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Messages - boggled

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1
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: March 22, 2023, 06:12:15 AM »
Couple questions:

-Are resource deposits ever destroyed by terraforming?
-If I terraform an Arid to a Terran, and it has adequate organics already, does it decrease to the terran starting (sparse organics)?
-Are ruins modified or destroyed by terraforming?

No, no, and no. Technically speaking, terraforming can only give planets the adequate farmland modifier if they don't have a modifier already. it does NOT remove or otherwise change deposits in my experience.

I've terra'd a barren planet all the way to Terran, and a frozen as far as ocean. No change to existing deposits ever happened.


Just to clarify, ore deposits and ruins are never modified, but farmland, organics and volatiles are modified by terraforming, and depending on the project could potentially be reduced as a result of terraforming.

2
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: March 19, 2023, 05:45:34 PM »
Found a fairly minor bug,  the "Planet Killer Device" shows up in the Historian/Person with Books list even when the setting is set to disabled.
If it is not an easy fix, a note on the main post would be nice to inform people to not buy the Planet Killer if the setting is disabled.

Thanks for reporting this! It may not be possible to fix, but I will look into it!

3
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: March 01, 2023, 04:06:52 PM »
Have you ever considered using LunaLib to handle the ample amount of configurable options that are in TASC?

That way they can be done in-game rather than having to mess around with an external file and the simplicity, i think, would be overall beneficial for TASC.

I wasn't previously aware that mod existed. I'll look into integrating it into TASC. Thanks for bringing this to my attention!

It's a relatevely recent, and even more recent that i saw it in-game. Sundog's mods like Ruthless Sector, Starship Legends and a few more use it in case you need an example of how it looks in-game.

My only concern is that I don't want users to have to download an additional mod as a dependency for TASC, and to have the game crash on startup if they fail to do so. Hopefully I can find a way to integrate that functionality for users who have LunaLib without forcing all players to have it.

4
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: February 28, 2023, 03:32:20 PM »
Have you ever considered using LunaLib to handle the ample amount of configurable options that are in TASC?

That way they can be done in-game rather than having to mess around with an external file and the simplicity, i think, would be overall beneficial for TASC.

I wasn't previously aware that mod existed. I'll look into integrating it into TASC. Thanks for bringing this to my attention!

5
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: February 27, 2023, 11:39:27 AM »
Just paid a visit to the config file - [I'm a new user, just got the mod]

I've disabled terraforming [due to DIY planets]
further down the file I found something that adds terraforming structures to certain vanilla colonies. Do i need to set that condition to false too? or will that be ignored?

Yeah, you should set boggledStellarReflectorArrayMarketAutoPlacementEnabled to false.

Thanks for mentioning this - disabling terraforming should also disable auto placement on vanilla colonies, but I missed that when I was coding this.

Yes. I assume it breaks it then?
I think I've encountered a bug
I try to construct the hypershunt in a binary system (blue giant + yellow star) however, the tooltip says that there is no blue giant in the system.

Are you using any mods that effect sector generation and/or add star types, such as Unknown Skies?

Possibly. I'll do some testing to find out for sure. If I can't replicate this issue, I'll include a debug option in the next patch to help identify why TASC isn't seeing that star as a blue giant.

6
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: February 27, 2023, 06:09:27 AM »
I think I've encountered a bug
I try to construct the hypershunt in a binary system (blue giant + yellow star) however, the tooltip says that there is no blue giant in the system.

Are you using any mods that effect sector generation and/or add star types, such as Unknown Skies?

7
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: February 03, 2023, 11:30:40 AM »
I wanted to have perfect colony clusters as one of my endgame goals, and do it in a semi-fair way with mods, and was a little disappointed that you couldn't terraform volcanic worlds (no pressure, I understand you do it for free). Could you please add a "full terraforming" version and make the current version "balanced terraforming", thank you. Also, is the radiation removal thing supposed to cost 50 mil and take 9999 days to build?

I'm considering creating a way to terraform volcanic planets for the next patch. No promises though!

No, the magnetoshield should not have those requirements. Did you edit the industries.csv file?

Yes, I edited vanilla files, made tech-mining count as a structure.

Delete the TASC industries.csv file and replace it with one freshly downloaded. That's the only way I can think of that the magnetoshield could cost that much.

I updated and that did not help, also, will building a station in an asteroid congregation with a sling in it make the colony "has large amount of water present" green in the same system, and can I get a mild climate with terraforming?

Can you please post a screenshot of the build requirements?

Yes, you can build the asteroid processing structure on any station to get water for terraforming projects in the system. Mild climate is a terraforming option you can use on the habitable planet types.

Here.

That building is from some other mod - not TASC.

8
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: February 03, 2023, 11:21:47 AM »
I wanted to have perfect colony clusters as one of my endgame goals, and do it in a semi-fair way with mods, and was a little disappointed that you couldn't terraform volcanic worlds (no pressure, I understand you do it for free). Could you please add a "full terraforming" version and make the current version "balanced terraforming", thank you. Also, is the radiation removal thing supposed to cost 50 mil and take 9999 days to build?

I'm considering creating a way to terraform volcanic planets for the next patch. No promises though!

No, the magnetoshield should not have those requirements. Did you edit the industries.csv file?

Yes, I edited vanilla files, made tech-mining count as a structure.

Delete the TASC industries.csv file and replace it with one freshly downloaded. That's the only way I can think of that the magnetoshield could cost that much.

I updated and that did not help, also, will building a station in an asteroid congregation with a sling in it make the colony "has large amount of water present" green in the same system, and can I get a mild climate with terraforming?

Can you please post a screenshot of the build requirements?

Yes, you can build the asteroid processing structure on any station to get water for terraforming projects in the system. Mild climate is a terraforming option you can use on the habitable planet types.

9
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: February 03, 2023, 08:56:55 AM »
I wanted to have perfect colony clusters as one of my endgame goals, and do it in a semi-fair way with mods, and was a little disappointed that you couldn't terraform volcanic worlds (no pressure, I understand you do it for free). Could you please add a "full terraforming" version and make the current version "balanced terraforming", thank you. Also, is the radiation removal thing supposed to cost 50 mil and take 9999 days to build?

I'm considering creating a way to terraform volcanic planets for the next patch. No promises though!

No, the magnetoshield should not have those requirements. Did you edit the industries.csv file?

Yes, I edited vanilla files, made tech-mining count as a structure.

Delete the TASC industries.csv file and replace it with one freshly downloaded. That's the only way I can think of that the magnetoshield could cost that much.

10
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: February 03, 2023, 08:40:09 AM »
I wanted to have perfect colony clusters as one of my endgame goals, and do it in a semi-fair way with mods, and was a little disappointed that you couldn't terraform volcanic worlds (no pressure, I understand you do it for free). Could you please add a "full terraforming" version and make the current version "balanced terraforming", thank you. Also, is the radiation removal thing supposed to cost 50 mil and take 9999 days to build?

I'm considering creating a way to terraform volcanic planets for the next patch. No promises though!

No, the magnetoshield should not have those requirements. Did you edit the industries.csv file?

11
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: February 03, 2023, 05:20:19 AM »
TLDR: Where is Kletka supposed to store its produced AI cores? I'm not seeing any after over half a year.

Detailed: I have a planet with Kletka and Supercomputer (from IndEvo), and Kletka is improved and has Alpha-chan controlling it, but it hasn't produced a single core so far, after 6-8 months (the chance to produce nothing is 15%). Its demand of 4 domain artifacts has been fully supplied the whole time, and I've been keeping the planet extremely cold without terraforming in order to avoid randomly breaking it.

I'm not sure what additional info I should provide, so I'll take any directions on why it might be breaking. :)

It adds the AI cores to your monthly items. Wherever you have it set to deposit your items is where the AI cores will be. It's possible (but extremely unlikely) that you didn't receive any AI cores, since the chance to produce one each month is random.

12
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: February 02, 2023, 03:28:56 PM »
Boggled,

Why is it that sometimes the galaxy generates with a ton of domain relic consumers but not a single market produces it? sometimes I feel like upgrading something but there aren't anyone producing domain artifacts, I didn't touch the settings all that much - or anything related to domain artifacts anyway.

Are you using the Everybody Loves KoC mod and/or randomized sector generation? If not, Agreus should have a Domain Archeology building producing Domain-era artifacts from the start of the game.

Is there any chance that we'll get an option in the future to change the campaign layer drawing for stations to those of whatever orbital station you've built, if any?

You can use the custom_entities.json file to modify the sprites to whatever you like.

I think the only time where I had astropoli positioned weirdly, one of them was a restored station. It could be that restored stations are not being counted for setting the angle of each station, so depending on station orbit it could end up in either a straight line away from the planet or overlapping.

Yeah, astropoli placement only considers other astropoli. If there are non-astropoli stations near the planet, it could potentially overlap their location. I'm not sure there's a good solution for this other than to block astropolis construction around planets that already have one or more stations in orbit, so I decided to just leave it up to the player to reload the save if this occurs.

Hello!
Is there a way to finagle the configs to terraform gas giant planets as well?

Thanks

No, terraforming of gas giants is not possible using TASC. Sorry!
Hitting it with a PK turns it into an irradiated world, but that can only be marginally upgraded, still.
Learned that on a test game with lucifron.

That's a bug - what mod is that planet from?
Legio Infernalis gas giant, from Tahlan Shipworks. It MAY have been solved already.

Ok, thanks for letting me know about this. I'll add support in the next patch.

Quote
Fixed a compatibility problem with the Everbody Loves KoC mod caused by replacing the Tech-mining industry on Agreus with Domain Archaeology. Now the replacement won't happen if the player has Everybody Loves KoC enabled.
If the player doesn't have sufficient archeology of thier own this change soft-breaks some of the structures in this mod, because there's no way to meet the demand to operate them.
Could this be an optional setting?
Or perhaps perform the check based on whether the content mod that requires a specific building on Agreus is active, rather than the mod that seems to be caught in the middle? (I've been using TASC & KoC together with zero problems for some time prior to this.)

Hmm, you're right about the problems with this change. I'll revisit this in the next patch and find a better solution.

In the meantime, players can use console commands to add Domain Archaeology back to Agreus (or some other NPC planet). Sorry about the inconvenience!

13
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: February 02, 2023, 04:23:48 AM »
Planet incompatibility with Blackrock Drive Yards mod. Great work as always just wanted to bring to your attention.

Spoiler
[close]

Thanks for reporting this - I'll fix it in the next patch!

14
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: January 27, 2023, 07:06:55 AM »
Is there any chance that we'll get an option in the future to change the campaign layer drawing for stations to those of whatever orbital station you've built, if any?

You can use the custom_entities.json file to modify the sprites to whatever you like.

I think the only time where I had astropoli positioned weirdly, one of them was a restored station. It could be that restored stations are not being counted for setting the angle of each station, so depending on station orbit it could end up in either a straight line away from the planet or overlapping.

Yeah, astropoli placement only considers other astropoli. If there are non-astropoli stations near the planet, it could potentially overlap their location. I'm not sure there's a good solution for this other than to block astropolis construction around planets that already have one or more stations in orbit, so I decided to just leave it up to the player to reload the save if this occurs.

Hello!
Is there a way to finagle the configs to terraform gas giant planets as well?

Thanks

No, terraforming of gas giants is not possible using TASC. Sorry!
Hitting it with a PK turns it into an irradiated world, but that can only be marginally upgraded, still.
Learned that on a test game with lucifron.

That's a bug - what mod is that planet from?

15
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: January 23, 2023, 05:09:41 PM »
Balance would definitely be the key, but I think it's worth it since the autonomous station is quite the powerhouse by itself with negligible drawbacks

It's my understanding that with a vanilla game (other than TASC) the Autonomous AI Battlestation is actually substantially weaker than the orbital stations in combat because it doesn't have a minelaying system, which balances out the advantage of spawning remnant patrols.

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