (because they're largely useless except for mining volatiles).
That being said, you're not the first person to suggest this so by popular demand I may just implement them anyway!
Not sure if basing the amount of stuff the station market has off the planet it's built near is feasible (perhaps just make it a fixed -1 reguardless?) but it would make for a similar tradeoff to building mining stations instead of colonizing those horrible magma-covered deathballs with Abundant ores.
I'm going to base the amount of volatiles the siphon station has off the amount the gas giant has.
Right now I'm pretty against adding mining stations for planets (the asteroid belt ones are staying!) because they would require operations on the ground like mines and temporary housing for workers, so the reduction in hazard doesn't really make sense. Siphon stations make sense because the entire station/colony is in orbit. I presume the high hazard from gas giants comes from living in cloud cities with very high gravity, among other things.
I know there is at least one abandoned mining station in the vanilla sector that mentions a skyhook being used to bring ore from the surface to orbit efficiently. I could potentially use this as justification for adding mining stations around planets if I decide to revisit this in the future.
I actually meant constructing the asteroid mining stations versus having a mining-only colony on a like 300% Hazard Rating magma planet. The Magma Planet produces more material, but it's a 300% Hazard Rating hellhole that will cost you an arm and a leg to keep running.Presumably it would be significantly more of an ordeal to drag volatiles up the gravity well of a Gas Giant for processing than just harvesting them and bottling them up inside the atmosphere itself Cloud City-style, so perhaps it could be a case of sacrificing some of the volatiles (like down to just normal amounts from +2 or something) in trade for having a colony that's not absolute hell to maintain?This mod looks highly appealing for being able to make my own sneaky pirate bases dotted in out-of-the-way parts of the Core.
As a suggestion, there are a few stations scattered around the Sector that were built to harvest volatiles from gas giants, perhaps there could be a station type that has to be built around those (or iceballs, like the station around Garnir) that can mine volatiles? It would certainly be more practical than actually trying to live inside a gas giant (or whatever is happening when we colonize a gas giant).
But anyway, thanks for the mod!
I agree that volatiles mining stations make more sense than colonizing gas giants. However I don't want to "step on the toes" of the vanilla game and remove any reason at all to colonize gas giants (because they're largely useless except for mining volatiles).
That being said, you're not the first person to suggest this so by popular demand I may just implement them anyway!
Not sure if basing the amount of stuff the station market has off the planet it's built near is feasible (perhaps just make it a fixed -1 reguardless?) but it would make for a similar tradeoff to building mining stations instead of colonizing those horrible magma-covered deathballs with Abundant ores.
I'm going to base the amount of volatiles the siphon station has off the amount the gas giant has.
Right now I'm pretty against adding mining stations for planets (the asteroid belt ones are staying!) because they would require operations on the ground like mines and temporary housing for workers, so the reduction in hazard doesn't really make sense. Siphon stations make sense because the entire station/colony is in orbit. I presume the high hazard from gas giants comes from living in cloud cities with very high gravity, among other things.
I know there is at least one abandoned mining station in the vanilla sector that mentions a skyhook being used to bring ore from the surface to orbit efficiently. I could potentially use this as justification for adding mining stations around planets if I decide to revisit this in the future.
Personally I'd imagine planetary mining stations as being more like an industrial version of the existing defense stations, where it's actually a building on the planet itself that gives bonuses to mining and refining or something instead of being an independant market... possibly an acessability bonus as well due to having a Space Elevator/Skyhook operation hauling the ore into orbit instead of dragging it up via shuttle?
Experiencing a bug where stations, some just after construction, other after some time working fine, suddenly lose all market capacity despite having commodities and all.
https://i.imgur.com/Kp5GYqW.jpg
This station was working just fine a bit back, now it acts like there's nothing in it, and the commodities tab to the right is empty.
Its not decivilizing either at least...
Happened to another station just after creating it, had to abandon it.
Will see with 2.0 if I can recolonize it.
For reference, both were made with an older version of the mod. I already updated it though, and its not fixing it.
Will see if new ones are fine.
EDIT: Recolonized the abandoned station that glitched out at founding. Seems to be working fine right now. Though it lost its mineral conditions. (Cost to colonize was cheaper than stated, btw).
Haven't played with the mod yet but i plan to.
A couple questions and suggestion.
3 stations per world - does that mean per colonized world or just world in the system, colonized or not?
I want to say that either way that seems like it would be very powerful. I haven't seen the cost of making these stations yet though so perhaps it isn't as powerful as I think.
Does each station act like a colony in that I could also construct a star fortress (or any colony structure for that matter)? Or does the station itself act like a battlestation? (that may be a bit of a newbie question since I don't quite know exactly how stations the AI uses work)
edit: welp, the following doesn't really apply as i just saw the cost to build stations and i think a player trying to avoid upkeep costs would really have to be thinking long term for the initial cost to be worth it for that reason alone
So not knowing the exact cost to build as I haven't played with it yet, the 100% hazard rating seems a bit too ideal. There would literally be no reason to colonize a gas giant because the siphoning station would be better in every way. It also seems like I could use planets just for the resource extraction (which are relatively low upkeep) and put all high upkeep buildings on the stations I construct - thereby circumventing high upkeep costs on planets above 100% hazard. I think something like a 125% or 150% hazard makes sense because these stations are in space - they have to worry about asteroid impacts unlike a planet with a decent atmosphere.
I don't want to come off as being critical of your work - I think this mod is a great idea and I fully look forward to playing with it.
I think it substracted more or less 800k? I wasnt not just over 2.5m so I didnt check properly, just noticed my money washigher than it should have post colonize.
As for economic mods... Nexerelin and Varya's Sector are the main ones I think.
I have tons of the ship and factions mods, but I dunno if any would affect economy (Though some add unique buildings).
Is there a proper way to get a modlist or should I like, type it manually?
Mining stations in asteroid fields don't orbit correctly, instead it thinks there's an asteroid ring and goes on it's own orbit.(It doesn't stay in the asteroid field)
Do I have to start a faction before I can unlock the ability? It's not available to me.
Sorry, it turned out I was a dunderhead and forgot to enable the mod beforehand :/Do I have to start a faction before I can unlock the ability? It's not available to me.
No, you should be able to use the ability regardless of whether you've started a faction. You need to manually add the ability to your ability bar by right clicking on a slot on the bar, and then selecting the station construction ability from the menu that pops up. Please let me know whether this work for you!
Hey! I am loving this mod, but I have an issue regarding the stations.
Sometimes, when I open the menu and to build structures or industries, my game freezes then it crashes. It happened to me three times: when I built an Astropolis station and the menu popped up, the second and third time on the construction menu on my volatiles structure.
Other than that, I don't have any problems.
Cheers!
PD: I also have your terraforming mod, and it's fantastic I must say.
Hey! I am loving this mod, but I have an issue regarding the stations.
Sometimes, when I open the menu and to build structures or industries, my game freezes then it crashes. It happened to me three times: when I built an Astropolis station and the menu popped up, the second and third time on the construction menu on my volatiles structure.
Other than that, I don't have any problems.
Cheers!
PD: I also have your terraforming mod, and it's fantastic I must say.
Is there any error message after the game crashes (ex. null pointer exception)? Can you post the last few lines of your log file right after the game crashes where it contains information about the exception that occurred? Does the crash happen every time you build an astropolis or siphon station, or does it happen randomly or in certain specific circumstances?
I'm glad you're enjoying the terraforming mod!
2872026 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.boggledTerraformingTools.getPlanetType(boggledTerraformingTools.java:351)
at data.campaign.econ.industries.Stellar_Shade_Array.addRightAfterDescriptionSection(Stellar_Shade_Array.java:737)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:944)
at com.fs.starfarer.campaign.ui.marketinfo.q$1.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.D.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(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)
Hey! I am loving this mod, but I have an issue regarding the stations.
Sometimes, when I open the menu and to build structures or industries, my game freezes then it crashes. It happened to me three times: when I built an Astropolis station and the menu popped up, the second and third time on the construction menu on my volatiles structure.
Other than that, I don't have any problems.
Cheers!
PD: I also have your terraforming mod, and it's fantastic I must say.
Is there any error message after the game crashes (ex. null pointer exception)? Can you post the last few lines of your log file right after the game crashes where it contains information about the exception that occurred? Does the crash happen every time you build an astropolis or siphon station, or does it happen randomly or in certain specific circumstances?
I'm glad you're enjoying the terraforming mod!
I get this Error:Code2872026 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.boggledTerraformingTools.getPlanetType(boggledTerraformingTools.java:351)
at data.campaign.econ.industries.Stellar_Shade_Array.addRightAfterDescriptionSection(Stellar_Shade_Array.java:737)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:944)
at com.fs.starfarer.campaign.ui.marketinfo.q$1.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.D.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(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)
It says Stellar Shade, but I don't have any of them.
Also, it happens only when I enter my Volatiles Station randomly. Although it could be a coincidence.
Having a lot of fun with this mod in my current pirate playthrough. I think it's a great addition to Starsector, but it does have some balance issues for me, personally.
The price seems just right (if you make it more expensive it might not be a good alternative to early colonies). However, being able to just have access to a 100% hazard colony, with solid ressources, Starport and the Industry already built is really really good.
With my first 2mil and my first alpha core, I made a Siphon and Mining Station and got them to put out a solid 100k per month with minimal investment.
Feel free to ignore all of these suggestions, your mod, your vision, but here's stuff I would do to balance these a bit.
- Set the base hazard rating to 150%. Yes vanilla stations are at 100% but these are ramshackle player stations put together with superglue and good intentions. This would limit their output and not make them automatically on par with extremely rare planets.
- Would it be possible to have the starport and mining industry be in construction when the stations spawn, instead of having them already built. Right now I can skip one or two months of setup time of my colonies. It also takes away the (to me) interesting choice of whether I start with building defenses or industries first.
- Limit station size to 4 or 5. There are now millions of people living in my scrapmade little Siphon Station and it is continuing to grow.
Right now stations seem like better planets to me.Technically, it seems fine, only issue I had is that I built a Mining Station in an asteroid field (instead of ring) close to my first base and it has now moved out of that field and is just somewhere in the system. Not a big deal but I was hoping the stations would stay together to support each other defensively.
I see now that this is fixed in the newest version I am not using yet.
As far as balance goes, I think the cost for the stations is too low personally but when I had it higher during initial development the overwhelming response was that it needed to be lower. Since I want to please the largest number of mod users, I will keep the cost low for now as that seems to be the majority preference despite my personal views. The main argument for keeping it lower is that if the player has Nex installed they can just pay for an invasion fleet instead of building a station if the cost is too high.
QuoteAs far as balance goes, I think the cost for the stations is too low personally but when I had it higher during initial development the overwhelming response was that it needed to be lower. Since I want to please the largest number of mod users, I will keep the cost low for now as that seems to be the majority preference despite my personal views. The main argument for keeping it lower is that if the player has Nex installed they can just pay for an invasion fleet instead of building a station if the cost is too high.
Maybe a special planet attribute with icon that says something like "Improvised station construction - due to the limited ressources used in the initial construction of this station, its size cannot exceed X?"
To differentiate it from Nex stations?
Aside from making the initial cost higher, do you think there's any other balance buttons you can push?
If the size was to be limited strictly for this mod's stations, I feel there should be a way to bypass/remove such a condition eventually, whether or not that requires a specific skill in like, industry or something, or just lots and lots of money and resources is beyond me, but hard limits on things that theoretically already capable in the universe of the game just because 'the player' digs into me a little!
I don't deny its funny to think a station thats orbiting a gas giant though has more people living on it then a wealthy, if harsh, barren mining planet would! Maybe the station can grow bigger (if its possible to change token sizes on campaign map after the token has been added...) on the campaign map to at least give a feeling that 'yeah maybe several million people can live on here.'
I'd like to make a suggestion:
The possibility of having an ability to remove abandoned stations. This is because if a planet or a stand alone station becomes decivilized they will leave their "corpse" hanging around forever which can be used as storage or you can rebuild it for a new station, but if i want to, for example, recolonize Chicomoztoc and want to build astropolis and everything on it, the Aztlan Starport might still be there. (i say "might" because i actually haven't tested it.)
Thanks!
Hello Boggled! I just installed this mod and I find the concept amazing, but there are some things on it I'd like to suggest.
I think Astropolis should be part of the colony, rather than a somehow independent one. Perhaps increasing population growth (like, you can create an astropolis orbiting a gas giant and pop growth would be more "normal" (rather than "nobody wants to live in a gas giant, ewww), accessibility or even each one adding a new industry slot to the colony they're orbiting. But right now, it feels weird that they act like separate colonies that just add a market.
(Also, probably taking into account the lack of an atmosphere, hazard could be higher than 100%).
Also, is it possible to increase the mining station's visibility/size? Right now, imo, they're too small and are hard to see between the asteroids.
Is there a way to add "active mining station" to the name, too, to distinguish them from the vanilla abandoned ones?
Thanks in advance for your time! What do you think?
This is interesting but the main problem I see is if the player gets resources for scrapping stations, it would incentivize scrapping every abandoned station the player encounters. I think this would detract from the gameplay experience because the player would then miss out on the lore/story of those stations. It also doesn't explain why the NPCs haven't scrapped them if there are usable resources present. If the player doesn't get resources for scrapping stations, then what's the point?
I'm not sure about Aztlan Starport but I think there's a bug with Jangala and Garnir where their stations become a separate market if the planet becomes abandoned. However, this is not a community bugfixing mod so I don't want to go outside my scope to address that issue.
If the purpose of scrapping stations is to make it possible to uninstall mods that create stations from a save in progress, I don't it would actually work, especially if the mods have other features beyond creating stations.
This is interesting but the main problem I see is if the player gets resources for scrapping stations, it would incentivize scrapping every abandoned station the player encounters. I think this would detract from the gameplay experience because the player would then miss out on the lore/story of those stations. It also doesn't explain why the NPCs haven't scrapped them if there are usable resources present. If the player doesn't get resources for scrapping stations, then what's the point?
I'm not sure about Aztlan Starport but I think there's a bug with Jangala and Garnir where their stations become a separate market if the planet becomes abandoned. However, this is not a community bugfixing mod so I don't want to go outside my scope to address that issue.
If the purpose of scrapping stations is to make it possible to uninstall mods that create stations from a save in progress, I don't it would actually work, especially if the mods have other features beyond creating stations.
Clearly i failed to explain myself properly, so i'll use a visual example to explain my point:
(https://i.imgur.com/QOLmcuJ.jpg)
This is Chicomoztoc recolonized after being decivilized, notice that everything is built on but the corpse of Aztlan Spaceport stills hangs around serving literally no purpose anymore.
The whole point of this is that it looks ugly and it would be nice to have an option to do something about it since the mod deals with space stations. Of course, i could repopulate it, but what if i don't want to? what if i just want it gone for good?
I hope i got my point across well enough, if you think it's not an issue, then i will not push this anymore.
runcode Global.getSector().getPlayerFleet().getStarSystem().removeEntity(Global.getSector().getPlayerFleet().getStarSystem().getEntityById("aztlan_starport"));
This is clearly a bug and it's a problem I've also encountered with other planets (ex. Jangala and Garnir). However, this bug exists whether or not you have my mod(s) installed. Fixing vanilla bugs is outside the scope of this mod so I won't be attempting to fix this in my mod.
However, since this is a pretty easy issue to resolve, here is some code to fix it for you:CodeWith the console commands mod, just paste in my code and hit enter while you're inside the Aztlan system and it will delete the Aztlan Starport for you. This will also work for any other station assuming you replace the Aztlan Starport ID with the ID of the station you want to delete and travel to the system it's located in. Please let me know if this works for you!runcode Global.getSector().getPlayerFleet().getStarSystem().removeEntity(Global.getSector().getPlayerFleet().getStarSystem().getEntityById("aztlan_starport"));
Just for the record, I never implied this was a bug caused by your mod (i don't know what i said that made you get that impression), i was just exposing it as an issue in general.
Just for the record, I never implied this was a bug caused by your mod (i don't know what i said that made you get that impression), i was just exposing it as an issue in general.
By reporting the bug in this thread, you implicitly accused boggled of causing it. Since it's a vanilla bug, you should create a thread in the Bug Reports subforum.
If the size was to be limited strictly for this mod's stations, I feel there should be a way to bypass/remove such a condition eventually, whether or not that requires a specific skill in like, industry or something, or just lots and lots of money and resources is beyond me, but hard limits on things that theoretically already capable in the universe of the game just because 'the player' digs into me a little!
I don't deny its funny to think a station thats orbiting a gas giant though has more people living on it then a wealthy, if harsh, barren mining planet would! Maybe the station can grow bigger (if its possible to change token sizes on campaign map after the token has been added...) on the campaign map to at least give a feeling that 'yeah maybe several million people can live on here.'
Mods like this are exactly the reason i look at the experimental mods listings, this changes everything (actually is should clarify: i found the link back to this moved post from there, i realize it's in the stable modding area now)
This looks to be the next mod i add to my next game. Question though. Could you add a config option to cap station size? I realize you don't want to step on anyone's toes, but giving us the option to do so if we wanted would be nice.
Thank you. Low gravity or making stations consume a lot more supplies to account for lifesupport needs might be an idea.
Using Nexerelin's outposts and this mod, I was able to do this:These are all functional colonies despite the name.Spoiler(https://i.imgur.com/8MmRz2W.png)
(https://i.imgur.com/HigFcXF.png)
(https://i.imgur.com/9wVF9JT.png)[close]
I did this by making alot of outposts and using the "Colonize Abandoned Station" ability on them. You can probably get an infinite amount of colonies in a single system this way provided you have the resources.
The ability says something like "cannot colonize due to major faction controlling station" when near a Nexerelin outpost but allows you to activate it and colonize anyway. Do you plan on doing anything about this?
I have a slight problem. I colonized the abandoned terraforming platform in Corvus. Initially, I remembered that when I docked there, the comms directory (1) would have NPCs in them. After a few save and reload, they all seems to have disappeared...How could I get them back?...Or did I remember wrong and they never had NPCs...?
Sometimes smaller markets don't have any NPCs in the comm directory. It's random. If you have Nex installed, the secretary should always be there though.
Sometimes smaller markets don't have any NPCs in the comm directory. It's random. If you have Nex installed, the secretary should always be there though.
What is considered a "small" market? What is a Nex? I have installed an administrator there...At least that person should show up on the comms no?
Consuming extra resources to account for life support and other difficulties of operating a space station is interesting, but I'm not sure how I could implement this in a way that makes it clear to the player that this is happening and why. I don't want to create too much complexity or player confusion. Besides, increasing the hazard rating for stations essentially accomplishes this within the established game mechanics.
First off, love the mod, only played around with it with cheats and such as I haven't gotten far enough to do it lagit.
I know that they have a mod out there that adds the ability to make orbital habitats but I don't like all the other features that it adds so I was wondering if you'd add the option to make them or maybe give the option to add a station that mines the planets as well, that would be great.
First off, love the mod, only played around with it with cheats and such as I haven't gotten far enough to do it lagit.
I know that they have a mod out there that adds the ability to make orbital habitats but I don't like all the other features that it adds so I was wondering if you'd add the option to make them or maybe give the option to add a station that mines the planets as well, that would be great.
If you let me know which mod you're referring to, I can take a look at their implementation of orbital habitats to see if it's something I might want to add.
First off, love the mod, only played around with it with cheats and such as I haven't gotten far enough to do it lagit.
I know that they have a mod out there that adds the ability to make orbital habitats but I don't like all the other features that it adds so I was wondering if you'd add the option to make them or maybe give the option to add a station that mines the planets as well, that would be great.
First off, love the mod, only played around with it with cheats and such as I haven't gotten far enough to do it lagit.
I know that they have a mod out there that adds the ability to make orbital habitats but I don't like all the other features that it adds so I was wondering if you'd add the option to make them or maybe give the option to add a station that mines the planets as well, that would be great.
If you let me know which mod you're referring to, I can take a look at their implementation of orbital habitats to see if it's something I might want to add.
This could be a reference to the Secrets of the Frontier mod (https://fractalsoftworks.com/forum/index.php?topic=15820.0 (https://fractalsoftworks.com/forum/index.php?topic=15820.0)). It lets you construct orbital habitats at stable locations within the system (instead of comm relays, nav buoys, etc.). The habitat just gives a general hazard reduction to all other colonies in the system, but you can also upgrade a habitat into a full colony/market (at the cost of losing the system-wide hazard reduction).
On a side note, the colonies created in this manner come with a "cramped station" condition which gives a population growth penalty that gets bigger as the colony grows in size. That might be a possible alternative to a strict hard cap on station size if you're still looking to avoid hard caps like you were earlier in this thread...
Hi there! I love this mod quite a bit, but it seems I've run into a conflict. KnightChase's Mayasuran Navy mod provides some changes to the two other settlements in the system (Port Tse Franchise Station and the Lost Astropolis respectively) which cause game crashes when I gain control of these settlements and try to add or remove industries there.
Can you post the stack trace from your starsector.log? I will take a look to see what's causing the problem.
I cant even start a new game. here is the error, anyidea
223381 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.addOrbitalStation(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;FFFLjava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.addOrbitalStation(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;FFFLjava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
at org.lazywizard.omnifac.OmniFacModPlugin.createOmnifactory(OmniFacModPlugin.java:43)
at org.lazywizard.omnifac.OmniFacModPlugin.onEnabled(OmniFacModPlugin.java:140)
at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(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)
at org.lazywizard.omnifac.OmniFacModPlugin.createOmnifactory(OmniFacModPlugin.java:43)
at org.lazywizard.omnifac.OmniFacModPlugin.onEnabled(OmniFacModPlugin.java:140)
Man, its a great mod you made. With current (vanilla) colony economic state its real life saver, especially with spacecolony size limit ON. Refining and industry works was never as easy as now. Really cool mod.
And, I know, its not your goal at all, but I cant stop wondering and it looks kinda similar, how coplicated it would be to create "stable hyperbreach generator" — ability/consumable to create additional jump point in system? Probably with limit that system have less than two.
Almost forgot. What about static station construction? (Sevsor Array, Comm Relay, Nav Bouy) Would it be similar to habitat/mining station construction?
Hey Boggled, I love this mod, but I think I encountered a bug. I was testing the mod, and one of the 3 astropoli I made around a gas giant started at 7 population. Is that intended?
No, that is certainly not intended. I know this bug happens if the player doesn't view/interact with a colony very soon after creating the market, which is why I have the colony management screen open automatically when a station completes construction.
Did the colony interaction menu pop up like usual after each astropolis completed? Is the bug reproducible, or did it only happen that one time and you can't repeat it?
No, that is certainly not intended. I know this bug happens if the player doesn't view/interact with a colony very soon after creating the market, which is why I have the colony management screen open automatically when a station completes construction.
Did the colony interaction menu pop up like usual after each astropolis completed? Is the bug reproducible, or did it only happen that one time and you can't repeat it?
I will try to reproduce it a few times to help you out. I don't remember what else I was doing on my PC at the time. Could have been YT, programming, etc. that took my focus away for quite some time.
On a separate but related note, are there any plans to add a setting allowing the player to modify the build timer per station? There could also possibly be a cooldown period between building stations and a setting for that. It seems reasonable that building such a massive station would require a considerable logistic effort to undertake and would require a cooldown. Lastly, for the sake of choice, it would be neat to modify the number of stations per orbit as well through a setting. Thanks for reading.
Can I get a link for the gate construction mod, please?
No, that is certainly not intended. I know this bug happens if the player doesn't view/interact with a colony very soon after creating the market, which is why I have the colony management screen open automatically when a station completes construction.
Did the colony interaction menu pop up like usual after each astropolis completed? Is the bug reproducible, or did it only happen that one time and you can't repeat it?
Did you see the question about build timer, too? I don't think you addressed it.
This is a really cool mod, awesome concept!
My suggestion would be to lower the cost to around 300,000 initially, but then have to pay more credits to expand the station's max size every time the population reaches 100% for the current size, or else have the station remain the same size. I'm not sure how easy that would be to code, but I think it would make it a little more accessible without making it overpowered and lore breaking, since you'd need to invest more resources to grow it over time. It would also keep said station from growing from a few dozen people to greater than the current population of earth all on it's own, which would be a little bit ridiculous.
so i was wondering, why cant you put a siphon station on a brown dwarf? they are defind as a really big gas giant that is slightly too small to ignite into a full star.
Greetings boggled!
Have you ever considered adding megastructures? sorry if this was already asked!
here are a few ideas! hope these can inspire you!
note: has PS (has player storage)
Here's some Mad Science Projects:
Q.G.B has PS, Quadrant Gridlock Bastion (a minor fort that watches traffic around the system and creates a unique patrol that improves the safety around the system, kinda like a independent market with a defense station, patrol HQ, but minor and can be build near planets or in a Stable Location, has moderate CRED and resource upkeep needs hulls, supplies and fuel) improves stability at the cost of some accessbility, decreases neutral and enemy fleets burn rates, increases burn rates for it's own faction
W.A.S has PS, Warp-Accelerator Station, (nulls the supply and fuel costs of using warp points in the system, built in Warp-Points has a storage for player use) think of it like a tollbooth, a gate to the system, can be closed if ordered, but the System's Star Warp Point remains, could be a tactical choice, imagine if we could monetize that as well ;D
E.T.P.P has PS, Experimental Translocator Phase Project (similar to your gate mods, but it has a 1 and half month cooldown, requires raw volatiles to activate, needs another ETPP as a target, reduces CR after use, can break down and send the fleet to a system close to the target location, in which case the ETPP will require repairs to be activated again, unreliable, but teleportation nonetheless) Does not break down if both ETBP are build and used in the same star system,
O.S.F.T has PS, Obsfucator Stealth Field Transmitter (It helps hide faction ships profile in the system, throws a shadow on them, has a huge radious and upkeep cost, needs a supply of volatiles to work 100%, else 50% of the shadow efficiency)
E.N.O.S, Experimental Neutrino Observator Satellite has PS, (Consumes volatiles to increase radar detection in the entire system with a near perfect range, can breakdown and cause eletromagnetic burst to all ships in the system, causing loses in CR, but hey, nothing good is free) except for ingame stable location buildings grrrrr..
S.C.H.S, Star Collector Hoarding Station has PS, (basically a solar powered structure around a star that collects volatiles and refines them into fuel, stores them for PC use, has moderate CRED upkeep, one per system)
D. H. M Drone Hive Manufactory has PS, (a Drone Constructor building that uses a NanoForge and a Beta Core to construct autonomous AI Robot carrier fleets that protect the system, Salvage level, has moderate CRED upkeep, has metals, transplutonics and heavy weaponry demands to build robo-fleets) can be upgraded to Remnant Level with Alpha Cores, to produce Remnant fleets with a hefty cost, has a chance to spawn... AI captains, this building has the unfortunate chance to break down.. and cause hostile fleets to spawn and wreak havoc
P.D Personal Dominion (basically, this is a station/colony that can teleport itself via Beacons and defend when attacked, has storage, has a huge CRED upkeep, has it's own unique built-in OSFT, ETPP, ENOS and DHM inside, these beacons could be a ability that once activated triggers the Phase Tanslocator inside the P.D to make it teleport to the Beacon Location after a few days.. or even months, it needs a Alpha Core, NanoForge and material demands met to work 100%, costs 100 Volatiles to use the ETPP, can breakdown and cause EM burst in the system when it finally reaches it's beacon target reducing the CR of everything in it location, require repairs in case of breakdown, it is also a fort station that can defend itself with drone fighters and can spawn robot fleets in the system it is currently if the DHM requirements are met, reduces profile of friendly fleets, increases radar detection ranges, yes it does overlap some buildings, but it is a bit costly to keep this Dominions running smoothly, however with the chances of breakdowns, upkeep costs it can be very balanced to build it and keep it, when it attracts undue attention it can just Teleport somewhere else, robotic fleets built by the P.D's DHM get destroyed when the P.D leaves the system they're in, it's a basically a moveable-player house with turrets and sentries, imagine teleporting those in a system you're about to conquer/raid, it can be destroyed by the Enemy Factions as if it was a Pirate/pather Hideout, the P.D beacons also have a recall function for player fleets, consumes volatiles to do so and reduces CR after use
Hopefully these ideas can inspire you to keep on modding and improving this mod, and thank you again for your time and hard work on this masterpiece mod.
While these ideas are interesting, they seem to be outside the scope of this mod, which focuses on allowing the player to create station types that already exist in vanilla Starsector.
I'm glad you're enjoying my mod. Thanks for your kind words!
"You will have to add the ability to your ability bar to trigger it."
What does this mean? how do I do this?
Hello boggled!
Can we tweak some resource requirements for abandoned stations on our own? Because I think the price is too steep to "recolonize" abandoned stations, you can colonize a planet using few resources, abandoned stations should only require some minor maintenance, a few adaptations and money of course, after all, they should be easier to colonize than planets in my opinion, anyone else this this is right?
Hello boggled!
Can we tweak some resource requirements for abandoned stations on our own? Because I think the price is too steep to "recolonize" abandoned stations, you can colonize a planet using few resources, abandoned stations should only require some minor maintenance, a few adaptations and money of course, after all, they should be easier to colonize than planets in my opinion, anyone else this this is right?
From a gameplay perspective i think it's made like this for the sake of balance, as to prevent players from having potential access quick colonies.
From a lore perspective, starsector is a world in which people are willing to live in crappy/beat-up stations, that being said, abandoned stations are more resembling a pile of floating scrap than anything actually useful, so i doubt a "minor maintenance" would be enough.
Oooohhh there once was a Textwall called Crimson the red who came from RoquetheRogue to DarkOmegaMK2 and the braggart did swagger and brandish his words and he told of bold ideas and points he had made but then he went quiet did Crimson the Red when he met the Keyword Delete who said: Now I think it's high time you got deleted and bleed
by the way, if you use Nex, and do a neutral start, you can take over Garnir in 10 minutes, they always have like 50 ground security and their volatile product is either +2 or +3 always. You can have quick, early colonies.
I'm not entirely sure why this is happening but with the latest update, trying to build a Mining Station causes a crash
I've tested this with Siphon Stations and they work fine in the same system, Astropolis also works fine too, but the mining station somehow crashes for some reason
Note that i'm practically using almost all the upto date mods and before this mods update the Mining Station did built like normal
So I decided to try this mod out and I just made a mining station only to find that I can't build the Shadowyards orbital station there, I got the blueprint from getting at least welcoming reputation with Shadowyards rather then buying the blueprint for 500K. I poked around the files and I'm not sure why it isn't appearing.
The Shadowyards orbital Station is a structure and is a defense station the same as the high/mid/low tech stations.
I just did a quick check and all the other custom structures and industries Shadowyards add do appear in the mining station build menu, only the defense station is missing. I set my rep with them to 0 then back to welcoming as well as manually buying the blueprint and I was still unable to build it at the mining station.
This is a really cool mod, awesome concept!
My suggestion would be to lower the cost to around 300,000 initially, but then have to pay more credits to expand the station's max size every time the population reaches 100% for the current size, or else have the station remain the same size. I'm not sure how easy that would be to code, but I think it would make it a little more accessible without making it overpowered and lore breaking, since you'd need to invest more resources to grow it over time. It would also keep said station from growing from a few dozen people to greater than the current population of earth all on it's own, which would be a little bit ridiculous.
This is a really cool mod, awesome concept!
My suggestion would be to lower the cost to around 300,000 initially, but then have to pay more credits to expand the station's max size every time the population reaches 100% for the current size, or else have the station remain the same size. I'm not sure how easy that would be to code, but I think it would make it a little more accessible without making it overpowered and lore breaking, since you'd need to invest more resources to grow it over time. It would also keep said station from growing from a few dozen people to greater than the current population of earth all on it's own, which would be a little bit ridiculous.
I've seen a lot of discussion on the balance of this mod and while my experience with the game is limited there might be a way to deliver a scaling cost to these stations, making them cheap to initially build but require a serious investment to get them to the same level as vanilla stations.
Assuming you want to balance the cost, hazard rating and maximum size, give stations a set of unique conditions. One could increase the hazard rating, another to limit their maximum size, then create unique structures akin to the "Military Police Headquarters" from your terraforming mod that changes the condition (with one increasing maximum size and another reducing the hazard rating). If done in simple increments, say starting at 200 hazard rating, then going to 150 then to 100, and the size limit going from say 4 to 7 to 10 (best would be to make these configurable like you did with the other modifiers, so players can balance them, or have the option to disable them completely); Then you could meet most peoples desires, by giving these buildings a good cost in terms of credits and resources it allows you to make them both easy to set up, but require a significant investment to get them to the scale of a planet.
Physically speaking for the size it would make sense that only the initial infrastructure is shipped in the beginning. When comparing them to existing projects (the ISS or any other proposed space station) it's generally a better idea to build enough infrastructure for the current project and the immediate future. As for the hazard rating, you could take it as the station being fitted with the necessary equipment to survive the particulars of that orbit (maybe the local star has a tendency to project small solar flares that wasn't taken into account on the design of the station or the local magnetosphere is much stronger than expected).
Can I localize this mod?
Make only textual changes
I have done localization, just asking if you allow me to publish
Uh, Chinese version
I think you may not need my publishing address
You could allow for colonization of "terribly damaged stations" but put a colony condition on there of "terribly damaged station" of +400% hazard, and have to do something like a year long restoration(totally not terraforming) structure that requires a constant supply of machinery/metals/plutonics/etc for a year.
But why?
This all sounds like a measure to solve a problem that doesn't really exist.
But why?
This all sounds like a measure to solve a problem that doesn't really exist.
I thought it was discussed that the initial problem of "colonizing abandoned stations" was possibly easy access for a 100% hazard colony for cheap. This idea means it's still possible but you have to put more work into it.
But why?
This all sounds like a measure to solve a problem that doesn't really exist.
I thought it was discussed that the initial problem of "colonizing abandoned stations" was possibly easy access for a 100% hazard colony for cheap. This idea means it's still possible but you have to put more work into it.
VVVV
It was just so people have the option of doing so if they really wanted to. There's alot of wrecked stations in the core worlds that could be colonized, brought back to how they were in lore, then given back to their "owners" just to make it pretty.
Is this mod supposed to let you create a station on an empty stable point? I cant see to get that option, just the normal vanilla build options.
Is this mod supposed to let you create a station on an empty stable point? I cant see to get that option, just the normal vanilla build options.
You can't make a station like that, it's either in an asteroid belt for metals, around a gas giant for volatiles, the astropolis around a big enough world or occupying an abandoned station.
No, that is certainly not intended. I know this bug happens if the player doesn't view/interact with a colony very soon after creating the market, which is why I have the colony management screen open automatically when a station completes construction.
Did the colony interaction menu pop up like usual after each astropolis completed? Is the bug reproducible, or did it only happen that one time and you can't repeat it?
I will try to reproduce it a few times to help you out. I don't remember what else I was doing on my PC at the time. Could have been YT, programming, etc. that took my focus away for quite some time.
On a separate but related note, are there any plans to add a setting allowing the player to modify the build timer per station? There could also possibly be a cooldown period between building stations and a setting for that. It seems reasonable that building such a massive station would require a considerable logistic effort to undertake and would require a cooldown. Lastly, for the sake of choice, it would be neat to modify the number of stations per orbit as well through a setting. Thanks for reading.
Were you using any console commands around the time the bug the occurred, or to construct/modify the astropoli? If you're able to find a way to reproduce it, I can investigate, but without that it's very hard to determine the root cause.
Ideally stations would be "under construction" for a period of time during which the player can't build more, but I don't have a quality sprite for a station that's under construction so I don't think I can implement this right now.
I like the idea of having a setting to change the number of stations that can be built, especially for astropoli. I'll look into implementing this.Can I get a link for the gate construction mod, please?
http://fractalsoftworks.com/forum/index.php?topic=17543.0
No, that is certainly not intended. I know this bug happens if the player doesn't view/interact with a colony very soon after creating the market, which is why I have the colony management screen open automatically when a station completes construction.
Did the colony interaction menu pop up like usual after each astropolis completed? Is the bug reproducible, or did it only happen that one time and you can't repeat it?
I will try to reproduce it a few times to help you out. I don't remember what else I was doing on my PC at the time. Could have been YT, programming, etc. that took my focus away for quite some time.
On a separate but related note, are there any plans to add a setting allowing the player to modify the build timer per station? There could also possibly be a cooldown period between building stations and a setting for that. It seems reasonable that building such a massive station would require a considerable logistic effort to undertake and would require a cooldown. Lastly, for the sake of choice, it would be neat to modify the number of stations per orbit as well through a setting. Thanks for reading.
Were you using any console commands around the time the bug the occurred, or to construct/modify the astropoli? If you're able to find a way to reproduce it, I can investigate, but without that it's very hard to determine the root cause.
Ideally stations would be "under construction" for a period of time during which the player can't build more, but I don't have a quality sprite for a station that's under construction so I don't think I can implement this right now.
I like the idea of having a setting to change the number of stations that can be built, especially for astropoli. I'll look into implementing this.Can I get a link for the gate construction mod, please?
http://fractalsoftworks.com/forum/index.php?topic=17543.0
I have faced this issue before, for me the colony screen for the astropolis opens up the moment it completes, I've faced it a few times, even though I was very far from my colony exploring it just pops up. Although I'll just consider it a minor issue since all the player needs to do is press esc to close it.
Is there a way to add an asteroid field or an asteroid belt using the console commands? I found an awesome system that had two great desert planets, I colonized them hoping to terraform them using the terraforming mod. But there are no cryovolcanic plants to colonize and build imsara's sling on, and no asteroids to build a mining station on to build a Drone Control Nexus that delivers water to the planets...
No, that is certainly not intended. I know this bug happens if the player doesn't view/interact with a colony very soon after creating the market, which is why I have the colony management screen open automatically when a station completes construction.
Did the colony interaction menu pop up like usual after each astropolis completed? Is the bug reproducible, or did it only happen that one time and you can't repeat it?
I will try to reproduce it a few times to help you out. I don't remember what else I was doing on my PC at the time. Could have been YT, programming, etc. that took my focus away for quite some time.
On a separate but related note, are there any plans to add a setting allowing the player to modify the build timer per station? There could also possibly be a cooldown period between building stations and a setting for that. It seems reasonable that building such a massive station would require a considerable logistic effort to undertake and would require a cooldown. Lastly, for the sake of choice, it would be neat to modify the number of stations per orbit as well through a setting. Thanks for reading.
Were you using any console commands around the time the bug the occurred, or to construct/modify the astropoli? If you're able to find a way to reproduce it, I can investigate, but without that it's very hard to determine the root cause.
Ideally stations would be "under construction" for a period of time during which the player can't build more, but I don't have a quality sprite for a station that's under construction so I don't think I can implement this right now.
I like the idea of having a setting to change the number of stations that can be built, especially for astropoli. I'll look into implementing this.Can I get a link for the gate construction mod, please?
http://fractalsoftworks.com/forum/index.php?topic=17543.0
I have faced this issue before, for me the colony screen for the astropolis opens up the moment it completes, I've faced it a few times, even though I was very far from my colony exploring it just pops up. Although I'll just consider it a minor issue since all the player needs to do is press esc to close it.
Just to clarify, the colony screen popping up is not a bug - it actually does that to PREVENT the bug, which is the population growing extremely quickly for no reason right after creating a station. Are you experiencing the uncontrolled population growth, despite the colony screen popup? Please let me know. Thanks.
Would it be possible to add file options to adjust prices and resource requirements for the various stations?
edit: so I think industries.csv does prices (maybe), but how about resource reqs?
Hi, boggled,
I really like the concept of the mod, and implementation has worked out really well. I play with Nexerelin, as well as your terraforming mod, and just picked this one up.
I like the concept a lot, but I'm a little let down that I can't seem to create free-floating player-built stations. Worlds that already have defensive stations seemingly cannot have stations with population that grow like colonies, meaning you have to choose between defense and growth. Why is that? Space is big!
I've read through this thread as well, and maybe I'm gonna get boo'd for this, but I'd actually say that the cost of the stations should go -way- up. As it is, it's easy to build them early and gain significant advantages. Late-game, where I am now (Cycle 215), I could spam an entire system with them.
A suggestion: Vary the pricetag, both in credits and resources, based on an adjustable hazard level. 100%-hazard stations should be extremely expensive, whereas a cheap station consisting of industrial equipment, bunk beds and an airlock would be cheap, but probably 300%+ hazard. (You kick a hole in the tinfoil and get yourself and three dozen friends sucked out into the void. Oops!) The cheap one might go for 300k or so, but a fully Earth-environmental station (which is what 100% hazard assumedly represents) is going to be mindblowingly expensive to set up and maintain. Think of how, in the terraforming mod, achieving a 100% hazard rating on a planet can take years and cost millions of credits. Same deal, except now you have to also make it self-contained and orbitally stable.
Just some thoughts, thanks for making the mod! I hope I'll get to cram a system full of stations soon.
(Another suggestion: to avoid the 'overlapping defense fleets' thing, is it possible to just restrict what buildings a station can have? Maybe 'astropolis' can't build Patrol HQ?)
Ouch, okay.
What about increasing the number of stations per system, maybe on a scaling-cost basis? Each station costs progressively more, yielding a diminishing-returns situation for folks trying to stack Patrol HQs, but allowing them to do it if that's their vision?
What about increasing the number of stations per system, maybe on a scaling-cost basis? Each station costs progressively more, yielding a diminishing-returns situation for folks trying to stack Patrol HQs, but allowing them to do it if that's their vision?
i dont even know what is that. i just started this mod for a first time. started a game ans saw that there is a new update. and checking it now i saw that i need to open a ok il quoteOuch, okay.
Sorry if I was harsh in my response earlier. I'm only one person and I have a full time day job. It's simply impossible for me to implement every idea suggested in the forums, so I have to prioritize based on what features I think people want to see most. I don't have the ability to view what settings people are using with my mod, so I can only guess based on the feedback I receive here. It's my understanding that very few people increase the mining station limit above the default of one per system, which is why I think progressively scaling station costs would largely go unused.What about increasing the number of stations per system, maybe on a scaling-cost basis? Each station costs progressively more, yielding a diminishing-returns situation for folks trying to stack Patrol HQs, but allowing them to do it if that's their vision?
This is a pretty good idea and would be easier to implement and test. If there are more people who want this feature, make yourselves heard!
This is less about the mod and more about Starsector's stations in general, but I do wonder why they're often safer than planets.
There's a number of hazards that all space objects without atmosphere, gravity, or a magnetic field should have:
-A temperature hazard depending on how close they are to the star(none if they're in the Goldilocks zone): +0-50%
-Poor Light/Darkness if they're in the outer reaches of the system or in a system without a star: +0-50%
-A station-exclusive "No Gravity" hazard that gives, I dunno, 50% hazard and 25% accessibility or something: +50%
-Irradiated if they're close to a star, especially if it's a violent one. Solar winds are no joke: +0/50%(In a perfect world, there would be a "Mild Radiation" hazard for 25%, but alas)
-Meteor Impacts for all of them: +50%
Even the safest stations should have at least 200%.
Writing this up made me wonder... Would it be hard to add an accessibility modifier to the settings? I know that dynamic hazard is undoable and I'll have to default to 200-250% or something, but it'd be cool if I could also simulate the "No Gravity" accessibility bonus.
Edit: Oh, also, would it be possible to have separate options for the hazard rating setting and cramped quarters applying to non-player stations? I like the idea of giving cramped quarters to all stations at size 5 because it should keep them competitive while at the same time keeping places like Lost Astropolis from catching up to goddamn Chico in population, but applying the player's hazard rating to them makes many stations just stop growing completely. They already suffer the 0.5x growth penalty, so I feel like adding the hazard rating on top of that is too much.
With regard to station hazard rating, I disagree with most of your points. First, stations in Starsector appear to be designed to rotate in such a way that they will have artificial gravity throughout much of the station. This will eliminate any hazard that results from low gravity. Second, the entire station is a controlled habitat so colonists are never exposed to cold, darkness, meteors or radiation (as long as the power stays on and the hull remains intact, etc.) However, I did create the option to adjust hazard because I know many players disagree with my analysisSorry, I wasn't thinking in terms of what dangers the colonists are exposed to, but in terms of one of the ways Starsector hazard actually manifests as — upkeep.
A "no gravity" accessibility bonus for stations is a good idea. It would probably be very easy to implement too. I'll add an option for this in the settings file. Notably accessibility increases population growth, which can help counteract any hazard increases.Cool. Looking forward to it.
I don't think adding the option to differentiate between player and non-player stations regarding global hazard and "cramped quarters" settings is a good idea. It would be complex to code and test, and I think it might be difficult for most players to understand what exactly the options do if they're not already very familiar with Starsector mechanics. If the settings file has too many esoteric options, newer players will take one look at it and decide not to bother.That's a shame, but I understand.
Picture here.(https://i.imgur.com/uxvCqTY.png?1)[close]
This is Aka Mainyu in the Duzahk system. An astropolis, builded around, periodically dives into a corona, almost touching a photosphere. I doubt, it is possible to achieve a stable orbit with that radius if so close to a incomparably larger star.
Suggestion is or decrease an astropolis orbit radius if close to a larger object, or disallow building an astropolis in such conditions. Alternatively, both can be applied exclusively to Aka Mainyu, as it is looks like the only object, having that issue in the core worlds, and I have never seen similar generated in the outer systems. Lots of players colonizing the Duzahk, so it can be useful.
UPD: I was little bit wrong. Actually, I haven't check. Magec and Tyle systems have similar gas giants.
That's nothing, make them all at least level 8 and then i might feel mildly amused.I was curious, what if I build all three astropolises and a siphon, and then construct a "High command" on all of the five marcets?(https://i.imgur.com/K5nXKBj.png?1)[close]
i dont seem to see any mention of it but playing through the game i think vayra's sector adds a station in the warp that has an agricultural section added as a feature/modifier. it increases that costs of running a farm increasing heavy machinery costs and adding organic material costs but allows for farming on the station. is there any plans for hydroponics or other farming activities on stations?
You are welcome!
Small question: what is the ore/transplutonics deposits mechanic for a mining station? Or is it stable at a moderate level?
Also, it is looks like player is able to sell the "mining" industry in a mining stations and siphons to clear a slot for another structure. That conversion makes them equal to astropolis, regardless is it a bug or a feature.
Like that?(https://i.imgur.com/1eSYiGE.png?1)[close]
There are only 4 "High command" as no siphon. Sometimes it is 15 FPS, usually 20-30. But no melting.
The one thing i don't do, that i just noticed on your screenshot, is build planetary shield, because i like to retain the original color of my planets, even if it's a detriment to my ground defense score.
QuoteThe one thing i don't do, that i just noticed on your screenshot, is build planetary shield, because i like to retain the original color of my planets, even if it's a detriment to my ground defense score.
Someone should make a "Transparent planetary shield" mod.
Any chance of extending the mod slightly and letting us construct our own Nav Buoys, Comm Stations and Sensor Arrays? It's completely nonsensical that we cannot build our own orbiting around planets. Just add upkeep costs to them or something since they're not in those SUPER RARE AND ELUSIVE STABLE LOCATIONS and it makes perfect sense.
QuoteThe one thing i don't do, that i just noticed on your screenshot, is build planetary shield, because i like to retain the original color of my planets, even if it's a detriment to my ground defense score.
Someone should make a "Transparent planetary shield" mod.
Lets get back to a topic. Maybe there is a chance to combine this mod with terraforming one?They are already connected by a "drone control nexus".I am talking about a terraforming platform, like the one orbiting Asharu. Not sure how it can work, but it won't brake a lore.
I don't think this is a good idea because it infringes on the stable location mechanic and would be confusing for players. It would have to be a non-default setting, and it would take too much time to develop to be worth the effort.
I don't think this is a good idea because it infringes on the stable location mechanic and would be confusing for players. It would have to be a non-default setting, and it would take too much time to develop to be worth the effort.
How so? Given the point of your terraforming mod (which I also love and can't imagine colonizing without anymore) it would be in lieu of the same function: that is giving the player tools to improve a solar system's condition which was determined inferior by poor RNG.
If given proper building and upkeep costs (explained by building them outside of stable locations) it seems to be a fair and balanced addition.
If you think it conflicts with stable locations in a system then how about alternatively allowing us to "make" up to 3 of our own stable locations on a system that doesn't have them?
I know it's possible with console codes... but that' crossing the line between modding and cheating, isn't it?
just a question has there been any reports that link with the player station construction mod interfering with Tahlan's Shipworks Legio Siege stations (being indestructible) since the information I'm getting on Discord is highly confusing
assuming I'm already on the development build of Tahlan shipworks which should "fix" all of those issues
Bug report. Penelope star system. Location called "Penelope L5 asteroids".Spoiler(https://i.imgur.com/ndCjgfR.png?1)[close]
This Lagrange point contains "Stable location", where makeshift nav buoy was build. I though it is funny to place mining station close to it, on the edge of a same asteroid field. Instead it was build in a middle, right where buoy is.
Is that because mining station always constructed in a center of a Lagrange point asteroid field? If so, there should be even bigger problem, as sometimes other objects like jump points and planets placed there.
P.S. Why would mining station be smaller, than nav buoy?
Negative growth can't reduce the size of a colony, so it doesn't particularly matter. Population progress towards the next size will get down to 0% and then stop.
I've been bugged by the smol station sprites as well. Astropoli are HUGE in comparison on the map, but practically they reach the same size/population. I think it would be safe to simply replace the mining station sprite with the astropolis one. The difference is purely aesthetic though. Perhaps a skilled artist could contribute original and separate sprites for ore and gas stations, as well as astropoli...
If you want to make it bigger anyway, you can edit the custom_entities.json to increase the size.
QuoteIf you want to make it bigger anyway, you can edit the custom_entities.json to increase the size.
(https://i.imgur.com/wpGBETh.png)
Yup. We need an artist here. No chance to squeeze some potential from a current texture. Too bad I am not an artist and does not know any. :'(
UPD. I might be not an artist, but I am a thief.Spoiler(https://i.imgur.com/8iYanyK.png)[close]Stolen(https://i.imgur.com/ZattotN.png)
(https://i.imgur.com/ayElR0x.png)
(https://i.imgur.com/s0v3H9u.png)
(https://i.imgur.com/kzlx5of.png)[close]
Oh, dude, there are more and more visual problems with stations. For example, here is "Astropolis beta large". It is dark by itself and looks awful if oriented that way to the sun because of shadow.Spoiler(https://i.imgur.com/jPDeUIP.png)[close]
Second picture is "renderShadow":false". IMO - it's even worse.
Third picture - is how, I think, it should be looking. Unfortunately it's a photoshop, not modding. I can make a "lights" layer for a texture, but it is impossible to me force game to use it.Spoiler(https://i.imgur.com/Z8XLb3z.png)[close]
No moon, no other planet. Nothing...
I really don't know if this mod is causing crashes but the first time I enabled it I experienced massive amounts of crashes, second time I enabled it mid-playthrough I started getting null error crashes afterwards, but I'm gonna have to take a guess and chalk it up to this mod. On my current save I crash whenever I try to travel in hyperspace now from Penelope's star through the core worlds.Spoiler181406 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
at java.util.ArrayList$Itr.next(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.despawn(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.spawnAndDespawn(RouteManager.java:598)
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.advance(RouteManager.java:572)
at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:126)
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]
ModlistSpoilerLightshow
Trailer Moments
Appro Light
Arsenal Expansion
Autosave
Boggled Terraforming
Captains Log
Cari's UI
Combat Chatter
Commissioned Crews
Common Radar
Console Commands
ED Shipyard
Gates Awakened
Grand Sector
HMI
Industrial Evolution
Interstellar Imperium
Kadur Remnant
LazyLib
Luddic Enhancement
MagicLib
Mayasuran Navy
More Officer Skills
Nex
Practice Targets
Resist Inspections
Rose Bounty
Ruthless Sector
Sanguinary Anarchist Defectors
Scy
Secrets of the Frontier
Seeker
Shadowyards
Ship/Weapon pack
SkilledUp
SpeedUp
this mod
Tahlan
Underworld
Unknown Skies
Upgraded Rotary Weapons
Vayra's Sector
Vayra's Ship Pack
Weapons Group Controls
ZZ Audio Plus
ZZ Graphicslib[close]
No moon, no other planet. Nothing...
Please post a zoomed-out screenshot of the area around the planet, as well as a screenshot of the system map.
Oh... Probably boggled already implement that... Fast.
Yup! It's in a changelog!
Your planet is too close to a star, I guess. Astropoli will dive into corona if built. You are probably choose a wrong system to colonize, sorry.
Stations, siphons, stellar mirrors and etc. do not interfere with astropoli. Had to be told.
P.S. I probably need that "version checker", everyone is talking about.
It looks like you're not using player station construction - you only have Boggled's Terraforming Mod as far as my mods go.
Based on that stack trace, I think you're getting that crash because something is iterating through fleets on the campaign layer and removing/despawning one while the iteration is still in progress. None of my mods interact with fleets on the campaign layer or their routes/wayfinding, so I think it's unlikely my mods are the culprit.
I know you indicated that you get the crash when you enable my mod(s). Is the crash reproducible in the same conditions every time, or is it only intermittent? Have you tried starting a new game with only my mod(s) enabled to see if the crash happens right away when you enter hyperspace? Are you using any non-default settings in any of my mods?
It looks like you're not using player station construction - you only have Boggled's Terraforming Mod as far as my mods go.
Based on that stack trace, I think you're getting that crash because something is iterating through fleets on the campaign layer and removing/despawning one while the iteration is still in progress. None of my mods interact with fleets on the campaign layer or their routes/wayfinding, so I think it's unlikely my mods are the culprit.
I know you indicated that you get the crash when you enable my mod(s). Is the crash reproducible in the same conditions every time, or is it only intermittent? Have you tried starting a new game with only my mod(s) enabled to see if the crash happens right away when you enter hyperspace? Are you using any non-default settings in any of my mods?
I am, in the list I just called it "this mod". That said - I agree. I didn't think the error was anything related to your mod just reading the log.You never know, code is funny that way. Change a few completely (seemingly)unrelated things and suddenly stuff starts to break.
It is reproducible. I jump to hyperspace, and probability of crash happening every second approaches 100% the closer to center of the core I go(like Prism freeport) and/or how long I have been in hyperspace. Takes anywhere from 10-50 seconds.
Maybe could be something related to how progressed the game since the beginning of the playthrough. That save about 8 hours prior where I made a new save before adding this mod hadn't crashed once. Another mod could not be playing nice with yours, who knows.
Known issues:Does this bug still exist? I like the idea of this mod but I don't trust myself enough
-If the player does not open the colony management screen very soon after creating a new market, there will be a bug related to population growth. I have no idea what causes this, but my workaround is to open the colony management screen as soon as the market is created to avoid it.
Does this bug still exist?
I was trying to recolonize the abandoned siphon station in Yma, near the Chupi Orco gas giant, and it crashed me to desktop every time. Could you check this out, Boggle? Many thanks for the great mod.
Mod list:Spoiler{"enabledMods": [
"ApproLight",
"raccoonarms",
"blackrock_driveyards",
"Boggled Terraforming",
"CAS",
"CombatAnalytics",
"chatter",
"timid_commissioned_hull_mods",
"lw_radar",
"lw_console",
"istl_dam",
"diableavionics",
"DisassembleReassemble",
"edshipyard",
"sun_fuel_siphoning",
"gates_awakened",
"HMI",
"hullmod_expansion",
"deconomics",
"kadur_remnant",
"lw_lazylib",
"leadingPip",
"MagicLib",
"missingships",
"Neutrino",
"nexerelin",
"ORA",
"SCY",
"shadow_ships",
"swp",
"bonomel_skilledup",
"speedUp",
"sun_starship_legends",
"Boggled Station Construction",
"Sylphon_RnD",
"tahlan",
"underworld",
"US",
"vayrasector",
"vayrashippack",
"vesperon",
"shaderLib",
"prv"
]}[close]
Error log:Spoiler233286 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at data.campaign.econ.abilities.Colonize_Abandoned_Station.activateImpl(Colonize_Abandoned_Station.java:134)
at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.activate(BaseDurationAbility.java:220)
at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.pressButton(BaseDurationAbility.java:187)
at com.fs.starfarer.ui.newui.E.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(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)[close]
Thanks manQuoteDoes this bug still exist?
Nope. I mean, it is still there, but you will never met it. Boggled add a script to open a colony management screen next moment after station built. So, all you need is close that menu and keep playing as nothing happen.
-Jumppoint-keeper station. Absolute analogue of gatekeeper station. In addition to control and defend an important zone it can do a lot of fun stuff, like decreasing (or even removing if all jump-points have their keeper) pirate activity penalty from the other markets in a sector in exchange of doubled effect to keepers. It can decrease LP interests for all the markets in a sector (as there are harder to smuggle) in exchange for increased interests to keepers. If all jumppoints have their station, all raids/expeditions (except AI inspection) has to be redirected to one of a keeper stations with increased strength. Jumpkeeper can have it's own unique military structure, that send additional patrols in hyperspace. Or another structure, making jumps into hyperspace free-in-fuel and small increasing in accessibility to system planets (not combined with gate effect, which is bigger). OR it can not to do any of this, it's just looks cool. That's it, actually. It looks cool. ;)
-Nebula siphon station. Basically the same to siphon, can be built in a nebula cloud, volatiles are always "spare", penalty to accessibility.
-Research stations. I have no idea what they can do, but it is a cool science stuff. More, if built in different places (magnetic field, corona, event horizon, in a pulsar system) it can do a different cool science stuff.
-Remnant nexus. Spawns player-faction ordos to patrol system. Requires enormous amount of AI cores to build. Market size is fixed to 3 (or even less). Why would someone need that? a) It's awesome. b) #&*@ the hegemony. That's why!
-Supercannon. Can satbomb planets in close systems (like 5 LY). Require a lot of fuel to maintain and has long (in month) refire delay. Can blind-bombard whole systems to clear them from pirate\LP\nexuses.
-Craftworld. Just "why not?" option.
-Cryosleeper beacon. Build one, go to a cryosleeper in another system, build a gate around cryosleeper and *puff*. Cryosleeper is in a beacon location.
Also there is no precedent in vanilla lore for this type of station to my knowledge.
A big part of Starsector gameplay is invading planets and fighting fleets. Obviating that with a superweapon might not be a good addition.
although planet sized stations are not present in vanilla Starsector lore.
A station focused on reverse engineering ships to bypass space Denuvo would be pretty cool, actually. It would be a good alternative for those who didn't have any luck with blueprints while exploring, but also didn't want to compromise their standing with the factions by raiding. Just go buy the ship you want to produce, sacrifice it to the researchers, and wait a few months/cycles until they give you the blueprint.-Research stations. I have no idea what they can do, but it is a cool science stuff. More, if built in different places (magnetic field, corona, event horizon, in a pulsar system) it can do a different cool science stuff.I like this idea. Right now there isn't a research mechanic in the game, but I will keep this in mind for later if something gets added where it would make sense to have research stations. Perhaps research stations could develop blueprints for certain things? It seems easier to just get the blueprints through raiding right now though.
A station focused on reverse engineering ships to bypass space Denuvo would be pretty cool, actually. It would be a good alternative for those who didn't have any luck with blueprints while exploring, but also didn't want to compromise their standing with the factions by raiding. Just go buy the ship you want to produce, sacrifice it to the researchers, and wait a few months/cycles until they give you the blueprint.-Research stations. I have no idea what they can do, but it is a cool science stuff. More, if built in different places (magnetic field, corona, event horizon, in a pulsar system) it can do a different cool science stuff.I like this idea. Right now there isn't a research mechanic in the game, but I will keep this in mind for later if something gets added where it would make sense to have research stations. Perhaps research stations could develop blueprints for certain things? It seems easier to just get the blueprints through raiding right now though.
Research stations in magnetic fields or event horizons would seem like good places to re-develop tech for non-makeshift comm relays, nav buoys, and sensor arrays.
And if you don't mind me bringing your terraforming mod into this... I always find it kinda strange that the player is able to build reflectors(Domain-era tech) right from the start. I think it would be cool if you only had makeshift shades/mirrors at first, but could then use research stations in coronas to develop upgrades for them, which would improve the planet's farmland and organics and maybe even add the mild climate condition. Though, I would understand if you want to avoid this level of integration between the two mods.
because they could actually be built using current day technology
Quotebecause they could actually be built using current day technology
No, they can't. Modern technologies can bring water/air to planets and even slowly move them to other orbits, if you ready to spent ridiculous amount of resources. But those solar reflectors/shades/mirrors are entirely magical. You see, solar light makes an effect called "radiation pressure". NOT a solar wind, which is the particles, you can negate by some king of forcefield. You can not stop radiation anyhow with modern tech. Oh, yes, it is too weak to blow them, even if they are luper-light nano-thing. But it's able to influence they orbits and orientation. Chaotic. Even if you have enough resources to maintain their position and replace damaged, you need a quantum computer larger than Earth to track all that objects, predict their orbits and interaction with celestial bodies, and inner interactions between mirrors, and then calculate correction has to be made to each, and made logistic routes to resupply used resources, and do it in real time. If there are no AI-supercomputer to control that, all that mirrors are no more than kessler-seeds.
I really like this mod 20/20 and i like to play starsector with random core worlds(nexerelin), and when playing with random core worlds enabled we need to disable the quests in mod settings but i cant find the disable option for the seed lobsters if you could fix that i would be much appreciated.
Oh dude, you better fix this fast. Terrible things may happen.
I was digging a loot in a high-danger system. It was a mining station, so i scavenged it. "Olympians" modspec looted. Worse thing - it is 0 OP and I can install it basically everywhere.
Is there a way to make the gate part work with Active Gates or Gates Awakened? so far i have been able to go from a gates awakened gate to a constructed one (and only one time thats it) but not back the other way and its kinda frustrating. i just want to make a gate and then use it from where i made it to go to the gate network i'm already using. other than that Loveing your mods! thanks!
Boggled your mods are so good and fulfill such a desired niche in my first game, I made an account just to acquire and praise them. Thank you.
Is there basic documentation for the effect of the siphon or mining station? The comprehensive 'manual' available for your Terraforming mod is great but there's nothing of the sort for the Station Construction :)
Boggled your mods are so good and fulfill such a desired niche in my first game, I made an account just to acquire and praise them. Thank you.
Is there basic documentation for the effect of the siphon or mining station? The comprehensive 'manual' available for your Terraforming mod is great but there's nothing of the sort for the Station Construction :)
Starsector players are probably much older and much more knowledgeable than you assume.
I think ill keep my olympian for now lol.....since most of what im fighting is bladebreakers, redacted and 9th....I need an edge.
[offtopic]Probably the Ninth Battlegroup from the Arsenal Expansion mod. They hate everyone, but don't do much and have some modified vanilla high-tech ships.
What is the 9th?
[/offtopic]
Just building Gates all over the place seems very OP. Could you possibly add a way to first disassemble existing gates and re-construct them in the system you want them.
Also, if you build a gate in a system with a cryo-sleeper. you can move the cryo-sleeper to another system with a gate.
I think Alex said he was going to be creating some quests/mechanics around cryosleepers that would be coming in the next version of Starsector. I don't want to step on his toes there. Besides, my mods already allow the player to build/improve many markets in almost any system where a cryosleeper is located.
Hey Boggled,
I just started to use your Terraforming Mod and it's great.
I've not yet used the player station mod, but had a few things I was thinking about.
Just building Gates all over the place seems very OP. Could you possibly add a way to first disassemble existing gates and re-construct them in the system you want them.
So that way there are a finite amount of gates.
Also, if you build a gate in a system with a cryo-sleeper. you can move the cryo-sleeper to another system with a gate.
Anyways, thanks for your great work!
I thought they were compatible, but perhaps something has broken since I implemented it. I'll look into this and fix it. Thanks.
So I got the message with Odysseus' hint. I never played the gate mod, but I knew the mods were now merged and figured all was working as intended. I decided to do the quest later, when I would actually start exploring the fringes or something, but then Odysseus started talking to me while I was surveying some random system close to the core, but light years away from Aeolus or Penelope's Star itself.
I have dozens of mods on, so it could be some other one responsible for this(Tyrador Safeguard Coalition comes to mind. They start with a colony on Telepylus in Penelope's Star system) but I thought I'd mention it. I started a new run and will report if it happens again.
Also, all this mod merging you're doing is making me think you're gunning for an index spot in the "Megamods" section. For what it's worth, I think the planned merger between this and the terraforming mods will be well-deserving of it.[offtopic]Probably the Ninth Battlegroup from the Arsenal Expansion mod. They hate everyone, but don't do much and have some modified vanilla high-tech ships.
What is the 9th?
[/offtopic]
In short, mining and siphon stations are full station markets just like the ones present in the vanilla Sector (like Port Tse Franchise Station and Thulian Raider Base). Mining stations have ore and rare ore resources for the mining industry, and siphon stations have volatiles resources equivalent to their host gas giant for the mining industry. The in-game tooltips should be pretty self explanatory about where they can be built - mining stations can be built in asteroid fields and belts, and each gas giant can host a single siphon station. Let me know if you have any specific questions I didn't answer. Thank you!
In short, mining and siphon stations are full station markets just like the ones present in the vanilla Sector (like Port Tse Franchise Station and Thulian Raider Base). Mining stations have ore and rare ore resources for the mining industry, and siphon stations have volatiles resources equivalent to their host gas giant for the mining industry. The in-game tooltips should be pretty self explanatory about where they can be built - mining stations can be built in asteroid fields and belts, and each gas giant can host a single siphon station. Let me know if you have any specific questions I didn't answer. Thank you!
I did mean specifics - what sort of richness an asteroid field would have in this case. I know the siphon is equal to the planet it orbits for volatiles. Additionally, what are the market size caps for all the various stations?
(I just started using your mod yesterday, before the gate add-in)
And here we go. Just transverse jumped into a random system, appeared next to a random barren rock, and Odysseus started hailing me from light years away.Image(https://i.gyazo.com/6fe585967e6661b14e4fb48a044fac7d.png)[close]
Here are the mods I have on:Left out mods I thought could never be the issue (music, portraits, ship packs, logistic/combat utilities, and industries).SpoilerAdjusted Sector
Anvil Industries
ARIA
Arsenal Expansion
Better Colonies
Blackrock
Your Station Construction(duh)
Your Terraforming
COPS
Dassault-Mikoyan
Diable
Lanestate Union
Fringe Defense Syndicate
Galaxy Tigers
GKsec
HMI
Hyperdrive
Interstellar Imperium
Junk Pirates
Kadur
Kingdom of Terra
Kipling Radiative
Legacy of Arkgneisis
Mayasuran Navy
Mayorate
Neutrino
Oculian Armada
ORA
Polaris
prv Starworks
Roider Union
SCY
Shadowyards
Sylphon
Tahlan
THI
Tyrador
Underworld
Vayra's stuff
Xhan Empire
Yuri Expedition[close]
If it's not Tyrador, then I have no idea what it could be. Adjusted Sector maybe?
191057 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.boggledTools.getPlanetTokenForQuest(boggledTools.java:1681)
at data.campaign.quests.boggledGateQuest.QuestEveryFrameScript.isDone(QuestEveryFrameScript.java:24)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.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)
is there really any advantage to Astropolis?
I just wanted to report that for some strange reason i can play this mod with 4.1.0 but not 4.2.0, 4.2.0 creates a crash.
the odd thing about it though is that it only seems to happen if i try to use the derelict empire setting in NexerelinCode191057 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.boggledTools.getPlanetTokenForQuest(boggledTools.java:1681)
at data.campaign.quests.boggledGateQuest.QuestEveryFrameScript.isDone(QuestEveryFrameScript.java:24)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.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)
UPDATE: just tried disabling the quest as mentioned earlier in the thread and it did not help.
I just wanted to report that for some strange reason i can play this mod with 4.1.0 but not 4.2.0, 4.2.0 creates a crash.
the odd thing about it though is that it only seems to happen if i try to use the derelict empire setting in NexerelinCode191057 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.boggledTools.getPlanetTokenForQuest(boggledTools.java:1681)
at data.campaign.quests.boggledGateQuest.QuestEveryFrameScript.isDone(QuestEveryFrameScript.java:24)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.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)
UPDATE: just tried disabling the quest as mentioned earlier in the thread and it did not help.
I think I know what caused this crash and I've released a patch to resolve it. Please let me know if the problem persists. Sorry and thank you for your patience!
DEA procurement(https://i.imgur.com/6ZTHZlx.png)[close]
Have not updated mod yet (currently 4.2.0) so not sure if in 4.2.2 still are. Is it intended to be, or bug?
If you mentioned Luddics, should not it be illegal commodity? Is it legal now?
Damn new run! >:(
EDIT: They are not.
Tried to add them as illegal commodity to luddic_church.faction, but it does not worked. Probably my hands grows from unproper place.
P.S. God bless console commands.
Drunken suggestion(https://i.imgur.com/LwHx5xc.png)[close]
I'm not sure what purpose it could serve from a gameplay perspective.
clicking on it might be wonky because it's donut-shaped around the planet.
I don't think I have a good sprite for it.
A massive artificial ring orbiting the planet below allowing for high speed transportation of goods and resources to and from the planet via the use of multiple skyhooks and maglev trains across its vast surface.As for my take, I would honestly welcome the ability to build them on my own worlds. I understand that they're not in the lore, but they're damn cool, and when you think about it, orbital rings are just exaggerated orbital stations.
Tyrador Safety Coalition mention.
I thought they were compatible, but perhaps something has broken since I implemented it. I'll look into this and fix it. Thanks.
All 3 mods don't crash the game when used togeather so thats nice but not what im after. after testing by makeing a new game constructing a astral gate then activateing a gate with the active gates by toast the gates do not work togeather as in no travel between them i think it has to do with how each system is implemented to use active gates you have to interact with said gate and then choose a destination from the menu that comes up and the astral gates do not get listed on this menu witch is what i am after... the astral gate system where you use the ability bar to select a gate dose not show the "activated" gates from active gates by toast in the rotation of gates that i can cycle through witch is also what i am after...
the gates awakened mod does allow one jump and only one jump from an activated gate to any one astral gate and never works again and cannot be cycled through to be selected via ability bar skills so a one way trip and only once witch is disappointing to say the least. so all in all yes the game runs but the gate systems don't seem to interact with astral gates yet and vice versa save that one time use of disappointment.
also when i interact with the astral gates there is no other gates even astral ones listed in the pop up menu i only get a leave option.
I'm pretty sure this is the mod I should be replying too, I found a bug.
If you build one of the storage stations (Outpost) (2,500/mo upkeep stocks with supplies and fuel) it pays the player faction a storage fee for stuff you store there, the player pays nothing but if the storage fee would have payed more then 2,500 the station actually makes you money.
If you had separately installed Player Gate Construction or Boggled's Terraforming Mod, this is NOT backwards compatible with saves that already have Player Gate Construction or Boggled's Terraforming Mod in them.
Awesome update man! Cheers!
EDIT: if i fail the lobster quest, can i replay it again?
QuoteIf you had separately installed Player Gate Construction or Boggled's Terraforming Mod, this is NOT backwards compatible with saves that already have Player Gate Construction or Boggled's Terraforming Mod in them.Spoiler(https://66.media.tumblr.com/f4f8f216e4ad66c49dfa36a2d8b6fd87/tumblr_mg3552iZfr1rk63tmo1_400.gif)[close]
Well, I knew it will happen. No one to blame except myself.
10909521 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerExceptionIn case it matters, it was an arid world I set to become terran.
java.lang.NullPointerException
at data.campaign.econ.industries.Terraforming_Platform.getTerraformingProgressPoin ts(Terraforming_Platform.java:73)
at data.campaign.econ.boggledTools.getTotalTerraformingPoints(boggledTools.java:1778)
at data.campaign.econ.conditions.Terraforming_Manager.advance(Terraforming_Manager.java:68)
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)
My game crashes when I'm in the campaign layer while the Terraforming Platform is being built. Problem with the daily Terraforming Point tick?Quote10909521 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerExceptionIn case it matters, it was an arid world I set to become terran.
java.lang.NullPointerException
at data.campaign.econ.industries.Terraforming_Platform.getTerraformingProgressPoin ts(Terraforming_Platform.java:73)
at data.campaign.econ.boggledTools.getTotalTerraformingPoints(boggledTools.java:1778)
at data.campaign.econ.conditions.Terraforming_Manager.advance(Terraforming_Manager.java:68)
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)
So I started a new game because the latest Industrial Evolution update is a save-breaker and, well...Honestly, until someone else shows up with this bug, I think it's fair to just assume it's a problem on my end.It happened again(https://i.gyazo.com/a021bd94df9df1d54a897e5b04620a11.png)[close]
Well, that's good to know.
Also, I just noticed that you get 10 units of Volatiles when you salvage Domain-era stable position objects.
You should add 20 Volatiles as a requirement for building them, too.
CTD upon game startup with this mod on.
I was using your mod and got Odysseus contacting you from the clouds of Aeolus just after salvaging an Equipment Cache
if it matters, said cache was in a blue giant named Astarte.
I don't know how image posting works but I do have a .png of it
Well,sir,may I ask for your permission to translate this mod into Chinese and update it to Chinese starsector forums?Here are their addresses: https://www.fossic.org/ (https://www.fossic.org/),https://tieba.baidu.com/f?kw=%E8%BF%9C%E8%A1%8C%E6%98%9F%E5%8F%B7&ie=utf-8 (https://tieba.baidu.com/f?kw=%E8%BF%9C%E8%A1%8C%E6%98%9F%E5%8F%B7&ie=utf-8) .Your mod is really a great improvement to starsector gameplay,but I only find the past versions of your mod,which are still seperated into 3 mods,so I really want to translate the new version and put it on the forums.Thank you!
And by the way,I do have a few parts in your mod that I'm not sure of the texts' meaning.The most tricky one is the word "Eisen Division",I refered to the dictionary but I didn't find it in English(oops),but I did find that it's "iron" in German.However,from the descriptions below,it sounds like sth like,well,a group of microorganisms?I'm really confused :P,so would you pls just explain its meaning.Thanks!
Wow,thanks,looking forward to your mod's next update ;DWell,sir,may I ask for your permission to translate this mod into Chinese and update it to Chinese starsector forums?Here are their addresses: https://www.fossic.org/ (https://www.fossic.org/),https://tieba.baidu.com/f?kw=%E8%BF%9C%E8%A1%8C%E6%98%9F%E5%8F%B7&ie=utf-8 (https://tieba.baidu.com/f?kw=%E8%BF%9C%E8%A1%8C%E6%98%9F%E5%8F%B7&ie=utf-8) .Your mod is really a great improvement to starsector gameplay,but I only find the past versions of your mod,which are still seperated into 3 mods,so I really want to translate the new version and put it on the forums.Thank you!
You have my permission. Thank you!And by the way,I do have a few parts in your mod that I'm not sure of the texts' meaning.The most tricky one is the word "Eisen Division",I refered to the dictionary but I didn't find it in English(oops),but I did find that it's "iron" in German.However,from the descriptions below,it sounds like sth like,well,a group of microorganisms?I'm really confused :P,so would you pls just explain its meaning.Thanks!
"Eisen" is the name of a person. It is almost an anagram for "nisei", which means "second generation" in Japanese. You could translate "Eisen Division" as "Second Generation Company" or "New Generation Laboratory". I hope this helps. Thanks.
I just terraformed a toxic planet into a desert planet and it didn't get the "Habitable" condition, which I'm pretty sure all naturally-occurring desert planets have.
Did you make it like that so that people don't take advantage of the Terraforming Point reduction and basically take shortcuts while terraforming(which is exactly what I was intending to do, not gonna lie) or am I wrong about desert planets? I know that barren-desert planets aren't habitable, but I could've sworn that all desert planets are.
Hey boggled, for some reason Penelope's secret quest is bugged not sure why
Crash report: Crashed exiting to campaign space view after transferring market to another faction (YRXP- Caparice Trading Co.)
13857683 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at data.campaign.econ.boggledTools.getTargetGateToken(boggledTools.java:574)
at data.campaign.econ.abilities.Boggled_Select_Next_Gate.createTooltip(Boggled_Select_Next_Gate.java:222)
at com.fs.starfarer.ui.newui.E$3.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.E.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.V.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(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)
Also another bug I noticed: when I built 2 astral gates, 1 did not show up in the choosing gate to teleport to option.
I built an Astral gate at Beta Dirac, and another at Lethia, but only the one from Lethia registers. Also the one built at Lethia took an in-ordinary amount of time to be built (around 20 seconds). Then I built another Gate at Sola, which appeared completely normal but can only linked to Lethia Gate and not Beta Dirac Gate. Then it crashed after I transferred it to YRXP faction.
It is intended that the desert transformation does not have the habitable condition. If it's true that all desert planets have habitable, I will have to change this.I just ran the SurveyAll command on my game. I play with a slightly customized Adjusted Sector mod, so I got a good sample size of ~50 desert planets.
It is intended that the desert transformation does not have the habitable condition. If it's true that all desert planets have habitable, I will have to change this.
locking certain terraforming projects behind Stellar Reflectors
I love the mod and I prefer the new Terraforming system to the old one. That being said, I just finished terraforming a Cryovolcanic world with Abundant Volatiles into a Water world. In the process, the planet gained some Organics, which is nice. Unfortunately, it also LOST all of it's Volatiles, which means I've just lost a large chunk of my income. Is getting rid of planetary resources intentional, or a bug? If it is intentional, I think some kind of warning when selecting the terraforming project would be necessary to prevent something like this happening.
If you build a stellar array and later sell it, you are unable to rebuild the stellar array at said colony as it is still 'present' (physically in the overworld, but not in the colony screen) despite it providing no benefits, thus rendering you unable to rebuild that terraforming project on that planet forever.
So, I'm loving the new terraforming system, but I have two little problems with it.
1. The Stellar Reflectors seem somewhat useless now.
With how cheap they are to build and maintain, Terraforming Platforms are like the pauper's choice for terraforming, while Eisen Divisions and Atmosphere Processors are obviously late-game structures meant for the true terraforming magnates who have a bunch of cores and nanoforges lying around. Ismara's Slings are situational, but they can also be really valuable in systems with lots of terraforming going on. Stellar Reflectors, on the other hand, seem too expensive to maintain to appeal to the new colonizer and too ineffective to be useful to the veteran. They do remove Poor Light, bring in more points than Terraforming Platforms, and don't require stations to build, but you were going to build stations anyway, and the slight edge the Reflectors have in point production doesn't really justify their construction on any planet that doesn't have Poor Light.
2. There's not enough incentive to pick worlds that aren't water or terran.
The only thing the less-optimal planets have is that they require less terraforming points, which, if you ask me, doesn't really justify their production over that of temperate paradises which can be further improved with Mild Climate. They take longer, sure, but it's not like the players won't have anything else to do while they wait, and even if they did decide to go for a jungle or tundra world, they would seem like just another step towards terran or water — never the final stop.
I'm not sure if this is feasible, but I think a good solution to both of these would be locking certain terraforming projects behind Stellar Reflectors depending on where the planets are in the system. E.G. A planet that's basically kissing its star should only be terraformable into desert or jungle until it has Stellar Shades installed, while a freezing planet on the outer end of the system should only be allowed to become tundra or frozen until it has Stellar Mirrors. The reflectors would unlock the other types and ideally, they would have to stay up for the planet to be able to continue being the type it originally couldn't.
This would make Stellar Reflectors a lot more useful, while at the same time, the upkeep and building slot requirement would incentivize creating tundra or jungle worlds over terran or water. It would also make the "Goldilocks Zone" system that Starsector seems to have feel more consequential, because with this set-up, the planets located there wouldn't need any reflectors to become anything, making them more precious, just as they would be in real life and Starsector's lore.
I don't want to start introducing building requirements for certain terraforming projects. Although it makes sense from a realism standpoint, one of the most heavily criticized elements of my pre-rework terraforming mod was the need for Ismara's Sling/Drone Nexus to terraform desert planets. Most players didn't like that mechanic, and therefore I'm very hesitant to bring it back.I think what bothered people the most was the general confusion and the hard limitations.
I agree with your point that there's not much reason to make anything other than water or terran planets. I'm likely going to need to rebalance some of the resources that the terraformed planets have to justify making jungle and tundra worlds in some scenarios. If you have any ideas on specifically what balance changes I should make, please share!Right now, all I can think of is guaranteeing plentiful organics on jungle worlds and trace volatiles on tundra worlds. "Trace volatiles" might not seem like much, but combined with the presence of organics(which tundra worlds always have) and both kinds of metals, you can develop a very profitable mining colony. And yes, I checked the survey list again and confirmed that they can have it naturally.
#Setting this to true will completely disable any terraforming content
"boggledTerraformingContentEnabled":true,
OK, now I'm confused. First line says that setting the second line to true disables all content, but the second line is saying that if I want it enabled then I have to set it to true.Spoiler(https://scifanatic-wpengine.netdna-ssl.com/wp-content/uploads/2017/09/tos-norman.png)[close]
I don't want to start introducing building requirements for certain terraforming projects. Although it makes sense from a realism standpoint, one of the most heavily criticized elements of my pre-rework terraforming mod was the need for Ismara's Sling/Drone Nexus to terraform desert planets. Most players didn't like that mechanic, and therefore I'm very hesitant to bring it back.I think what bothered people the most was the general confusion and the hard limitations.
Before this update, you could only terraform water-ice, toxic, tundra, and desert planets that had water-ice neighbors or stations from your other mod. That actually excluded a significant amount of planets, especially in younger constellations/systems.
With the mod having become so streamlined and open(I mean, even barren worlds are fair game now,) I think people would be willing to accept a soft restriction or two. "Soft" is the key word here. If someone wants to make a frozen world bathing in the corona of a blue hypergiant, I say let 'em. Just have them set up some shades first. Surely that's not unreasonable?I agree with your point that there's not much reason to make anything other than water or terran planets. I'm likely going to need to rebalance some of the resources that the terraformed planets have to justify making jungle and tundra worlds in some scenarios. If you have any ideas on specifically what balance changes I should make, please share!Right now, all I can think of is guaranteeing plentiful organics on jungle worlds and trace volatiles on tundra worlds. "Trace volatiles" might not seem like much, but combined with the presence of organics(which tundra worlds always have) and both kinds of metals, you can develop a very profitable mining colony. And yes, I checked the survey list again and confirmed that they can have it naturally.
I also noticed that jungle and tundra worlds can spawn with Mild Climate, too, so opening the Mild Climate terraforming option to them is another good way to make them more appealing.
Suggestion: do not "set" volatiles when terraform to terran, calculate them instead. Like -1 or -2 to previous value. So if it was "abundant" - some will remain, if it was "spare" - it just disappear.
EDIT:
Can confirm terran worlds sometimes generated with volatiles, but never seen more than -1.Spoiler(https://i.imgur.com/lYDmsbP.png)[close]
EDIT2:
Alternative suggestion: increase organics based on a volatiles loss amount, so if players lose -2 in volitive, he get +2 in organics.
Heyo, just popping in to thank you for this amazing enhancement to the game.
Okay, that's actually a lie(why I'm here, the mod is still great), I came because I just finished my first terraforming project. Which shockingly yeeted my planet of resources. Which *would* have been nice to know ahead of time...
So, is there any chance we could get a table of changes made with each terraforming project? Because I'm fine terraforming things into something other than a Terran world if I actually know what I would be getting with each option.
Edit:A bug report(?) I have an AI Core trainer up with an Alpha Core on it. So far in the last 20 months it has been operational I made 13 Gamma Cores and 7 Beta Cores. I have yet to proc another Alpha Core or Nothing.Negate that, as I say that an Alpha Core procs...
Thank you for responding to my last post. I understand that changing the resources on the planet when it changes type makes sense. After all, I've never seen Volatiles on a Water world, just like I've never seen Organics on a non-Habitable world (with the exception of pre-made worlds like Salamanca).
I decided to use the new Water world from my last post as a new source of food since it can do that now, but when I went to build the "Aquaculture" industry, if didn't find it. Instead, "Farming" is listed. While "Farming" and "Aquaculture" are mechanically the same (though building "Farming" is a lot cheaper than building "Aquaculture"), this is still a little strange. Is this a bug? Would it be possible to make it so, in the future, planets terraformed into Water worlds have "Aquaculture" as an industry instead of "Farming"?
Edit: Well, this is interesting. When I ordered that "Farming" be built on the Water world, I paid the 75000 credit price for "Farming" and that's what appeared in the build queue. But when it started to BUILD the industry, I checked it again and found that the industry had changed to "Aquaculture" on it's own. Furthermore, when I tried canceling the construction, it refunded me as if I had paid the full price of "Aquaculture", meaning it refunded me 100000 credits (40% of the 250000 cost to build Aquaculture). This means I made a 25000 credit profit. I think I found an exploitable bug.
Vanilla bot colonies does not grow. At all. Some mods changes that, tho'.
Vanilla player colonies does not have limitation on size, but have growth penalty based on hazard rating, making insanely long to achieve large sizes whiteout growth buffs, like cryosleeper structures or "open market" status and huge growth investments. So, it is almost entirely implemented in vanilla. So it goes.
I can understand your suggestion, but doubt it is fit to this mod. It is rather idea for "better colonies" or Nex, or else.
Maybe you could just use your old saving,I just uninstlled the old version and replaced it with the new one,it worked,at least it didn't crash.bBut by the way,I don't have a colony,so I'm not sure whether it's completey OK.Just make sure that you've prepared a backup before you try.
I was wondering if you could add options for habitable planets to stop population growth from hazard levels, similar to stations, for example hazzard rating on 75% means that your/bot colony can grow to 9 level population, 100%to 8lv, 125% to 7lv, 150% to 6, 175% to 5, and higher than 200% can only grow to 4lv? (if somebody add simmilar idea sorry)
and one more thing as I update the mod,can I play the same save file or do i need to star new one ?
Maybe you could just use your old saving,I just uninstlled the old version and replaced it with the new one,it worked,at least it didn't crash.bBut by the way,I don't have a colony,so I'm not sure whether it's completey OK.Just make sure that you've prepared a backup before you try.
I was wondering if you could add options for habitable planets to stop population growth from hazard levels, similar to stations, for example hazzard rating on 75% means that your/bot colony can grow to 9 level population, 100%to 8lv, 125% to 7lv, 150% to 6, 175% to 5, and higher than 200% can only grow to 4lv? (if somebody add simmilar idea sorry)
and one more thing as I update the mod,can I play the same save file or do i need to star new one ?
Hi Boggled,
got this crash after I delivered the Astral to the hegenmony guy and saved in the penelope system:
(https://i.imgur.com/Zaz0ZZz.png)
I was wondering if you could add options for habitable planets to stop population growth from hazard levels, similar to stations, for example hazzard rating on 75% means that your/bot colony can grow to 9 level population, 100%to 8lv, 125% to 7lv, 150% to 6, 175% to 5, and higher than 200% can only grow to 4lv? (if somebody add simmilar idea sorry)
and one more thing as I update the mod,can I play the same save file or do i need to star new one ?
Hi Boggled,There is already a switch in the settings.json.You could try to search"boggledMaxNumMiningStationsPerSystem"in the document and change its number from 1 to up to 3.
Would it be alright to increase the mining station limit from 1 per system? If I have a system with multiple asteroid belts, or multiple asteroid clusters, it seem logical have multiple mining stations exploiting each resource rich areas.
Thanks
Nice, but will the terraforming platform will stay on colony menu? i mean, the DIY Terraforming, their structure will be gone after terraforming complete so it's doesn't show on colony menu, starsector still have problem with structure limitation because it's can show them properly via menu.
That is good to know!Nice, but will the terraforming platform will stay on colony menu? i mean, the DIY Terraforming, their structure will be gone after terraforming complete so it's doesn't show on colony menu, starsector still have problem with structure limitation because it's can show them properly via menu.
Once you are finished with terraforming on a given planet, you can remove all the terraforming structures to free up slots and save money. Terraforming does not revert if you remove the structures. I hope this helps!
That is good to know!Nice, but will the terraforming platform will stay on colony menu? i mean, the DIY Terraforming, their structure will be gone after terraforming complete so it's doesn't show on colony menu, starsector still have problem with structure limitation because it's can show them properly via menu.
Once you are finished with terraforming on a given planet, you can remove all the terraforming structures to free up slots and save money. Terraforming does not revert if you remove the structures. I hope this helps!
Amazing mod by the way, this feature was much needed.
Hi, fun mod! Can't tell if this was asked before:
i used the experimental "ApplyStationSettingsToAllStationsInSector" feature and it seems to be working great! I'm running 49 mods and all the stations i see have "cramped quarters" applied to them. One issue is that they haven't been expanded and are now losing population. Would it be possible to apply the "station expansion" feature to them to the population limit the stations are at when they spawn?
That is good to know!Nice, but will the terraforming platform will stay on colony menu? i mean, the DIY Terraforming, their structure will be gone after terraforming complete so it's doesn't show on colony menu, starsector still have problem with structure limitation because it's can show them properly via menu.
Once you are finished with terraforming on a given planet, you can remove all the terraforming structures to free up slots and save money. Terraforming does not revert if you remove the structures. I hope this helps!
Amazing mod by the way, this feature was much needed.
Thank you! I'm glad you're enjoying my mod!Hi, fun mod! Can't tell if this was asked before:
i used the experimental "ApplyStationSettingsToAllStationsInSector" feature and it seems to be working great! I'm running 49 mods and all the stations i see have "cramped quarters" applied to them. One issue is that they haven't been expanded and are now losing population. Would it be possible to apply the "station expansion" feature to them to the population limit the stations are at when they spawn?
I wasn't aware that a market could actually decrease in size. If the population growth progress bar reaches zero, does the station decrease to the next lower population size?
instead they're getting delivered to the Marketplace by mistake.
Hydroponics as a new Industry for the Stations ... non-terraformed planets without farming
Found a bug: Domain Artifacts are not being delivered to Storage. Instead they're getting delivered to the Marketplace by mistake.
You basically have to buy them back to get them into your inventory if you want to use them to build anything.
QuoteHydroponics as a new Industry for the Stations ... non-terraformed planets without farming
That is rather suggestion for a "industrial evolution" (https://fractalsoftworks.com/forum/index.php?topic=18011.0;topicseen) mod.
But I definitely agree there should be more station-orientated industries, like "drone control nexus". They kinda empty now.
Hydroponics might fit with this mod as it's not possible to gain control of station markets in vanilla and this mod and Nex are probably among the few ways the player can obtain a station. Is hydroponics implemented by any other relatively popular mods right now? If not, perhaps I will look into it.
QuoteHydroponics might fit with this mod as it's not possible to gain control of station markets in vanilla and this mod and Nex are probably among the few ways the player can obtain a station. Is hydroponics implemented by any other relatively popular mods right now? If not, perhaps I will look into it.Do you need MOAR stupid suggestions?(https://i.imgur.com/lea9Ryn.gif)[close]
What's your objection to hydroponics? What other ideas do you have for station-only industries?I don't think he's objecting it. Just asking if you're open to other, possibly questionable ideas he might have.
What's your objection to hydroponics?
What other ideas do you have for station-only industries?
QuoteWhat's your objection to hydroponics?
Currently - none.QuoteWhat other ideas do you have for station-only industries?
I can generate you half-infinity +1 suggestions, but most of them are... well... forget. Non radical ones:
1. Zero gravity chemical lab - produce organic, consuming food. Productivity is BAD (produce <colony size - 4> organics and consume <colony size - 1> food, can be improved by AI cores), but might be useful if player does not have planet with "organic" yet.
2. Custom ship assembling dock - produce income in credits based on a "ship quality". Consume large amount of ship hulls ( 8 ) and heavy armaments (6) . Do not make any income if demands not met. Grants -30% penalty to current colony fleetsize. Can not be built together with heavy machinery or orbital works. AI cores slight decrease fleetsize penalty (-25, -20, -15).
3. Space casino - unique astropolis industry. Produce raw income based on an "accessibility" value. Consume large amount of luxury goods (9), domestic goods ( 8 ), recreational drugs (7) and lobsters (2). Decreased income if not met. Slight bonus to population growth, -4 stability penalty, *0.5 ground defense decrease, adds -25% hazard rating condition. AI cores decrease demands, upkeep and increase profits.
4. Improved asteroid control center - unique mining station industry. Do not do anything without AI core. Gamma core slightly increase accessibility, Betta in addition increase productivity of any terraforming in system, Alpha adds +1 to ore and rare ore production in mining. Consume DEA (7) and heavy machinery (6). Does not give anything if not met. Pathers will hug you till the death. Really hight maintenance.
5. Expanded stratospheric infrastructure - unique siphon industry. Grants accessibility bonus to gas giant it orbiting (not siphon). Alpha AI core will add +1 to volatiles production in mining. Consume a lot of metal (10), transplutonics ( 8 ) and supplies (9). Costly in maintenance, but can be improved by AI cores.
6. Human waste disposal - consume crew, based on a market size and yeld -1 in harvested organs. Decrease accessibility, population grows and adds -25% hazard level condition. AI cores decrease penalties, but not remove. Industry slot.
7. Improved supply center consume DAE (5) and lobsters (3). Minor increase of fleetsize and ground defense to all player markets in system. Can not have more than one in a system. Does not provide bonuses if demands not met. AI cores decrease demand, upkeep, alpha adds +1 to stability to that markets. Industry slot.
8. Damn station shield - see the planetary shield.
9. Smart minefield - generate a large minefield cloud around station, that gives -3 speed penalty to any fleet hostile to owner. Friendly fleets are not affected. Consume 10 volatiles, 6 DEA and 8 heavy armaments. -25% accessibility penalty. AI cores increase size. Despite does not produce anything it is an industry.
There are more, but heresy.
I for one would love to see planet type exclusive industries like big game hunting on jungle worlds, perhaps something for Inimical Biosphere? water worlds? and leisure facilities in general with different perks and drawbacks. I could see leisure for the elites consuming greater resources or having special requirements while yielding political and economic benefits, and entertainment for the common folk influencing stability or pop growth. Expanding the depth of player pirates with an illicit "Sin industry" in the system would also be... interesting.
An idea I had was an industry that exports exotic wildlife from jungle planets for credits. If free port is enabled, there could be additional revenue from allowing people to hunt rare/endangered animals. This would be a reason for the player to use terraforming to create a jungle world, especially if that planet lacks good resources for other industries.
Right now, I'm contemplating implementing:
-Hydroponics
-"Sin industry"
-New version of Drone Control Nexus per #4
-Organ production industry
-Wildlife export industry
Thoughts?
Thoughts?
An idea I had was an industry that exports exotic wildlife from jungle planets for credits. If free port is enabled, there could be additional revenue from allowing people to hunt rare/endangered animals. This would be a reason for the player to use terraforming to create a jungle world, especially if that planet lacks good resources for other industries.I was going to mention that even after the resource update, terraformed jungle planets still seemed kinda worthless(especially compared to tundras, which are supposedly in the same tier).
-Organ production industryThis might clash with CK Industries' Biomass Processing, but that's not a popular mod.
Perhaps this may not be related to the mod. But with the Kletka Simulators Industry maybe it could be possible to add the option to make AI Cores Officers?
That way you could put use to some of the stockpile of AI Cores in your fleet. Getting reliable commanders. And maybe even your colony fleets will use AI Cores Officers?
Again might not be related to the mod. But would be interesting to see if it could be added and would make the Kletka Simulators even more valuable as they would provide High Skill Officers for your Fleets and Colony Fleets.
Also regarding the Domain Era Artifacts from the Domain Archeology Industry. Can you also get Domain Era Artifacts from vanilla Tech Mining?
An idea I had was an industry that exports exotic wildlife from jungle planets for credits. If free port is enabled, there could be additional revenue from allowing people to hunt rare/endangered animals. This would be a reason for the player to use terraforming to create a jungle world, especially if that planet lacks good resources for other industries.I was going to mention that even after the resource update, terraformed jungle planets still seemed kinda worthless(especially compared to tundras, which are supposedly in the same tier).
I considered suggesting switching their "Abundant Organics" with the "Plentiful Organics" of terraformed terran planets. Organics is essentially petroleum, which is basically dead organic matter subjected to immense heat and pressure, so it makes sense to me that a hot planet covered in sprawling forests would have more of it than a diverse, temperate world.
If that doesn't agree with you, then yeah, an exotic wildlife industry is a good way to incentivize creating jungle worlds.Quote-Organ production industryThis might clash with CK Industries' Biomass Processing, but that's not a popular mod.
The idea of organ cloning, however, has already been implemented by Shadowyards. Though, that adds "Cloned Organs" as a new commodity which, unlike the vanilla Harvested Organs we know and love, is useless outside of procurement contracts.
I'm not against the idea. Just thought I'd mention that in case you aren't aware.
There are bunch of really good suggestions, like "atiomic moonshine distillery", but each and any is required additional commodities to be added, which, I suppose, is not easy.
But adding an additional commodity is a half of a problem. Production is useless without consumption, and if it possible to add that to player modded buildings, I guess it is not possible to add that consumption to vanilla factions markets. And if so, there would be no market player able to use for export and gaining profits (or interact in other way).
Each time I think how to bypass that limitation, I clearly see it is not possible. My best try - proposition to add an additional structures to a random generated markets, like pirate bases, that will consume the resource. And that is a main reason why I mentioned moonshine - pirates most likely would be best consumers of that.
Dancing around existing commodities are difficult. Now I can understand why DEA was created.
Eridani-Utopia Terraforming Corporation custom faction mod
SpoilerConsidering this mod adds Terraforming and Station Construction.
I have been thinking about a new business that could come out of Terraforming planets. Colony Selling.
You could make a profit by colonizing a barren rock, terraforming it and then sell it to any of the other Factions.
Making Terraforming and Station Construction a Business on its own.
Would be a very interesting source of income with heavy investment but very big payoffs as well. Also you will be able to manipulate the Market by favoring Factions, etc.
I think it could be an interesting addition.[close]
I've heard it's quite random
Just a suggestion, but perhaps you could add a "realistic" and lore friendly terraforming option in the settings that you can enable to make specific types of teraforming impossible and others unable to be done unless you build terraforming buildings related to them.
For instance, if there was a world with the hot or cold modifier you would not be able to remove the condition by terraforming the planet unless you had stellar reflectors in orbit, and if the reflectors where removed the condition would return in short order as the surface would again be unprotected. Or if you wanted to make a world have a mild climate you would have to construct an atmospheric processor first, and likewise the atmosphere must be constantly processed to keep the mild conditions in effect. (maybe have it so the maintenance cost is drastically lowered if you have access to domain tech, to allow players to terraform worlds into low hazard conditions without nullifying the benefits by the massive 50k maintance costs, or perhaps have it so that the terraforming buildings have lowered maintainance costs as time goes on because the planets conditions become easier to modify as they settle down)
Also make it so that you cannot change a planets type by terraforming but still allow better conditions for farming/organics/volatiles via the terraforming option, like you just terraformed the planet into the same type normally. Perhaps make it require the use of an Eisen division because you need to engineer new strains of flora, fauna, and microbes to take hold on the planet and you would need labs to create such things, unlike the reflectors and processor however, once the new strains are developed you can shut the lab down as any new developments can be handled by local lower tech labs (ie. space termites get in the space corn, colonists develop space raid, this does not need an Eisen division)
Like I said this should be an option, not what the mod should be, this just feels more in line with the lore as taking a jungle planet and suddenly turning it into a water world or vise versa in a couple years just feels so wrong to me. This feels better as your not preforming centuries of work in a couple years, your just taking existing conditions and using the degraded but still advanced tech of the sector to improve upon them, not playing god by throwing comets into water and creating continents. (you can explain why it only takes a year or two to improve the farming/organics/volatiles condition by saying that the only areas effected are those within direct use of the colony, the world will be taken over by the new strains from the Eisen division in time but that is decades away.)
Or you can do what I do and just refuse to change planet types and require the specific industries before I allow terraforming to occur, then keep them around after it is done. That is easier to do and requires no programming lol.
I will admit however that it does make exploration much more necessary and keeps good planets rare, it just makes it so that your good planets can be made better and the edge is taken off the bad ones.
SpoilerConsidering this mod adds Terraforming and Station Construction.
I have been thinking about a new business that could come out of Terraforming planets. Colony Selling.
You could make a profit by colonizing a barren rock, terraforming it and then sell it to any of the other Factions.
Making Terraforming and Station Construction a Business on its own.
Would be a very interesting source of income with heavy investment but very big payoffs as well. Also you will be able to manipulate the Market by favoring Factions, etc.
I think it could be an interesting addition.[close]
First reaction: Heresy. That is rather Nex suggestion. Who will spent dozen of years terraforming planet to something decent and increasing it's size to just sell it afterwards???
Second reaction: Damn! That is a way to create/increase global market value to extra gain from export!!! And once you sell the planet (or rather whole system), you do need no worry about pirates and expeditions. Some faction loose too many markets via deciv? Here you go, restored military strength! All you need is not forgot to unequipp all AI cores/NF/ST from buildings and destroy some buildings, that increase accessibility not to create to strong market opponent. Or not. Sell the AI-spam colony to haegemony just for fun!
Not sure, if Boggled interested in implementing it here, tho'.
I've heard it's quite randomI've heard it isn't. ;D
should do the trick?
Quoteshould do the trick?Haven't tried, but yes, it should.
Wonderful. I've tried to edit the entites before but I was also changing the overlays as well. Which bugged it. Just switched the base sprites and it seems fine now. Shall see later today then how it will turn out.
QuoteWonderful. I've tried to edit the entites before but I was also changing the overlays as well. Which bugged it. Just switched the base sprites and it seems fine now. Shall see later today then how it will turn out.
Do you mean lights overlay? If yes, there would be a problem, as they are different for each sprite and not changing them would cause graphical issues.
Are hydroponics available for fuel siphons and asteroid mining bases, or are they just for astropoli?
Just curious. Not an issue if they aren't.
Yo was playing everything good. updated the mod to latest now it crashes. i think its to do with icons and graphics
Encountered a possible bug. After changing "boggledAstralGateQuestEnabled" to false in settings.json, in a new game I still received the Penelope Secret quest.
However, even prior to receiving the hyperspace notification, I already had the abilities unlocked as intended.
it does beyond the screen so i just cropped the main bit start idk what over way i could do it
https://www.dropbox.com/s/5ujtawuyr8yjfff/Screenshot%20from%202020-04-19%2023-05-59.png?dl=0
Encountered a possible bug. After changing "boggledAstralGateQuestEnabled" to false in settings.json, in a new game I still received the Penelope Secret quest.
However, even prior to receiving the hyperspace notification, I already had the abilities unlocked as intended.
{
"boggledHydroponicsEnabled":true,
"boggledCloningEnabled":true,
"boggledWildlifeExploitationEnabled":true,
"boggledStationCrampedQuartersEnabled":true,
"boggledStationCrampedQuartersPlayerCanPayToIncreaseStationSize":true,
}
1017191 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.boggledTools.getPlanetType(boggledTools.java:697)
at data.scripts.TerraformingControlPanelDialog.printCurrentTerraformingStatus(TerraformingControlPanelDialog.java:100)
at data.scripts.TerraformingControlPanelDialog.optionSelected(TerraformingControlPanelDialog.java:309)
at data.scripts.TerraformingControlPanelDialog.init(TerraformingControlPanelDialog.java:39)
at com.fs.starfarer.ui.newui.Objectsuper.??0000(Unknown Source)
at com.fs.starfarer.ui.newui.Objectsuper.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.Objectsuper.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source)
at data.campaign.econ.abilities.Terraforming_Control_Panel.activateImpl(Terraforming_Control_Panel.java:36)
at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.activate(BaseDurationAbility.java:220)
at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.pressButton(BaseDurationAbility.java:187)
at com.fs.starfarer.ui.newui.E.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?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)
I've probably should start a new thread for this question, but ask here maybe it's easier than I think.
You are doing updates frequently, and that is awesome. But each and every time I load a new version I have to manually change:
"boggledStationCrampedQuartersEnabled":true,
"boggledStationCrampedQuartersPlayerCanPayToIncreaseStationSize":true,
And now I possibly will add to this list:
"boggledHydroponicsEnabled":true,
"boggledCloningEnabled":true,
"boggledWildlifeExploitationEnabled":true,
And it is not possible just to copy corrected settings.json, as you expand it with almost each update (and that is also awesome. cos' customizing is highest goodness). The idea was to make external file with:Code{
"boggledHydroponicsEnabled":true,
"boggledCloningEnabled":true,
"boggledWildlifeExploitationEnabled":true,
"boggledStationCrampedQuartersEnabled":true,
"boggledStationCrampedQuartersPlayerCanPayToIncreaseStationSize":true,
}
But it is never works. Thoughts?
Asteroid Processing doesn't work. As I try to open terraforming panel for other colony in a system the game crashes with null.exception. It works fine with Atmosphere Processor on a colony though.Quote1017191 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.boggledTools.getPlanetType(boggledTools.java:697)
at data.scripts.TerraformingControlPanelDialog.printCurrentTerraformingStatus(TerraformingControlPanelDialog.java:100)
at data.scripts.TerraformingControlPanelDialog.optionSelected(TerraformingControlPanelDialog.java:309)
at data.scripts.TerraformingControlPanelDialog.init(TerraformingControlPanelDialog.java:39)
at com.fs.starfarer.ui.newui.Objectsuper.??0000(Unknown Source)
at com.fs.starfarer.ui.newui.Objectsuper.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.Objectsuper.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source)
at data.campaign.econ.abilities.Terraforming_Control_Panel.activateImpl(Terraforming_Control_Panel.java:36)
at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.activate(BaseDurationAbility.java:220)
at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.pressButton(BaseDurationAbility.java:187)
at com.fs.starfarer.ui.newui.E.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?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)
I think planets with the Darkness condition should at least be terraformable into frozen.
I found a cryosleeper in a nebula, and though I obviously don't expect to build a paradise system around it, it'd be nice to at least be able to clean up the radiation on the barren rocks there and give them an atmosphere.
2453393 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.abilities.Construct_Mining_Station.activateImpl(Construct_Mining_Station.java:83)
at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.activate(BaseDurationAbility.java:220)
at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.pressButton(BaseDurationAbility.java:187)
at com.fs.starfarer.ui.newui.E.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?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)
I've been wondering why Terran Planets don't generate a good number of Volatiles?Well,I dont't think that it's normal for an Earth-like planet to have too many volatiles.Just think about our planet.Volatiles in the Starsector mainly refers to gases such as ammonia,hydrogen and natural gas,can we get a LOT of these on our planet?So I believe that it's reasonable to reduce the ammount of volatiles on Terran worlds,or just have no volatiles.The Terran planets in this mod are already rich in farmland and organics,adding too many resources will certainly make it too "attractive" that makes the Tundra worlds and Frozen worlds seam useless.I believe that each planet type should have its own features that can make it unique and worth-forming,like Water worlds can help terraforming,Jungle worlds can make an extra profit.
If im not mistaken they generate -1 Volatiles. Shouldn't they at least have the average production of Volatiles?
Or is this how all Terran planets work in-game?
EDIT: Game crashed when I tried to build a mining station. Not sure if it's relevant, but it was an asteroid field in a nebula.
I've been wondering why Terran Planets don't generate a good number of Volatiles?
I've been wondering why Terran Planets don't generate a good number of Volatiles?
The vanilla procgen "rolls" the following approximate percentages for generated Terran (cat4) planets:
No volatiles - 90%
-1 volatiles - 9%
+/-0 volatiles - 1%
So the answer is, because they don't anywhere else in the game.
This is at least in part to make all planet types somewhat useful, and the conceit the game uses to "justify" this is that volatiles only really form in economicaly useful quantity on cold icy planets.
I'm afraid yes,the resources of the planet will be set to +2 farmland,+2 organics and -1 volatiles on any terraformed Terran planets.I've been wondering why Terran Planets don't generate a good number of Volatiles?
The vanilla procgen "rolls" the following approximate percentages for generated Terran (cat4) planets:
No volatiles - 90%
-1 volatiles - 9%
+/-0 volatiles - 1%
So the answer is, because they don't anywhere else in the game.
This is at least in part to make all planet types somewhat useful, and the conceit the game uses to "justify" this is that volatiles only really form in economicaly useful quantity on cold icy planets.
What if a Terraform an Icy World with abundant volatiles into a Terran World? Will i lose those Volatiles.
I know Ores don't change. Would be nice this applies to existing quantities of volatiles when you terraform
Right now this mod is feature complete barring any further meritorious suggestions for new content. There probably won't be any further changes to the settings file for a long time, so you can just keep your old settings file and overwrite the default one each time you update.
This is a pretty weird question and I'm sorry if its been asked before/has a solution/I've misunderstood something, but is there anyway to have the planets appearance not change when its terraformed? Or can that be made into a config setting somehow?
What is the purpose of terraforming then?
I disabled Domain-era artifacts but they still show up in Procurement missions, newest version for both mod and game on a new save.
I'm still getting the bug where domain artifacts are being delivered to the marketplace instead of storage.
Question: Is there any way to remove Extreme Weather? If not that's OK, I just want to make sure that I'm not missing something.
What is the purpose of terraforming then?
Habitability? I don't think the entire appearance of the planet need change to reflect some temperature changes for example, a solar shield won't make a desert less of a desert at least over night. I think keeping the appearance of a planet would be a nice config option, some of them have pretty unique looks.
[EDIT] Actually I wasn't clear enough here, I dont mean if you fully terraform it step by step just a few changes, but I suppose if you only put up a solar shield like in my example it wouldn't be enough to actually meet the requirement to change appearances so its kind of a moot point. Still think it would be a cool config option.
-2,500 terraforming points required on a planet that already has a frozen planet's "Extreme Cold" conditionOr if they're making a jungle/desert(hot) world:
-1,000 points for "Cold"
No bonus for no temperature conditions
+1,000 extra points required if the planet has "Hot"
+2,500 extra points for "Extreme Heat"
+1,000 for "Extreme Cold"A tundra world's sweet spot would be "Cold", while terran/water worlds would be easier to create in the temperate regions.
No bonus for "Cold"
-1,000 for temperate planets
-2,500 for planets that are already "Hot"
-1,000 for "Extreme Heat"
So, Boggled, I understand that you're averse to locking certain terraforming projects behind reflectors, but what would you say to adding bonuses or penalties to terraforming difficulty depending on how close the temperature of the base planet is to that of the target planet?
Say, if a player wants to make a frozen world, a planet that's already frozen cold would obviously be their best bet, so why not reward their reasonable decision-making with easier terraformation or penalize them when they're being absurd? For example:Quote-2,500 terraforming points required on a planet that already has a frozen planet's "Extreme Cold" conditionOr if they're making a jungle/desert(hot) world:
-1,000 points for "Cold"
No bonus for no temperature conditions
+1,000 extra points required if the planet has "Hot"
+2,500 extra points for "Extreme Heat"Quote+1,000 for "Extreme Cold"A tundra world's sweet spot would be "Cold", while terran/water worlds would be easier to create in the temperate regions.
No bonus for "Cold"
-1,000 for temperate planets
-2,500 for planets that are already "Hot"
-1,000 for "Extreme Heat"
You already have bad atmospheres(or lack of them) increasing the point requirements, and you have a bonus for same-type terraforming. Why not apply the same line of thinking to temperature, too?
I always think it is weird to construct giant complicated structures like mining stations or astral gate just with resources. Shouldn't it be specialized building equipment used? You never can make a simple chair with boards and nails available but no hummer. Today I noticed potential hummer are already exist in a vanilla!Spoiler(https://i.imgur.com/7Hv8ztN.png)[close]
That is a construction rig. It is not in game, but exist as an image in starsector-core\graphics\ships. There will not be a big problem to make it a real ship.
the initial temperature (by itself) wouldn't make much of a difference in terms of terraforming difficulty.I'm by no means an expert myself, but I'm fairly sure it would. Otherwise astronomers wouldn't be so infatuated with exoplanets located in their stars' habitable zones(like Kepler planets or TRAPPIST-1-e/f/g).
the initial temperature (by itself) wouldn't make much of a difference in terms of terraforming difficulty.I'm by no means an expert myself, but I'm fairly sure it would. Otherwise astronomers wouldn't be so infatuated with exoplanets located in their stars' habitable zones(like Kepler planets or TRAPPIST-1-e/f/g).
And logically thinking, you would have a harder time freezing the molten hellhole that is Venus than, say, Mars.
Heya! Just wanna say i'm loving the mod, been using it since the pre v5 rework! (though that boggled my old save)
Two quick question though,
-When removing the stellar mirrors from colony management, the array still exists in the sector without providing any further terraforming benefits (and the planet doesn't turn dark again). Is that intended? What happens if i build the array again?
-I can't seem to get the lobster quest for some reason, using nex and no random coreworlds. Neither orbiting Umbra for months nor going in and out of hyperspace could get the quest to pop up in the bar.
Heya! Just wanna say i'm loving the mod, been using it since the pre v5 rework! (though that boggled my old save)
Two quick question though,
-When removing the stellar mirrors from colony management, the array still exists in the sector without providing any further terraforming benefits (and the planet doesn't turn dark again). Is that intended? What happens if i build the array again?
-I can't seem to get the lobster quest for some reason, using nex and no random coreworlds. Neither orbiting Umbra for months nor going in and out of hyperspace could get the quest to pop up in the bar.
The stellar reflectors don't disappear but are purely visual once the structure is removed. If you rebuild the structure, they'll remain in orbit but more won't be added. This is done to explain the fact that "poor light" doesn't return if you scrap the structure.
Do you have the message on the seed lobsters ability that indicates your sector is modified and the quest can't be initiated?
Hey, I had the lobster quest appear in Umbra, but went to check my reputation in case there would be an impact, and it disappeared and won't come back :(
Heya! Just wanna say i'm loving the mod, been using it since the pre v5 rework! (though that boggled my old save)
Two quick question though,
-When removing the stellar mirrors from colony management, the array still exists in the sector without providing any further terraforming benefits (and the planet doesn't turn dark again). Is that intended? What happens if i build the array again?
-I can't seem to get the lobster quest for some reason, using nex and no random coreworlds. Neither orbiting Umbra for months nor going in and out of hyperspace could get the quest to pop up in the bar.
The stellar reflectors don't disappear but are purely visual once the structure is removed. If you rebuild the structure, they'll remain in orbit but more won't be added. This is done to explain the fact that "poor light" doesn't return if you scrap the structure.
Do you have the message on the seed lobsters ability that indicates your sector is modified and the quest can't be initiated?
I'm afraid not. It only says "you lack the techonology necessary to create new variations of the Voluntarian lobsters that can surivive on other planets" in orange text.
Hello, Similar problem to a crash brought up earlier:
When I get to the 'conquering the sector' resolution for Odysseus' quest (hand over the astral and say yes to being a figure head) my game crashes when the AI adds their ship to my fleet
java.lang.RuntimeException: Slot id [WS 015] not found on hull [conquest]
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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)
Declining to conquer the sector seems to work (haven't been able to try and build a gate, but the game doesn't crash on the dialogue resolving)
Otherwise loving the mod
This seems to be related to the Conquest from my quest, but I'm not sure why a certain weapon slot on the hull wouldn't exist and throw an exception. Are you using any mods that alter the Conquest hull in any way? If not, I'll take a deeper look into this and see what I can find.
Heya! Just wanna say i'm loving the mod, been using it since the pre v5 rework! (though that boggled my old save)
Two quick question though,
-When removing the stellar mirrors from colony management, the array still exists in the sector without providing any further terraforming benefits (and the planet doesn't turn dark again). Is that intended? What happens if i build the array again?
-I can't seem to get the lobster quest for some reason, using nex and no random coreworlds. Neither orbiting Umbra for months nor going in and out of hyperspace could get the quest to pop up in the bar.
The stellar reflectors don't disappear but are purely visual once the structure is removed. If you rebuild the structure, they'll remain in orbit but more won't be added. This is done to explain the fact that "poor light" doesn't return if you scrap the structure.
Do you have the message on the seed lobsters ability that indicates your sector is modified and the quest can't be initiated?
I'm afraid not. It only says "you lack the techonology necessary to create new variations of the Voluntarian lobsters that can surivive on other planets" in orange text.
Unlike Penelope's Secret, the lobster quest relies on Starsector's built-in mechanism for placing quests on a planet. It can be finicky about when the quest is populated - be sure to clear/resolve any other bar quests in Umbra as well as travel to other systems. When I was testing it myself I had to jump to hyperspace and back several times before it would show up. If you start a new game and immediately use console commands to travel to Umbra, does the quest populate?
Unfortunately it's almost impossible for me to identify why the quest wouldn't show up for a given player. There are too many variables to investigate, including other mods the player has installed, possible bugs in the vanilla bar quest population code, and Umbra potentially being conquered/decivilized while the quest was in the bar. Sorry!
Hello.
I do not seem to be getting accessibility boost when having the gate in my system. Can you tell me what I am doing wrong? I disabled the gatekeeper station. Does that affect that? Because it shouldn't as there are different multiplier for the gatekeeper as well as for the accessibility boost for the entire system.
Any tips?
Thanks
I think there is some issues with the download link. The github link always turns out be: raw.githubusercontent.com does not send any data (ERR_EMPTY_RESPONSE), at least for me.
I'm sorry, I am trying to play with your mod, but I cannot for the life of me find the terraform ability. Its not on my ability bar, where would it be?The abilities don't appear on the bar by default, so you'll have to add them.
Noticed something odd... I had a colony on a gas giant (temporary, it was just to facilitate building more stations around it) and it was cursed with extreme weather and very hot. Not that I minded, as I didn't plan on staying there forever (plan was to abandon once all three stations around the giant were finished), but I looked through the building list anyway. One of the options for was for a stellar reflector - the device that increases heat and light levels. But this planet already had the very hot penalty, so why would I want to make it even hotter? Even more perplexing is that the solar shade option was grayed out whilst the other stayed open for building - perplexing obviously because the solar shade would have been far more useful, had I any intention of making a permanent colony there.
Then I noticed this pattern repeated across three other colonies that all had the hot and very hot penalties - solar reflectors were on the table but solar shades were grayed out on all of them. None of these were volcanic worlds, by the way - all were barren types.
Is this a glitch? A bug? Intended? Did I miss something, some kind of hidden prerequisite for stellar shades?
5247420 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: data.campaign.econ.boggledTools.getPlanetTokenForQuest(Ljava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
java.lang.NoSuchMethodError: data.campaign.econ.boggledTools.getPlanetTokenForQuest(Ljava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
at data.campaign.econ.abilities.Construct_Astral_Gate.createTooltip(Construct_Astral_Gate.java:222)
at com.fs.starfarer.ui.newui.E$3.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.AbilityPickerDialog.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(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)
When I hover my mouse over the "Astral Gate Construction" skill button, the game crushed immediately.
The error log:Code5247420 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: data.campaign.econ.boggledTools.getPlanetTokenForQuest(Ljava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
java.lang.NoSuchMethodError: data.campaign.econ.boggledTools.getPlanetTokenForQuest(Ljava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
at data.campaign.econ.abilities.Construct_Astral_Gate.createTooltip(Construct_Astral_Gate.java:222)
at com.fs.starfarer.ui.newui.E$3.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.AbilityPickerDialog.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(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)
Drunken suggestion:
1. Random generated terraforming quest.
Once player makes his first successful terraforming of any kind, there are probability of generating BBS quest for terraforming a random fully surveyed non-colonized planet into a specific (usually Cat3) type. No time limit, but player not able to accept more than certain amount of that kind of quests. After a successful transformation planet is transferred into control of faction, who gives a quest. Player get payment based on colony size, built structures cost and any additional equipped remained (Ai cores, NF, ST or else). As an additional reward - reputation gain over a time, like +5 each month for a one or two cycles.
2. Random generated station construction quest.
Mostly the same, but trigger is building a specific type of a station (mining station, siphon or gate). Success criteria - station has to gain a size, determined by a quest. Then it is transferred to a customer's control.
3. Recolonize quest.
Sometimes worlds decivilized because space is cruel.Sometimes, because player is cruel.Mission is to recolonize abandoned station and rise it population to certain point. Of course, that abandoned station should exist for quest to be generated.
EDIT: If reward is not enough you think, that could be a unknown blueprints or unique, other way unobtainable, ships.
When I hover my mouse over the "Astral Gate Construction" skill button, the game crushed immediately.
The error log:Code5247420 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: data.campaign.econ.boggledTools.getPlanetTokenForQuest(Ljava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
java.lang.NoSuchMethodError: data.campaign.econ.boggledTools.getPlanetTokenForQuest(Ljava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
at data.campaign.econ.abilities.Construct_Astral_Gate.createTooltip(Construct_Astral_Gate.java:222)
at com.fs.starfarer.ui.newui.E$3.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.AbilityPickerDialog.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(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)
This looks like it's caused by duplicate or corrupted mod files. Delete the folder for this mod and download a clean copy. Also, make sure that you're not still running any of the old versions of my mods (Gate Construction, Terraforming or Player Station Construction). Let me know if this fixes the problem.
Honestly?
Main reason - astral gate web expansion. Player will never build them in a system where no his colony, because it is hard to protect, expensive to maintain and mostly useless. That makes whole astral gate network a "thing in itself" for player using only.
If faction has money and want to build an astral gate in it's system, why they not do this by themselves? Well... lack of tech required. Player is a monopolist. And just giving a gate with Nex is kinda unmotivated. It is not player, who interesting in gates in foreign system, other factions are, so they should be an initiator.
Everything else - no more than diversification of tasks, not to do same thing several times in a row.
I don't suppose there's any option to allow autonomous colonies (via Nexerelin) with appropriate infrastructure to provide Terraforming points to other planets in system?
I don't suppose there's any option to allow autonomous colonies (via Nexerelin) with appropriate infrastructure to provide Terraforming points to other planets in system?
Nope. I don't want to make changes to any AI behavior because it's likely to result in bugs and compatibility problems. Sorry!
On a Barren wolrd planet, I placed a terraforming platform. How long does it take for results to appear? because I don't know if the choice was the right one. What structure should I build to start the correct terraforming? (step by step)
I'm just gonna leave this here.Spoiler(https://i.imgur.com/eZeTzLQ.png)[close]
Where did you get that from?
Did you create it?
QuoteWhere did you get that from?
I've created a stable quantum singularity and then use it to locally squeeze time-space into a specific temporal loop. That makes me travel into a future, where you give me that image.
If I ever tell you, that I am from the past, do not forget to give it to me. Time paradoxes are not what we want, right?SpoilerJoke.[close]QuoteDid you create it?
I am pretty sure Alex create that (or who is SS graphical designer?). All I made is minor repaint. Just like a coloring book. And some stickers, made by you (or where did you get them?).
{
"baseHullId":"conquest",
"skinHullId":"swp_conquest_lions_guard",
"hullName":"Conquest (LG)",
"descriptionId":"conquest",
"descriptionPrefix":"This ship was built to the exacting specifications demanded by the Lion's Guard, environmentally-hardened to survive the harsh fires of Askonia.",
"tags":["swp_LG_bp"],
"tech":"Lion's Guard",
"spriteName":"graphics/swp/ships/conquest/conquest_lions_guard.png",
"baseValueMult":1.25,
"removeWeaponSlots":[], # ids
"removeEngineSlots":[], # indices, as engine slots have no id in the .ship file
"removeBuiltInMods":[], # hullmod ids
"removeBuiltInWeapons":[], # weapon slot ids
"builtInMods":["solar_shielding"],
"builtInWeapons":{
},
}
{
"baseHullId":"paragon",
"skinHullId":"tsc_Paragon_Olimpians",
"hullName":"Paragon(O)",
"descriptionId":"paragon",
"descriptionPrefix":"Eridani-Utopia Terraforming Corporation considered ordinary Paragon isn't good enough.",
"tags":[],
"tech":[],
"spriteName":"graphics/tsc/ships/Paragon/Paragon_Olimpians.png",
"baseValueMult":5.00,
"removeWeaponSlots":[], # ids
"removeEngineSlots":[], # indices, as engine slots have no id in the .ship file
"removeBuiltInMods":[], # hullmod ids
"removeBuiltInWeapons":[], # weapon slot ids
"builtInMods":["olympians"],
"builtInWeapons":{
},
}
Discovered a rare bug with: data.campaign.econ.industries.Astropolis_Station. Thankfully, it is not a problem most players will experience.
If a player gains control over Prism Freeport (in Nex), and they click on the button to add or build an industry, there will be a crash. This occurs due to a null pointer during the Astropoli orbit lookup. I have included one of the sample error messages below. It is possible a similar error would occur should a player have the Legio Siege events (from Tahlan) enabled, and somehow take over one of their Hyperspace stations."Sample error in starsector.log"java.lang.NullPointerException
at data.campaign.econ.industries.Astropolis_Station.numAstroInOrbit(Astropolis_Station.java:325)
at data.campaign.econ.industries.Astropolis_Station.isAvailableToBuild(Astropolis_Station.java:353)
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.Ò00000(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)[close]
Drunken suggestion(https://i.imgur.com/kMLEx7W.png)[close]
Your O-class Paragon is completely overpowered
Definitely not happening!
I noticed something on my playthrough.
So this faction had an Orbital Station orbiting a Gas Giant. This is one of the Vanilla Orbital Stations belonging to Tri-Tachyon. That gave them Volatiles as a commodity.
That Station got abandoned due to raiding. So i decided to re-settle it using this mod.
When i re-settled it, it no longer had Volatiles.
For testing purposes i also tested it on mod factions, a Tiandong Station orbiting a Gas Giant. They have access to Volatiles on vanilla, depopulated it and resettled it, and no Volatiles on the new Station.
I wish repopulating an Orbital Station gives you access to the nearest planet commodities, since that's what Vanilla Orbital Stations do.
Hey boggled,
I really like the mod, it adds so much more depth to the game and it just amazes me that there are so many awesome mods that add so much more content to the game for free.
I am just having one problem, and I haven't found a solution elsewhere, so I'll just ask here.
For some of my larger planets in the late game, there aren't enough visual slots on the colony management to show all of the structures I wish to construct on the planet, alongside all of the vanilla industries and structures. I add new structures but they don't start a third row, I can't see them anywhere, and only the first 12 industries/structures are show in the panels. Do you have a solution to this? Is this just on my end?
I'm just gonna leave this here.Spoiler(https://i.imgur.com/eZeTzLQ.png)[close]
Could I ask that you modify this image so the blue is much lighter?
create a slightly lighter "halo" around the turrets as seen on the Paragon, Falcon and vanilla Conquest.
Spoiler(https://i.gifer.com/r1T.gif)[close]Spoiler(https://i.imgur.com/PUduus5.png)
(https://i.imgur.com/88YwJLk.png)
(https://i.imgur.com/l5ySaDX.png)[close]Code: tsc_Paragon_Olimpians.skin{
"baseHullId":"paragon",
"skinHullId":"tsc_Paragon_Olimpians",
"hullName":"Paragon(O)",
"descriptionId":"paragon",
"descriptionPrefix":"Eridani-Utopia Terraforming Corporation considered ordinary Paragon isn't good enough.",
"tags":[],
"tech":[],
"spriteName":"graphics/tsc/ships/Paragon/Paragon_Olimpians.png",
"baseValueMult":5.00,
"removeWeaponSlots":[], # ids
"removeEngineSlots":[], # indices, as engine slots have no id in the .ship file
"removeBuiltInMods":[], # hullmod ids
"removeBuiltInWeapons":[], # weapon slot ids
"builtInMods":["olympians"],
"builtInWeapons":{
},
}
This design looks beautiful though.
Got a suggestion for you, not sure if it would be difficult to implement or not. Since the presumption is that the military police HQ is bringing in de-cived humans to the colony's population, could that translate to a brief (6 months?) but significant growth bonus for the Colony? Particularly duration of the subjugation or after its completion? Other than that I have a few more out-there ideas:
-Orbital elevator: Upgrades Skyhook, greatly improves accessibility but costs more domain artifacts.
-Orbital ring: Upgrade to Orbital works, but adds domain era artifact usage (Station keeping purposes or material I guess)
-Planet Cracking for Terraforming (adds or increases tectonic activity but increases ore yield, maybe as temporary structure like the MPHQ?)
-Increase population yield for cloning (x5 market size maybe?). I know it's more about those sweet, sweet organs but it's kinda underwhelming for the cost.
Loving what you're doing so far with the mod by the way. Keep up the good work!
QuoteCould I ask that you modify this image so the blue is much lighter?
That won't be hard, but not today. I have to be sober tonight. I'll do some variants, perhaps different colors (Suggestions? Better directly in RGB)Quotecreate a slightly lighter "halo" around the turrets as seen on the Paragon, Falcon and vanilla Conquest.
"Halo" from vanilla conquest is already there. It is possible to custom-adjust light in this areas, but I am not an artist either. I'll see if able to make something decent.
Hey i just wanted to report a crash caused by incompatibility (made a account to do so too!):
yuri expedition being installed and running at the same time as this mod causes the game to crash immediately upon creating or loading a save, and i suspect it is because of the yuri homeworld and station that it spawns after some time.
Cloning: I'll take a look at the population bonus and evaluate whether it should be increased.I really think it should.
Hey i just wanted to report a crash caused by incompatibility (made a account to do so too!):I'm playing with both YX and this mod just fine, so I'll just say that I doubt it's that.
yuri expedition being installed and running at the same time as this mod causes the game to crash immediately upon creating or loading a save, and i suspect it is because of the yuri homeworld and station that it spawns after some time.
Hey i just wanted to report a crash caused by incompatibility (made a account to do so too!):
yuri expedition being installed and running at the same time as this mod causes the game to crash immediately upon creating or loading a save, and i suspect it is because of the yuri homeworld and station that it spawns after some time.
Can you post the stack trace for the crash? I need that to investigate what caused the crash.
Did you modify the settings file in any way?
Hey i just wanted to report a crash caused by incompatibility (made a account to do so too!):
yuri expedition being installed and running at the same time as this mod causes the game to crash immediately upon creating or loading a save, and i suspect it is because of the yuri homeworld and station that it spawns after some time.
Can you post the stack trace for the crash? I need that to investigate what caused the crash.
Did you modify the settings file in any way?
uh how do I post/find the stack trace? also no I did not modify the settings for either mod in any way, all I know is that the crash only happens when both mods are turned on
Hey i just wanted to report a crash caused by incompatibility (made a account to do so too!):
yuri expedition being installed and running at the same time as this mod causes the game to crash immediately upon creating or loading a save, and i suspect it is because of the yuri homeworld and station that it spawns after some time.
Can you post the stack trace for the crash? I need that to investigate what caused the crash.
Did you modify the settings file in any way?
uh how do I post/find the stack trace? also no I did not modify the settings for either mod in any way, all I know is that the crash only happens when both mods are turned on
Which operating system are you on? If you are using Linux then the error log is actually displayed in the terminal window that you launched starsector from
Military Police HQ: The decivilized subpopulation condition increases colony growth. If the Military Police HQ also increased colony growth while removing that condition, I think that might be confusing to the player.
Orbital elevator: There is no precedent for this in vanilla Starsector lore and I'm already concerned about how much accessibility can be increased using structures from this mod. If I were to implement this, I think it would need to provide some bonus other than just more accessibility - but I'm not sure what would make sense and also be feasible to code. Any ideas?
Orbital ring: Definitely not happening due to lack of precedence in lore, inability to place a donut-shaped object in orbit around a planet, and inability to modify vanilla industries to add another upgrade. Sorry!
Planet cracking: I really like this idea. The main problem is that players can use tectonic stabilization to remove the tectonic activity condition after improving their resources, but that's a non-default option so I suppose I can tolerate that loophole.
Cloning: I'll take a look at the population bonus and evaluate whether it should be increased.
Military Police HQ: The decivilized subpopulation condition increases colony growth. If the Military Police HQ also increased colony growth while removing that condition, I think that might be confusing to the player.
Orbital elevator: There is no precedent for this in vanilla Starsector lore and I'm already concerned about how much accessibility can be increased using structures from this mod. If I were to implement this, I think it would need to provide some bonus other than just more accessibility - but I'm not sure what would make sense and also be feasible to code. Any ideas?
Orbital ring: Definitely not happening due to lack of precedence in lore, inability to place a donut-shaped object in orbit around a planet, and inability to modify vanilla industries to add another upgrade. Sorry!
Planet cracking: I really like this idea. The main problem is that players can use tectonic stabilization to remove the tectonic activity condition after improving their resources, but that's a non-default option so I suppose I can tolerate that loophole.
Cloning: I'll take a look at the population bonus and evaluate whether it should be increased.
Thanks for taking my suggestions under consideration!
I figured the orbital ring would be an issue, I see it in Softer Sci-fi sometimes and love the concept, but as for what it does besides cranking Heavy industry up to 12 I don't know what effect it would have. Maybe once Alex gets the large Domain artifacts up and running and what effects they have I'd know better. Also, thought maybe slapping a gate graphic over a planet could work for imagery :P.
The elevator? Probably a production bonus similar to the Alpha, maybe reduce resource requirements for industries, or even a constructable -10% lower hazard rating for the market. It's basically turning accessing planets to very fast train rides rather than Satan's ballistic atmospheric inferno ride. I'll say that that is stretching it though.
For the MPHQ, the idea I had was that the building brings the decived popultation into the colony population very fast (+10 growth?) rather then the trickle from maintaining the hazard, but the bonus only lasts as long as the MPHQ does while deciv is growth is permanent. Unless they getting... more permanently removed (organ bonus then?). Maybe even have ruins size play a factor into it, like +20 growth for scattered ruins, but vast brings in +80 or so, until the hazard is gone that is, then the growth stops. No idea how code-able that is though.
As for cloning, Uhland said everything I wanted to. Cloning being a less broken Cryorevival Facility makes sense, especially for 5 artifacts.
Hey i just wanted to report a crash caused by incompatibility (made a account to do so too!):
yuri expedition being installed and running at the same time as this mod causes the game to crash immediately upon creating or loading a save, and i suspect it is because of the yuri homeworld and station that it spawns after some time.
Can you post the stack trace for the crash? I need that to investigate what caused the crash.
Did you modify the settings file in any way?
uh how do I post/find the stack trace? also no I did not modify the settings for either mod in any way, all I know is that the crash only happens when both mods are turned on
Which operating system are you on? If you are using Linux then the error log is actually displayed in the terminal window that you launched starsector from
windows is my operating system
something like 130,150,155, and for the halo around the turrets something like 165, 180, 185
Can't build Terraforming platform despite orbital station being present:
https://i.imgur.com/rsQgjQ4.jpg
https://i.imgur.com/vTxKGOg.jpg
Perhaps the mod does not recognize upgraded stations?
Quotesomething like 130,150,155, and for the halo around the turrets something like 165, 180, 185
Sorry, that is not as good, as was in imagination:Spoiler(https://i.imgur.com/dr0VEvJ.png)[close]
Suggest something more saturated:Spoiler(https://i.imgur.com/dYSI4pu.png)(https://i.imgur.com/Sect7ag.png)(https://i.imgur.com/LAg7mV6.png)[close]
Please do not consider this as a final variant, as layers gives me an option to change everything into anything in like a 15 seconds or so.That is a joke BTW.(https://i.imgur.com/IsYdBzX.png)(https://i.imgur.com/p6b3r4e.png)(https://i.imgur.com/yvEq3pL.png)[close]
P.S. do not mind a base color. We can find it easily right after choosing proper decorative paint:That is a joke either.(https://i.imgur.com/7Ai5u7q.png)[close]
EDIT: It would be more productive to discuss this somewhere in discord. I can spam variants there in a real-time.
I agree that the MPHQ increasing population temporarily would make sense from a realism standpoint, but I want to keep the complexity to a minimum to avoid confusing players. There would also be a balance problem because players could deconstruct and rebuild the MPHQ repeatedly to keep the population growth bonus indefinitely. Decivilized subpopulation should stay a detrimental condition, not an opportunity to get enormous growth rates with minimal downside.
You've convinced me. I will bump up the cloning facility population growth rate from 1x colony size to 5x colony size. That will give it a much larger impact without surpassing the cryorevival bonus.
I agree that the MPHQ increasing population temporarily would make sense from a realism standpoint, but I want to keep the complexity to a minimum to avoid confusing players. There would also be a balance problem because players could deconstruct and rebuild the MPHQ repeatedly to keep the population growth bonus indefinitely. Decivilized subpopulation should stay a detrimental condition, not an opportunity to get enormous growth rates with minimal downside.
You've convinced me. I will bump up the cloning facility population growth rate from 1x colony size to 5x colony size. That will give it a much larger impact without surpassing the cryorevival bonus.
Glad I could provide input going forward. Can't wait to see what other stuff you have in the pipeline. I hadn't even considered the balance part for the MPHQ. Didn't seem terribly confusing to me, but you're right, it does seem exploitable. I'd balance it with like a -2 stability for having it there or something, but seems like more trouble than it's worth trying to balance.
Btw, this was something I was wondering about when I first started using the mod, but why isn't Terraforming into arid a option? Limited menu space? Or did it just seem pointless given the other options?
I already have desert terraforming as an option
QuoteI already have desert terraforming as an optionWhy would someone want to have more desert planets? Unless...(https://i.pinimg.com/originals/5a/5e/01/5a5e01abc805701373365a4886ad2eb2.jpg)[close]
alright so following the provided instructions i believe these are the relevant lines of code for the crash:
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [al_hypershrapnel] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [neutrino_upperlevel_schweine] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [SRD_goetterdaemmerung_modular] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [target_painter] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [vayra_mrm_fighter] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [Knight_deco_holyGrail_arm_mask] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [al_lightpelletgun] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [al_heavymonorail] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [al_ionpike] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ms_instantFlak] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [neutrino_phasedarray] not found in weapon_data.csv
11704 [Thread-4] WARN com.fs.starfarer.loading.WeaponSpreadsheetLoader - Error figuring out MIRV spec details
java.lang.NullPointerException
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
11705 [Thread-4] WARN com.fs.starfarer.loading.WeaponSpreadsheetLoader - Error figuring out MIRV spec details
java.lang.NullPointerException
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
alright so following the provided instructions i believe these are the relevant lines of code for the crash:
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [al_hypershrapnel] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [neutrino_upperlevel_schweine] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [SRD_goetterdaemmerung_modular] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [target_painter] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [vayra_mrm_fighter] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [Knight_deco_holyGrail_arm_mask] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [al_lightpelletgun] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [al_heavymonorail] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [al_ionpike] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ms_instantFlak] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [neutrino_phasedarray] not found in weapon_data.csv
11704 [Thread-4] WARN com.fs.starfarer.loading.WeaponSpreadsheetLoader - Error figuring out MIRV spec details
java.lang.NullPointerException
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
11705 [Thread-4] WARN com.fs.starfarer.loading.WeaponSpreadsheetLoader - Error figuring out MIRV spec details
java.lang.NullPointerException
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Those are the right lines, but that error is almost certainly not caused by my mod. Try deleting all your mod folders and redownloading them, and also try enabling the mods one at a time to see which, if any, causes a crash after you redownload them.
I already have desert terraforming as an option, so I think there wouldn't be much point adding arid as well.
I already have desert terraforming as an option, so I think there wouldn't be much point adding arid as well.
Honestly, I'm not sure why anyone would actually want to change a planet into a desert when the option to change it into multiple strictly superior forms is available.
The ice option is there (presumably) so the player always has the option to set up ismara's sling if they need it.
But why is desert there? What does picking that get you over any of the other better choices?
Have I missed something?
The ice option is there (presumably) so the player always has the option to set up ismara's sling if they need it.
...
Have I missed something?
Back when its terraforming modifier was still 0.4x, desert was easily the best transitionary planet type because it gave the Habitable condition.I already have desert terraforming as an option, so I think there wouldn't be much point adding arid as well.
Honestly, I'm not sure why anyone would actually want to change a planet into a desert when the option to change it into multiple strictly superior forms is available.
The ice option is there (presumably) so the player always has the option to set up ismara's sling if they need it.
But why is desert there? What does picking that get you over any of the other better choices?
Have I missed something?
Other than the lower point cost, I agree that with only this mod and vanilla there is little reason to create anything other than terran and water planets.
The reason I included some of the other planet types is in case someone makes a mod where those planet types are beneficial in some way. For example, I think there's one mod where there's a supercomputer structure that gets an income bonus if the planet is cold.
barren -> desert -> arid -> terran.
Other than the lower point cost, I agree that with only this mod and vanilla there is little reason to create anything other than terran and water planets.
The reason I included some of the other planet types is in case someone makes a mod where those planet types are beneficial in some way. For example, I think there's one mod where there's a supercomputer structure that gets an income bonus if the planet is cold.
To be fair, all the habitable planet types (cat3 & 4) are more-or-less equal in terms of how "good" they are for putting a colony on.
It's just a little confusing as to why you'd have "transitory" types, but be able to bypass them.
Might I suggest that if possible the transitions between planet types be "gated", so that the progression is more gradual.
So that instead of going straight from barren to terran, it would instead go barren -> desert -> arid -> terran.
The individual stages could then be balanced to maintain the overall cost to whatever level is deemed appropriate. And the stages could have multiple choices to include all the useful planet types.
This would also help with the menu being too cluttered as only one place in this path would potentially have a large number of choices, and this could be reduced by splitting off some types into another path.
Eg: barren -> ice -> tundra/water
This however is entirely your choice, as it would be a non-trivial amount of effort to re-organise this.
With respect to other mods, balancing your own should not do so with the expectation that a player will have the other mod(s).
Every content mod should be 100% standalone when combined with the game it is modding.
(I very rarely use the word "should" as it has certain implications. But yeah, this is kind of a biggie.)
Back when its terraforming modifier was still 0.4x, desert was easily the best transitionary planet type because it gave the Habitable condition.I already have desert terraforming as an option, so I think there wouldn't be much point adding arid as well.
Honestly, I'm not sure why anyone would actually want to change a planet into a desert when the option to change it into multiple strictly superior forms is available.
The ice option is there (presumably) so the player always has the option to set up ismara's sling if they need it.
But why is desert there? What does picking that get you over any of the other better choices?
Have I missed something?
Turning barren worlds into terran cost 20,000 when taking the direct route and only 12,000((20,000x0.4) + (8,000-4,000)) with a stop at desert.
Now that it's 0.6x, it's 16,000, which is the same as when stopping at frozen worlds((20,000x0.4) + 8,000).
I think the multiplier should be reverted back to 0.4x or at least reduced to 0.5x to make it useful in that way again.
EDIT: Actually remembered it wrong. Terraformed desert planets didn't have Habitable initially and the 0.6x nerf came with the update that added it. But that's how it would've worked if the desert planets were given the condition from the start.
You have to add a terraform ability to your ability bar at the bottom of the screen. Use that ability near to planet for more information.
On a Barren wolrd planet, I placed a terraforming platform. How long does it take for results to appear? because I don't know if the choice was the right one. What structure should I build to start the correct terraforming? (step by step)
Here's how I terraformed a Barren World into a Terran one.
1. I built a terraforming platform like you on the target planet.
2. I built asteroid breaking on 3 different mining stations in the same system (they add extra points) [I Edited the max number of mining stations from 1 to 3 per system btw]
3. I Initiated the transforming ability (need to put it on your bar) and opted to terraform the planet into a frozen one first.
It takes alot of points to go straight from Barren-> Terran, going to a Frozen planet first is actually faster in the long run.
4. I built the atmosphere building and shoved a pristine nanoforge into it for extra points.
5. I built a stellar array for even more points.
6. All of this was generating 40 points a day, if I had more Domain era artifacts I could have built the other structure for even more, but I didn't.
7. At this rate it would have taken about 200 days for the Barren->Frozen Terraform if all the infrastructure was in place before i started, it wasn't so it took a little longer.
8. After it was done I started the 2nd terraforming to change it into a Terran world.
9. That took another 200 days, after it was completed I made the weather mild after another 60 or so days.
10. At this point I was done, but you may have other planetary conditions you want to remove.
11. I Decommissioned all the terraform infrastructure as there were no other planets to terraform in system.
And that's how I did it, be prepared to take an income loss on the targeted colony, all the terraforming gear isn't cheap to run.
QuoteI already have desert terraforming as an optionWhy would someone want to have more desert planets? Unless...(https://i.pinimg.com/originals/5a/5e/01/5a5e01abc805701373365a4886ad2eb2.jpg)[close]
Then, you can make a skewer with this animal and bake hmmmmmmm !!!
I assume that this is because nothing demands economic units of lobster so there is nowhere to export to.
Given this is there any advantage to seeding lobsters?
I have given one to Shadowyards and the Independents but the ability is claiming that the gate I control in the only one in the sector;
Not to be an entirely offtopic: where can I found full list of all vanilla planet types?
Shadowyards are at +100 and commission, not sure about independents.
Full mod listSpoilerLightshow 1.40
Arsenal expansion 1.5.3i
Automatic orders 0.3.2
Autosave 1.1
Better colonies 1.4
Blackrock drive yards 0.9.5
Combat chatter 1.9.2d
Common radar 2.5
Concordance of protected systems 2.0b
Diable avionics 2.51 rc4
Interesting portraits pack 1.2
LazyLib 2.4e
Logistics notifications 1.2.0
Luddic enhancements 1.2.0
MagicLib 0.29
Nexerelin 0.9.6c
Scy nation 1.60
Shadowyards 0.9RC1
Ship/weapon pack 1.10.5
SkilledUp 1.1
Starship legends 1.3.14
Tahlan shipworks 0.3.15a
Teraforming and station construction 5.1.4
Torchsips and deadly armaments 0.11
Transponder reminders 0.1.0
Underworld 1.4.2
Version checker 2.0
Weapon group controls 1.1.0
GraphicsLib 1.4.1[close]
Hello, I am trying out your mod and I appreciate the features that it adds in the game. It really satisfy my space empire building needs, especially the function that lets you construct mining and siphoning stations. Good job on this!
I'll look into this problem. Could you send me a copy of your save file with the bug present? It would also be very helpful if you could create a ZIP of your mod folder as well so I don't have to track down each individual mod to load the save. Thank you!
Quick question: I am looking to play my campaign with Unknown Skies (US), Better Colonies and Terraforming and Station Construction (TASC). Will having, Unknown Skies and TASC create compatibility issues? It would be nice if someone who has played with those mods can confirm if the new planets, generated as part of US, can actually be changed through TASC features without issues.
mod to spice up the game
Just wait some time and spice will flow! ;)Ohh don't get me all excited! I am already super excited atm! :D
Absolutely no compatibility issues so far with US, BC and a bunch of other mods. Can not confirm all US planets are terraformable, but those I've tried are.Also thanks for the confirmation mate! :) Now I will peacefully start my campaign! :D I might not want to terraform them into the US types. Probably someone will come up with a solution for that one as well! :D ;)
I dislike human beings... or I just do not know how to cook them well.Free advise: Also adding cinnamon powder and sugar when ya cook the human beings, might make them palatable. ;)
I might not want to terraform them into the US types.
Planets can be terraformed into six different planet types. All planets except gas giants and planets with no light can be terraformed. The six possible types are:
-Terran
-Water
-Jungle
-Desert
-Tundra
-Frozen
effort put in by all the players is astounding!
Feel free to join modders community. BTW are you are good painter?A decent developer but a bad designer! :D
Hello!
I've tried out this mod for some time and I'm loving it so far. However, I think I've ran into a problem with the mod. I got the Crustacean job quest and followed it to completion. My reward was the "Seed lobsters" ability, but it doesn't show up on my ability bar. I fiddled around a bit and found out that this is due to me disabling the Terraforming parts of the mod in the settings file. If I enable Terraforming again, the ability does show up as it should.
The reason I disable Terraforming is only because it gives me a feeling of "Space Dark Ages" that I've always had with Starsector. Like, terraforming was once possible, but now the technology is lost/forgotten/too advanced.
Thanks for a great mod!
Hey, first time poster. I just had a quick question:
Boggled, I noticed you responded to a previous post about lobsters having no demand and therefore no colony income saying it was a flex on the Sindrians and TriTach. Do you also take this position with the Domain artifacts industry? The AI factions that have terraforming e.g. TriTach and Hegemony could reasonably have your mod's structures, although that could be a *** to implement including accounting for other mods. I don't know if it is and I don't want to make demands of your excellent work, so rather I'm just asking if it's crossed your mind.
The lobster quest was really cool by the way, loved the writing, although I took the money by accident first time around :D woops
My upcoming update will have quests to build Astral gates for other factions, and Astral gates demand Domain-era artifacts. This will result in export income for the player.
As much as I want to enable other factions to build terraforming structures, etc., I'm not going to do it because I don't want to cause bugs and compatibility issues. Sorry!
Thank you! I'm glad you enjoyed my lobster quest!
Hi again! I'm not sure if this is possible. Is there a way to increase the appearance size of the mining and siphoning stations? It looks a bit small to me when seeing it in the orbit.
Hi again! I'm not sure if this is possible. Is there a way to increase the appearance size of the mining and siphoning stations? It looks a bit small to me when seeing it in the orbit.
Currently both siphon and mining station use a vanilla pictures as a sprite. They are small (80*80), so increasing their size will cause really awful appearance. Not an option, just trust me.
BUT you can always make use of any other sprite and adjust object size in custom_entities.json.
If you able to create a decent station picture - share it please.
Well,I've got an idea about making use of the gas giants.Hope this could be part of the mod's features.You don't have refer to a mod of another game. Gas giant life actually exists in Starsector canon, on Kumari Aru in the Kumari Kandam system.
I was actually inspired by the "Gigastructure Construction" mod in Stellaris.The mod has a gigastructure that can be built on gas giants,which is called "Yggdrasil Orchid Complex".It seeds specially modified jellyfish-like creatures on a gas giant and harvest food from it,give a gas giant the potential of becoming a farm that can provide an entire space empire's food.Considering the fact that we already have Eisen Division,I believe that it could be reasonable to make gas giants more useful in this way.
By the way,I wonder if it's possible to create a special kind of mining facility on siphon stations and gas giant colonies dedicated to collecting volatiles,harvesting more but only volatiles?So like the upcoming planet breaking, but only for gas giant volatiles? Personally, I think the biggest flaw of gas/ice giants is that they're really hazardous, so I'd prefer ways to make them safer, like the "Floating Continent" condition from the Unknown Skies mod, but for something relevant to your idea, the Mimir Siphon Platform in the Valhalla system uses something called the "Ouyang Process" to harvest volatiles from Niflheim more efficiently. Maybe that could be implemented?
Making use of gas giants might be a great feature.
Well,I've got an idea about making use of the gas giants.Hope this could be part of the mod's features.
I was actually inspired by the "Gigastructure Construction" mod in Stellaris.The mod has a gigastructure that can be built on gas giants,which is called "Yggdrasil Orchid Complex".It seeds specially modified jellyfish-like creatures on a gas giant and harvest food from it,give a gas giant the potential of becoming a farm that can provide an entire space empire's food.Considering the fact that we already have Eisen Division,I believe that it could be reasonable to make gas giants more useful in this way.
By the way,I wonder if it's possible to create a special kind of mining facility on siphon stations and gas giant colonies dedicated to collecting volatiles,harvesting more but only volatiles?
Making use of gas giants might be a great feature.
So like the upcoming planet breaking, but only for gas giant volatiles? Personally, I think the biggest flaw of gas/ice giants is that they're really hazardous, so I'd prefer ways to make them safer, like the "Floating Continent" condition from the Unknown Skies mod, but for something relevant to your idea, the Mimir Siphon Platform in the Valhalla system uses something called the "Ouyang Process" to harvest volatiles from Niflheim more efficiently. Maybe that could be implemented?
You don't have refer to a mod of another game. Gas giant life actually exists in Starsector canon, on Kumari Aru in the Kumari Kandam system.
It doesn't have any special modifiers that make it a source of food, but that might be because of low research funding and Luddic interference.
I've been thinking about ways to implement some feature that cares about the presence of xenolife. What planets in vanilla Starsector have native xenolife on them? I know about Kumari Aru, Chalcedon and Typhon (in the Samarra system). Are there any others?Jangala in Corvus is perhaps the most obvious case.
I've been thinking about ways to implement some feature that cares about the presence of xenolife. What planets in vanilla Starsector have native xenolife on them? I know about Kumari Aru, Chalcedon and Typhon (in the Samarra system). Are there any others?Jangala in Corvus is perhaps the most obvious case.
Volturn in Askonia has primitive xenolife that was mostly driven to extinction by the genemod life brought by humans.
Madeira in Tyle has what's described as "pseudoalgaes."
Gilead in Canaan. It's not outright stated to have xenolife, but the circumstances make me believe that it does. As evidenced by the sanctity of Kumari Aru and Jangala, the Luddics worship life-bearing planets, and Gilead is the holiest place in the Luddic faith, cherished for its likeness to Old Earth. I don't think they would value it so highly if it was just a temperate wet rock that they covered in Earth life over the cycles. It was probably full of life when they found it.
Also, I can't seem to find where it says that Typhon has life. Are you sure about that one?
In the description for Typhon it mentions that a scientist was locked up on Eventide for alleging that xenolife exists on Typhon.Yeah, you're right. I was using the Starsector wiki and Typhon had the generic gas giant description there. Should've checked the game, too.
Hmm, I see that there will probably be some disagreement by players as to which planets have native xenolife. Without some confirmation from vanilla about which planets actually have it, I guess I'll have to shelve this for now.You can argue that native Volturnian life is as good as extinct, that Madeira's "pseudo-algaes" don't count as life, that the Typhon whistleblower was indeed insane, or that Gilead somehow produced a terran-compatible atmosphere without native plant life and photosynthesis, but there's no room for disagreement about Jangala, Kumari Aru, and Chalcedon.
"boggledGiftGateMonthlyPayment":75000,There's a zero missing, isn't there?
I was going through the settings and noticed this.Quote"boggledGiftGateMonthlyPayment":75000,There's a zero missing, isn't there?
Ah, so I just misread the description of the monthly payment system...I was going through the settings and noticed this.Quote"boggledGiftGateMonthlyPayment":75000,There's a zero missing, isn't there?
I don't think so.
75,000 x 39 months = 2,925,000 credits over three cycles
The upfront cost of a gate is approximately 1.5 million credits with default settings I believe.
Ah, so I just misread the description of the monthly payment system...I was going through the settings and noticed this.Quote"boggledGiftGateMonthlyPayment":75000,There's a zero missing, isn't there?
I don't think so.
75,000 x 39 months = 2,925,000 credits over three cycles
The upfront cost of a gate is approximately 1.5 million credits with default settings I believe.
Man, am I out of it recently.
By the way, have you considered adding Domain-Era Artifacts as possible salvage from ruins? I don't recall ever getting them while exploring, but it'd be nice to be able to build and donate Astral Gates and receive the monthly payments before dabbling in colonization and Domain Archeology.
Oh, and good job on the update.
Added the planet cracking terraforming condition modification. The tooltip explains it in-detail, but basically it will improve/create ore resources on a market, but also add the tectonic activity condition.
-Added the Ouyang optimization terraforming condition modification. The tooltip explains it in-detail, but basically it will improve/create volatiles resources on a gas giant, but also add the extreme weather condition.
75,000 x 39 months = 2,925,000 credits over three cycles
The upfront cost of a gate is approximately 1.5 million credits with default settings I believe.
QuoteAdded the planet cracking terraforming condition modification. The tooltip explains it in-detail, but basically it will improve/create ore resources on a market, but also add the tectonic activity condition.
-Added the Ouyang optimization terraforming condition modification. The tooltip explains it in-detail, but basically it will improve/create volatiles resources on a gas giant, but also add the extreme weather condition.
Haven't tried yet, but is it mean player able to remove "extreme weather" and "tectonic activity" (if "boggledStabilizeTectonicsEnabled":true,) in a common way afterwards? Is it possible? Do player loose gained resource bonus if conditions are removed?
Holy cow you really did add spice harvesting, you madlad/lass. Haven't checked the update yet, but I'm guessing it make drugs?
Otherwise looks like a real humdinger of an update. Thank you very much Boggled.
inability to place a donut-shaped object in orbit around a planet
so when i make terraforming structures on a market when i hit 12 "industrys" but still have room to make an industry that is a production type i can't add one if there is a terraforming structure in the last slot but when i set it all up to build and max out the colony in one go i can go above 12 with terraforming structures and all so to get around this i have to shutdown all the terraforming industrys till i have a slot open 11 out of 12 and then i can add the production industry i want then i have to re add the terraforming. is there a better way to do this?
Hello. Is there a way to find my astral gates on the map? If not, will such a feature be implemented? It would be a nice QoL feature.
inability to place a donut-shaped object in orbit around a planet
Inability? ???To be considered as a joke(https://i.imgur.com/YBd756Z.png)[close]
It is too many artifacts, when engine trying to bound flat texture into a ring, and it need a proper spherical-to-flat transformation to be able to do so + *** lighting problem because of ring shapeness. And those freaking second ring - have no idea how to get rid of it. And a generally bad 6 minutes-to-bake texture.
But, a food for mind©.
Semi-bug-report.Spoiler(https://i.imgur.com/oQwSsmA.png)[close]
1. Is it suppose to be visible in codex?
2. It is the same name as ordinary conquest. Maybe, at least "hullName":"Conquest(<something>)", ?
3. Weapons slots use a as covers a gray midline thing:
(https://i.imgur.com/IE2dTar.png)
If not repaint them, there should be a way to change them onto high-tech bluish:
(https://i.imgur.com/DmCQyT9.png)
They fit not 100%, but should be way better.
Observation: brawler(TT) skin use other covers, as original do. But I can not figure out which .skin line does this.
What method did you use to get the ring there? Is it a SectorEntityToken with a transparent center? In any event, even if the technical/graphical problems can be resolved there's still the issues of no lore precedent and no clear gameplay purpose/function of an orbital ring.
runcode String _planetId = "test";
runcode String _planetId = "planet_id";
SectorEntityToken _fleet = Global.getSector().getPlayerFleet();
StarSystemAPI _sys = (StarSystemAPI)_fleet.getContainingLocation();
SectorEntityToken _planet = _sys.getEntityById(_planetId);
float _orbitRadius = com.fs.starfarer.api.util.Misc.getDistance(_fleet.getLocation(), _planet.getLocation());
float _orbitDays = _orbitRadius / (20f + new Random().nextFloat() * 10f);
_sys.addRingBand(_planet,
"misc",
"rings_special0",
512,
1,
Color.RED,
256,
_orbitRadius,
_orbitDays)
What method did you use to get the ring there? Is it a SectorEntityToken with a transparent center? In any event, even if the technical/graphical problems can be resolved there's still the issues of no lore precedent and no clear gameplay purpose/function of an orbital ring.
Sorry to disappoint you, but I spent all my character points to agility and stamina, leaving no room for intelligence to be able to learn advanced magic like "Java" is, or wisdom, to ignore spell mastery limitation. :P
In other words: I did not understand even a word you say.
The story is: one guy ask me to help with a custom-made dust rings. But whatever I do they do not work as intended, so I understand that just swapping vanilla texture won't help me in testing, I need to spawn them using custom parameters. So I asked CC thread "how to" question, and find demanded help:Code: That is a magic scroll, to use a ancient spell "spawn rings"runcode String _planetId = "test";
runcode String _planetId = "planet_id";
SectorEntityToken _fleet = Global.getSector().getPlayerFleet();
StarSystemAPI _sys = (StarSystemAPI)_fleet.getContainingLocation();
SectorEntityToken _planet = _sys.getEntityById(_planetId);
float _orbitRadius = com.fs.starfarer.api.util.Misc.getDistance(_fleet.getLocation(), _planet.getLocation());
float _orbitDays = _orbitRadius / (20f + new Random().nextFloat() * 10f);
_sys.addRingBand(_planet,
"misc",
"rings_special0",
512,
1,
Color.RED,
256,
_orbitRadius,
_orbitDays)
Off course, I have to edit it a bit and replace "rings_special0" texture for tests.
P.S. Yes, you understand correct. They are decorative. You can not interact anyhow.
found some good art and a good reason to implement it
Hello Boggled! Fantastic mod, I'm a huge fan. I love slowly improving my colonies until they are absurdly profitable.
I think I found a bug, though:
I think your planet cracking is capable of an overflow. I had a planet with ultrarich rare ore but only rich ore. I did planet cracking, and now I have ultrarich ore, ultrarich rare ore, and a SECOND sparse rare ore deposit. Instead of staying at +3, I now have +3 and -1. Presumably if do it again I will get +3 and +0, and so on and so forth.
It seems like planet cracking needs to be checking if it's already at MAXVAL before altering the subject planet?
tldr:
Planet went from +3 rare ore, +2 common ore -> +3 rare ore, -1 rare ore, +3 common ore
Getting some errors posting images so I'm linking an imgur album with the planet specials icons, and the 'transplutonics' industry details showing that I'm getting both +3 and -1: https://imgur.com/a/blKSAik (https://imgur.com/a/blKSAik)
Glad I could contribute in a useful manner!
A closer look at the industry breakdown image tells me that having the second ore feature actually causes me to mine the 'base income' amount twice, for a net gain - but this will quickly grow out of control. It's good to fix it.
I'll see about editing my save to correct this. I don't have a good save file to test the patch for you, sadly.
Hello. Is there a way to find my astral gates on the map? If not, will such a feature be implemented? It would be a nice QoL feature.
They show up on the system map, but not the hyperspace map. What did you have in mind in terms of where the gates should appear on the map?
Hello. Is there a way to find my astral gates on the map? If not, will such a feature be implemented? It would be a nice QoL feature.
They show up on the system map, but not the hyperspace map. What did you have in mind in terms of where the gates should appear on the map?
Sorry, should have been more specific - I meant the hyperspace map.
If you place multiple gates and start moving across the sector and you don't mark them in a notepad or something, it is hard to keep track of where the gates are.
That would be absolutely great. Thanks a lotHello. Is there a way to find my astral gates on the map? If not, will such a feature be implemented? It would be a nice QoL feature.
They show up on the system map, but not the hyperspace map. What did you have in mind in terms of where the gates should appear on the map?
Sorry, should have been more specific - I meant the hyperspace map.
If you place multiple gates and start moving across the sector and you don't mark them in a notepad or something, it is hard to keep track of where the gates are.
I'll look into a way to mark them with intel so the player can check where they are. Thanks.
Is it safe to update this mod without starting a new game?I'd imagine it would be ok to. Unless it outright removes major features, but I don't think anything's been removed, so you're good.
Is it safe to update this mod without starting a new game?I'd imagine it would be ok to. Unless it outright removes major features, but I don't think anything's been removed, so you're good.
I tried to start a new game with this mod and got this:
268574 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
at data.scripts.GDModPlugin.onEnabled(GDModPlugin.java:148)
at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(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)
I know very little about coding, this is gibberish to me, but I disabled mods that deal
with colonies because I saw text including orbital stations and singled it down to Better Colonies to and now it works.
I kinda want both mods so if anyone knows what to change to fix this error,
or if it actually can be fixed, any help would be appreciated.
I tried to start a new game with this mod and got this:
268574 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
at data.scripts.GDModPlugin.onEnabled(GDModPlugin.java:148)
at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(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)
I know very little about coding, this is gibberish to me, but I disabled mods that deal
with colonies because I saw text including orbital stations and singled it down to Better Colonies to and now it works.
I kinda want both mods so if anyone knows what to change to fix this error,
or if it actually can be fixed, any help would be appreciated.
This problem doesn't appear to be related to my mod. The class in question causing the error ("data.scripts.GDModPlugin") is not associated with this mod. If you post your mod list, I or someone else here could probably identify the culprit. Thanks.
I tried to start a new game with this mod and got this:
268574 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
at data.scripts.GDModPlugin.onEnabled(GDModPlugin.java:148)
at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(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)
I know very little about coding, this is gibberish to me, but I disabled mods that deal
with colonies because I saw text including orbital stations and singled it down to Better Colonies to and now it works.
I kinda want both mods so if anyone knows what to change to fix this error,
or if it actually can be fixed, any help would be appreciated.
This problem doesn't appear to be related to my mod. The class in question causing the error ("data.scripts.GDModPlugin") is not associated with this mod. If you post your mod list, I or someone else here could probably identify the culprit. Thanks.
Yeah, thanks for replying man, big ups. So yeah, here's the mods I got:
Archean Order - (TC off)
Better Colonies - (I'm pretty sure this is it, but idk. I looked in mod_info.json and the mod plugin was data.scripts.GDModPlugin so I think thats what you're talking about.)
Cari UI Purple
Commissioned Crews
Common Radar
Console Commands
Fuel Siphoning
Grand Sector
GraphicsLib
Interesting Portraits Pack
LazyLib
MagicLib
Missing Ships
Nexerlin
Planetary Shield Access Control
Second Wave
Ship and Weapon Pack
Skilled Up
Speed Up
Starship Legends
Supply Forging
Terraforming and Station Construction - (Ik, obvious.)
Unknown Skies
So there's all of them. Again, pretty sure it's Better Colonies because it works after I disable one or the other.
Plus, I looked in the mod info thing and it had that line of text you mentioned for the plugin, but I don't know coding, so I'm
not 100% sure. Both mods deal with colonies kinda so my guess is they conflict in that regard.
Thanks for any insight you can provide, and thanks for replying and looking into this already.
I tried to start a new game with this mod and got this:
268574 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
at data.scripts.GDModPlugin.onEnabled(GDModPlugin.java:148)
at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(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)
I know very little about coding, this is gibberish to me, but I disabled mods that deal
with colonies because I saw text including orbital stations and singled it down to Better Colonies to and now it works.
I kinda want both mods so if anyone knows what to change to fix this error,
or if it actually can be fixed, any help would be appreciated.
This problem doesn't appear to be related to my mod. The class in question causing the error ("data.scripts.GDModPlugin") is not associated with this mod. If you post your mod list, I or someone else here could probably identify the culprit. Thanks.
Yeah, thanks for replying man, big ups. So yeah, here's the mods I got:
Archean Order - (TC off)
Better Colonies - (I'm pretty sure this is it, but idk. I looked in mod_info.json and the mod plugin was data.scripts.GDModPlugin so I think thats what you're talking about.)
Cari UI Purple
Commissioned Crews
Common Radar
Console Commands
Fuel Siphoning
Grand Sector
GraphicsLib
Interesting Portraits Pack
LazyLib
MagicLib
Missing Ships
Nexerlin
Planetary Shield Access Control
Second Wave
Ship and Weapon Pack
Skilled Up
Speed Up
Starship Legends
Supply Forging
Terraforming and Station Construction - (Ik, obvious.)
Unknown Skies
So there's all of them. Again, pretty sure it's Better Colonies because it works after I disable one or the other.
Plus, I looked in the mod info thing and it had that line of text you mentioned for the plugin, but I don't know coding, so I'm
not 100% sure. Both mods deal with colonies kinda so my guess is they conflict in that regard.
Thanks for any insight you can provide, and thanks for replying and looking into this already.
So I just downloaded Better Colonies and I have no problem loading SS with both mods enabled on my system.
Try disabling all mods except Nex, my mod, Better Colonies and the support libraries (version checker, LazyLib, etc.) and see if the game loads. If it does, then that will confirm the conflict is between Better Colonies and some other mod you have installed. Anything that makes changes to core game files related to how markets/colonies work might cause the issue - my mod actually doesn't do that! I hope this helps!
I'm sorry for bringing this issue to you. I thought that there was a correlation for the loading error between Better Colonies
and your mod because I downloaded them at the same time; stupid, I know. It seems the conflict is with Better Colonies and Archean Order.
Thank you for your help with this, especially since there are no problems at all on your end.
Sorry for making you go on a wild goose chase, but anyways, thanks man.
Hi I am new to this mod and I cant seem to find the Terraforming Control Panel. Can someone please tell me wherer I can find that? ^^
I have already build some terraforming structures.
To Boggled: red-bold on a top of the screen is a joke. Mostly. What is definitely need to be improved - post is too long. Suggest to hide changelog under the spoiler, except of the last update (or few last).
Glad I could contribute in a useful manner!
A closer look at the industry breakdown image tells me that having the second ore feature actually causes me to mine the 'base income' amount twice, for a net gain - but this will quickly grow out of control. It's good to fix it.
I'll see about editing my save to correct this. I don't have a good save file to test the patch for you, sadly.
This bug is fixed in 5.2.1, but the patch doesn't retroactively correct the duplicate resources on planets. I wrote the below code for you to copy/paste into the console using the console commands mod to fix the bugged conditions. The code targets the nearest planet, so be sure you're right on top of the planet you want to fix. You can edit which conditions to add or remove. Make sure to save your game before running the code. Thanks for letting me know about this bug, and I hope the code can fix it for you!Spoilerruncode import java.util.*; import data.campaign.econ.boggledTools; SectorEntityToken playerFleet = Global.getSector().getPlayerFleet(); ArrayList<SectorEntityToken> allPlanetsInSystem = new ArrayList<SectorEntityToken>(); Iterator allEntitiesInSystem = playerFleet.getStarSystem().getAllEntities().iterator(); while(allEntitiesInSystem.hasNext())
{
SectorEntityToken entity = (SectorEntityToken) allEntitiesInSystem.next();
if (entity instanceof PlanetAPI)
{
allPlanetsInSystem.add(entity);
}
}
SectorEntityToken closestPlanet = null;
Iterator checkDistancesOfPlanets = allPlanetsInSystem.iterator();
while(checkDistancesOfPlanets.hasNext())
{
SectorEntityToken entity = (SectorEntityToken)checkDistancesOfPlanets.next();
if (closestPlanet == null)
{
closestPlanet = entity;
}
else if(boggledTools.getDistanceBetweenTokens(entity, playerFleet) < boggledTools.getDistanceBetweenTokens(closestPlanet, playerFleet))
{
closestPlanet = entity;
}
}
MarketAPI market = closestPlanet.getMarket();
market.removeCondition("ore_sparse");
market.removeCondition("rare_ore_sparse");
market.removeCondition("volatiles_trace");
for (MarketConditionAPI condition : market.getConditions())
{
condition.setSurveyed(true);
}
boggledTools.refreshSupplyAndDemand(market);[close]
Is there a way to completely remove the remains of an astral gate station? I accidentally built one over a planet and it got shifted to the farthest jump point in the system. My last save was yesterday and I really don't want to just leave it as is.
It worked! That's nuts, thanks for the help! :)
However, it is not possible to change the new position of the gate, which I'm assuming has already been calculated. Is there a command to reset the gate positioning as well?
Spoilers for the astral gate quest.
Could you like... tone downAnd this is all relatively early game.Spoilerodysseus and his ship? For the amount of effort taken to get it, it's both extremely proportional in terms of effort to relative power, and odysseus himself is an insanely powerful officer that is LITERALLY THE MOST POWERFUL OFFICER IN THE ENTIRE GAME. And all it took to get him was get the comms request, press 1 a few times, go to his planet, press 1 some more, salvage a tri-tach invasion fleet, nab an astral, mothball it to the scientist, press 1 quite a lot more, go back to his planet, and then press 1 a few final times.[close]
I've a question about the domain artifacts. If for example another faction has a Domain Archeology industry (for example Mayasura on Mairath) and I build a structure that requires Domain artifacts (with my own faction not having their own Archeology industry) does my own faction get supplied with the artifacts from trading ? Or will I have to find my own planet to mine for artifacts ?Domain Artifacts function the same as commodities, so yeah, you will get them through trade. Though, it's better to just have your Domain Archeology for the reduced accessibility requirements and upkeep.
Also could someone give me a hint as to what I should do to start the lobster acquisition quest before DME wipes out the Diktat ?The quest starts on Umbra, a pirate colony. SD's presence or the lack of it shouldn't affect it.
Spoilers for the astral gate quest.
Could you like... tone downAnd this is all relatively early game.Spoilerodysseus and his ship? For the amount of effort taken to get it, it's both extremely proportional in terms of effort to relative power, and odysseus himself is an insanely powerful officer that is LITERALLY THE MOST POWERFUL OFFICER IN THE ENTIRE GAME. And all it took to get him was get the comms request, press 1 a few times, go to his planet, press 1 some more, salvage a tri-tach invasion fleet, nab an astral, mothball it to the scientist, press 1 quite a lot more, go back to his planet, and then press 1 a few final times.[close]SpoilerAlpha Cores are the best admins in the game, so it makes sense for them to be the best officers, too, and Odysseus' ship is held back by being a Conquest, which is fairly weak in AI hands.
Then again, you fight a TT armada for Volturnian lobster seeding, which is a much weaker reward. I suppose Boggled just didn't want to make unlocking the gates too much of a hassle, but the extras do make it a disproportionately rewarding quest. Perhaps there's room for a major Pather/Hegemony bounty hunter fight?[close]
Then again, you fight a TT armada for Volturnian lobster seeding,
One possible solution is to prevent Odysseus from contacting the player until they reach a certain level. Any other ideas?
why would Ody pilot Conquest, not Odyssey?
Lots of spoilersQuoteThen again, you fight a TT armada for Volturnian lobster seeding,Is it true? When I did this quest last time (and that was really long time ago) there was a possibility to acquire lobsters without single fight. Just dialogues. And some money.And marines...[close]
Lots of spoilersQuoteThen again, you fight a TT armada for Volturnian lobster seeding,Is it true? When I did this quest last time (and that was really long time ago) there was a possibility to acquire lobsters without single fight. Just dialogues. And some money.And marines...[close]SpoilerI also remember completing it without a fight at some point in the past, but when I did it last time, the guy I had a deal with came in to kick my ass with a bunch of Paragons and Astrals. Not sure if that's new or if I was just unlucky when picking my responses.[close]
SpoilerIf you smash your TriPad during your conversation with Vega before she tells you the lobster nanoforge is at Ilm, you won't have to fight Simmons/Zhang's fleet. The implication is that he sent you malware on your TriPad to track your progress, and if you don't smash it he hears Vega say where the nanoforge is and ambushes you.[close]
How complicate would be to add a deeper US integration? I mean, if US have a "terraformation drone" planet condition, why not it generate some terraforming points? Some other US conditions can be removed via TASC (or added). And those "archipelago world", seems like lobsters could live there too.
That could cause lesser TASC stability in vanilla, tho'.
Oghh... What did I do wrong?SpoilerPenelope's secret quest. I found an Ody, bribe corrupted heg dude, bring data back, Ody is in my fleet. Quest complete. Description say something like: AI core was unable to determine reason. And... that it... nothing happen next.[close]
So, where did I made a wrong step?
I suppose it might be too harsh to prevent the player from [censored] just for [censored] to [censored]
I've just realize Ody's ride need 400 meatbags to operate.
How did he maintain it by centuries all alone? He don't even have hands, probably. Maybe it should be an "automated ship"?
That would be over a top, as it is a strong buff, tho'
I've just realize Ody's ride need 400 meatbags to operate.
How did he maintain it by centuries all alone? He don't even have hands, probably. Maybe it should be an "automated ship"?
That would be over a top, as it is a strong buff, tho'
He probably just never used it.
I can't seem to get the Volturnian lobster quest to activate...
I've just realize Ody's ride need 400 meatbags to operate.
How did he maintain it by centuries all alone? He don't even have hands, probably. Maybe it should be an "automated ship"?
That would be over a top, as it is a strong buff, tho'
He probably just never used it.
I thought about making the ship automated, but it wouldn't make sense because the player can swap which ship Odysseus captains. The way I would explain it away is that Odysseus can operate the ship by himself, but he "allows" meatbags to crew it so as to hide his existence from everyone except the player's bridge crew (because most people are hostile towards rogue AI cores).I can't seem to get the Volturnian lobster quest to activate...
The lobster quest relies on the vanilla Starsector bar quest population code, and sometimes it refuses to spawn the quest. Try clearing/doing all other quests in the bar on Umbra, and try leaving the system and doing other things in the sector for a while. If Umbra ever got decivilized/captured/etc during your run and the quest was in the bar, I think that will unfortunately preclude you from ever doing it.
Would there be any possible way to translate the Volatile (mining) station into a regular mining station. Say like if there was a Moon or Volcano that had ultrarich on both rare and regular ore, we could build an orbital station?
Would there be any possible way to translate the Volatile (mining) station into a regular mining station. Say like if there was a Moon or Volcano that had ultrarich on both rare and regular ore, we could build an orbital station?
This has been discussed at length previously in this thread. I think it's not a good addition to the gameplay for a number of reasons, including that mining would require surface operations (unlike a gas giant siphon station) making the low station hazard unrealistic. That being said, it's something I'm keeping in mind for the future if there are changes to vanilla that would make mining stations a good feature.
"Conquest (EUTCS)"
"Conquest (EUTCS)"
It is an offtopic, but which word that "S" correspond to? :o
For a general name problem, it is for "hullName":"Conquest", line in a conquest_olympians_boggled.skin. You can repair it by yourself, until Boggled makes a fix. I mean, no one will do an update, consisted only from one string change, and larger changes would probably takes some time.
question are gifted astral gates supposed to have no generated admins or does the logic of first building them and then subsequently give them to factions be the better alternative
question.
do ruins disappear when you terraform a planet to a different type?
ruins can be underwater.
Sometimes it is just not appear. Try a few month later. And later... Eventually, he will be there.And what do you expect? That guy will wait you forever? He probably have some other things to do.Quoteruins can be underwater.There will be no obtainable finds in Atlantis ruins, if they are located under couple hundred kilometers deep. Pressure would destroy most of the salvage.
As I saying: opinion, not a suggestion.
Just tried this mod - and am currently loving it.
Question, though: is there plans to perhaps add novel and new terraforming options or station types? Currently stations and terraforming seem expensive in the beginning, then become trivial later on - so would there be more fancier types? Perhaps a city planet for extreme cost, or special super stations for very late game?
Sorry if asked previously.
The "Artificial" worlds from Unknown Skies and The Cluster from Xhan Empire come to mind.Just tried this mod - and am currently loving it.
Question, though: is there plans to perhaps add novel and new terraforming options or station types? Currently stations and terraforming seem expensive in the beginning, then become trivial later on - so would there be more fancier types? Perhaps a city planet for extreme cost, or special super stations for very late game?
Sorry if asked previously.
I had plans to include an arcology world type, but I was unable to find a satisfactory texture. If someone with artistic talent is willing to spend the time to create one, I would be happy to implement it.
The "Artificial" worlds from Unknown Skies and The Cluster from Xhan Empire come to mind.
I don't mean stealing, it just seemed relevant and I thought it could maybe be a key to open paths to what's needed.QuoteThe "Artificial" worlds from Unknown Skies and The Cluster from Xhan Empire come to mind.
Stealing? Seriously?
You can not just get texture from another mod, and even if you can, both are not exactly what is needed here.
Stealing... Hard to steal things like an "arcology planet".
But there are lot of different cool stuff to be stolen.Spoiler(https://i.imgur.com/kmm5x0J.png)[close]
Does not fit a SS style, tho'.
EDIT:
Worst thing - all of the texture I found, are flat with bump/normal map. Does SS able to use things like that?
plus the glows overlay for when the city is on the night side of the planet
An entirely artificial planet or one covered completely in artificial construction wasn't what I had in mind. There is no precedent for this in the lore, and if you do the math a world-city covering the entire surface of even a small planet would likely accommodate trillions of inhabitants, which isn't possible given the maximum market size in starsector.
I was thinking more along the lines of a planet with a single enormous city on the surface that takes up a continent-sized amount of space. Depending on the texture created, it could either be a sort of eco-focused arcology that coexists with a terran biosphere, or a self-contained megastructure with energy/resource requirements that decimate the existing environment, turning the world into a barren rock with a single gigantic dome enclosing the arcology.
I have shoveled internet almost entirely, spending like like ~6 hours for this, and the closest thing is original arcology planet from stellaris.
Currently digging in game textures. Can't find all the objects it is composed of. Probably. something is hardcoded. Closest ready-to-use textures are city planets.Spoiler(https://i.imgur.com/PN12Tae.png)[close]
But even if I get an original arcology texture, I am afraid it does not fit SS. So it goes.
Just tried this mod - and am currently loving it.
Question, though: is there plans to perhaps add novel and new terraforming options or station types? Currently stations and terraforming seem expensive in the beginning, then become trivial later on - so would there be more fancier types? Perhaps a city planet for extreme cost, or special super stations for very late game?
Sorry if asked previously.
I had plans to include an arcology world type, but I was unable to find a satisfactory texture. If someone with artistic talent is willing to spend the time to create one, I would be happy to implement it.
Just tried this mod - and am currently loving it.
Question, though: is there plans to perhaps add novel and new terraforming options or station types? Currently stations and terraforming seem expensive in the beginning, then become trivial later on - so would there be more fancier types? Perhaps a city planet for extreme cost, or special super stations for very late game?
Sorry if asked previously.
I had plans to include an arcology world type, but I was unable to find a satisfactory texture. If someone with artistic talent is willing to spend the time to create one, I would be happy to implement it.
Alright, that's awesome! Hope it happens eventually. Any plans on fancy megastructure style stations?
Maybe you could take a look at Stellaris,it has a lot of splendid planet textures,which might be suitable,but I'm not sure whether using pictures from another published game would cause problem or not....I have shoveled internet almost entirely, spending like like ~6 hours for this, and the closest thing is original arcology planet from stellaris.
Currently digging in game textures. Can't find all the objects it is composed of. Probably. something is hardcoded. Closest ready-to-use textures are city planets.Spoiler(https://i.imgur.com/PN12Tae.png)[close]
But even if I get an original arcology texture, I am afraid it does not fit SS. So it goes.
Six hours is a long time! I'm pretty convinced it won't be possible to find a suitable texture on the internet - it will need to be created/modified specifically for this mod.
Maybe you could take a look at Stellaris,it has a lot of splendid planet textures,which might be suitable,but I'm not sure whether using pictures from another published game would cause problem or not....
Six hours is a long time!
it will need to be created/modified specifically for this mod.
Just tried this mod - and am currently loving it.
Question, though: is there plans to perhaps add novel and new terraforming options or station types? Currently stations and terraforming seem expensive in the beginning, then become trivial later on - so would there be more fancier types? Perhaps a city planet for extreme cost, or special super stations for very late game?
Sorry if asked previously.
I had plans to include an arcology world type, but I was unable to find a satisfactory texture. If someone with artistic talent is willing to spend the time to create one, I would be happy to implement it.
Alright, that's awesome! Hope it happens eventually. Any plans on fancy megastructure style stations?
The astropoli already fill that role. If you build three of them around a planet, the four markets combined will have extremely powerful defenses and economy.
Quick question about the shades, if the terraforming is done, I can get rid of the shades and the terraforming won't reverse, right?
Bug report:
Just visited an Umbra, and it have a lobster bar quest! Almost forgot to mention - I already done it and have lobsters on a water planet like 5 or 6 years.Completed and separate accepted quests(https://i.imgur.com/tSjvc2C.png)[close]
Any thoughts?
Would it be too much trouble to add a setting for the price/DEA use/upkeep of Kletka Simulators?
I don't want to remove them because manual AI core farming is tiresome, but I feel that they're too easy to build and maintain, considering what they provide. For just 200,000 credits(less than Light Industry), a semi-decent DEA production, 30,000 base upkeep(same as Heavy Industry), and an Alpha Core, you get a monthly gacha with a 30% chance to pop out Alpha Cores, which is just insane.
I'd honestly say that they deserve to be locked behind a high level quest just as much as the gates do, but that seems like a lot of work, so I'd be satisfied with just the ability to fatten up those costs.
Finally got some time for this again.
Terraformed a barren world into water and found that it has farming enabled rather than aquaculture as expected.Spoiler(https://i.imgur.com/9nloOkK.png)[close]
Also, I have this texture currently unused that could be repurposed if desired.Spoiler(https://i.imgur.com/7FRFDGA.gif)
(https://i.imgur.com/dSOGwb7.jpg)[close]
I feel that they're too easy to build and maintain, considering what they provide.
is this compatible with already existing saves or will it brick them i have a colony up and running and dont want to lose it
I'm aware of the issue with farming/aquaculture but I can't fix it until the API update in the next version of starsector. If you try to build the farming industry on a water world, it should be "corrected" to aquaculture within one in-game day by my script that runs once per day to correct this issue. If not, please let me know.Noted, and thank you.
QuoteI feel that they're too easy to build and maintain, considering what they provide.
Sometimes I feel the same, but not because of low price or maintain (I can adjust them anytime). It is just something wrong there...
Probably the reason is infiniteness. Build&forgot thing. That is a really powerful stuff, it shouldn't be like that. Or is it?
is this compatible with already existing saves or will it brick them i have a colony up and running and dont want to lose it
It should be. Theoretically. That is for adding. Removing later would definitely break a save.
is there a way to remove "thin atmosphere with this mod?
The player can already obtain an infinite amount of AI cores by farming high threat remnant systems. This is just an alternative way to obtain infinite AI cores which also costs money and takes up industry slots on your planets.
QuoteThe player can already obtain an infinite amount of AI cores by farming high threat remnant systems. This is just an alternative way to obtain infinite AI cores which also costs money and takes up industry slots on your planets.
Now, when I'm sober, I'll try to correct my own words, because now I see translation was not perfect.
Infinite AI cores are not the problem. As you mentioned, player able to farm remnants for infinite cores, and nothing wrong here.
Infinite process, not the infinite result, is the problem. Player able to arrange everything "in a right way" and then not be involved into process at all. It is just one more background process, player does not need to manage, and I believe he should manage it, if not constantly, but from time to time. Similar to vanilla pirate activity - from time to time player have to take care of it, even if it's boring it is an activity change.
Need a better example? I have it. Industrial evolution mod have supercomputer industry. Initially it was exactly the same infinite process, as Kletka simulators is. Many players suggest it is too OP, so SirHartley makes it consume AI cores. That kind of "nerf" is rather decorative, as players, who build this expensive structure, designed to be effective only to multiple-colony systems, are probably already able to farm remnant and have plenty of cores to supply that industry for decades. But not infinity. So player have to track, if he supplied enough Ai cores to his supercomputersfor next 30 years. One more thing to manually manage.
Mentioned "add consumables to structure" solution won't work on Kletka simulators, 'tho. And I do not know, what exactly can help.
I see your point, but my goal with the Kletka simulator was to remove an aspect of the game that many players want to just automate once they reach a certain power level. If a player doesn't want to automate the acquisition of AI cores, then they can farm them like usual. I'm not sure what mechanic I could use to satisfy those who both want to use the Kletka simulator but don't want to fully automate the process.
So, I'm quite far into a Nex playthrough with a crap tonne of mods at the mo (just over 18 years), and I can't for the life of me remember how to start the blue lobster seeding quest. I know it was something to do with pirates, but that's all I remember.
Any help? ???
So, I'm quite far into a Nex playthrough with a crap tonne of mods at the mo (just over 18 years), and I can't for the life of me remember how to start the blue lobster seeding quest. I know it was something to do with pirates, but that's all I remember.
Any help? ???
One of the pirate bases, I think it's the one named after a shadow in Latin. I could be wrong, There should be a quest available at the bar. If you have not modded the number of bar quests in starsector config, you might have to come back several times for it to pop.
Do you mean Umbra? I think I've long since invaded that and have it claimed for myself, would I still be able to obtain the quest?
I think that having the Kletka simulator pop cores into existence based on chance works for your design goal, but I think that there's more that can be done with it. If, like the supercomputer in industry evolution, it had it's own resource bin or if it could draw from the market storage/stockpile, it required both rare metals and domain artifacts AND it required a number of lower tier cores to build up a single higher tier core, then we have to make choices.
Do we build it on a world with 3 slots for mining/refining/Kletka combo? If not, how do we get enough rare metal to the stocks on a regular basis? Do we fill the storage with cores or use them elsewhere? Beta cores are a meaningful choice now with Industry Evolution and I'd like to have some FOMO (Fear Of Missing Out) about my decisions, especially if I can't simply optimize and forget about it.
Finally, I'd love it if a remnant raid came knocking on the door every time an alpha was born. Kick in the jump point door and lay waste to every colony in the system. Claim every core in use. Empty out the storage of cores. Disrupt every industry utilizing a core. Subvert the colony where the hapless player put an Alpha Core in charge - all of a sudden the orbital station is replaced with a Remnant station that starts spitting out Ordos. Turn my system into a deserted wasteland ruled by ruthless and invincible machines that I put in charge. Make the player scream about the unfairness of it all.
I dream big... ragequit for the win.
Some things to consider...
None of this is particularly pressing or vital though.
Terraforming options adding volatiles
While this is a very interesting and useful feature, I think it may be a little too "good".
Changing a planet to Frozen generates a volatiles resource with a value of +2, the highest possible.
While this could be explained as uncovering or otherwise making accessible new exploitable areas, this trivialises the presence of volatiles in a system removing part of the balance required to locate a suitable colony site.
There is already a precedent for generating resources "out of nothing" in this mod: Mining stations.
They generate expolitable ore resources with a value of +0. Enough to sell profitably, but not enough to run industry on it's own.
Would suggest that new Frozen worlds generate a volatiles resource with a value of +0 to bring it into line with the already extant Mining stations.
And all other instances of terraforming generating volatiles creates a -1 resource.
(-1 volatiles is still incredibly profitable.)
A sort-of counter to this, would be if you manage to find a means of dynamically generating a resource randomly from a specified range of outcomes. That would alleviate the concerns about always being able to ignore a resource due to being able to create it "on demand".
There's a similar thing with Food and Organics, although I don't really consider that an issue as they are somewhat unique in that neither are impressively profitable, so higher value resources don't make such a pronounced difference.
And both are "industrially" useful even at -1, so thier actual resource concentration is largely meaningless. If they're present at all they're enough.
Terraforming options
I would like to see the addition of Arid as an option for terraforming.
While Desert is similar to Arid, it is not the same. Deserts are considered only marginally habitable, while Arid is fully habitable. And it would be nice to have that option available if the player wants a hot dry option for improvement. (Jungles and Oceans being notably un-dry.)
From a technical standpoint, the inclusion of another entry in the selection list shouldn't overly clutter the screen. Although any more than +1 might run that risk.
(RIP Eccentric.)
Another thing to think about is possbily limiting the available terraforming choices based of the current temperature of the planet in question.
So it would not be possible to change a hot world into Frozen or Tundra without first adding shades. (These types cannot exist in vanilla with the hot condition.)
And likewise would not be possible to change cold worlds into Desert or Jungle (or Arid) without first adding mirrors. (These types cannot exist in vanilla with the cold condition.)
The rationale being that the current system doesn't really need the reflectors all that much, as every option is available from every starting point. Which itself leads to oddities such as a Frozen planet in a close orbit of a bright star with the "very cold" condition, but no shades.
Or hot Jungle planets in the outer system with no mirrors.
I would like to see the reflectors play an integral part of the terraforming process as they did in previous versions. (This current verison is a much better system, except for this one part where you've accidentally marginalised one of the coolest features - it's currently easier to use the systemwide options.)
The challenge here would be communicating the requirement for this extra step to the player.
Text on the terraforming options screen would likely be the easiest way.
Although "greying out" locked options with a "you need to build some reflectors" appended to the end of each one possibly being a slicker approach.
This mod has come a long way. And even as-is is incredibly impressive.
Trully excellent work!
Players can always "role play" by building reflectors before starting terraforming if they want to adhere to a higher level of realism.
The arid transformation has been requested several times and I think I'll replace the desert option with it.
QuotePlayers can always "role play" by building reflectors before starting terraforming if they want to adhere to a higher level of realism.
The only thing, stopping me to do it - is 12 building slots cap. I believe, I am not alone. But it is not the problem you are able to solve. Just waiting for next SS update and constantly praying.QuoteThe arid transformation has been requested several times and I think I'll replace the desert option with it.
Farewell Shai-Hulud...
And now, the real reason to make a post: suggestion. I believe, it would be real nice to have loading screen tips from TASC. Something like "If you want to open a terraforming screen, you have to add respective ability to your ability bar.", or "Do not lie to a strangers", or "You may adjust terraforming speed, station build cost and many other values in setting.cfg" and etc.
The only thing, stopping me to do it - is 12 building slots cap. I believe, I am not alone. But it is not the problem you are able to solve. Just waiting for next SS update and constantly praying.I'm fairly sure reflectors stay in orbit even after they're removed as a structure. It might be weird that you don't have to pay upkeep for them even though they're still there, but then you