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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - boggled

Pages: [1] 2 3 ... 57
1
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: November 28, 2022, 12:19:12 PM »
Looks like a great mod, but I didn't use it for my Nex playthrough since I don't like using stuff too much if the AI can't use it as well.

Can the AI terraform, construction stations, as well?

No, AI factions don't use TASC features.

2
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: November 28, 2022, 09:37:43 AM »
Dunno if this is something that can be changed, but if a modded space station is abandons it loses all it's traits if you attempt to rehabilitate it again, this includes things like Resource Deposits for more mining-style stations.  There any way to fix that?


Stations created using TASC should re-populate their resource deposits (if they have any) upon recolonization. Stations with deposits created by other mods will not do so unless I add support for them - what mod and what station did you notice this issue with?

3
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: November 25, 2022, 08:22:16 AM »
Is there a way to increase the growth malus from Cramped Quarters to -50 or -100? My growth stats are overpowering the -25, which makes precise colony control very frustrating.

No, you would have to edit the source code and recompile to do that. I'll add a settings toggle in the next patch for this.

4
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: November 22, 2022, 06:36:50 PM »
Sup,

So uh, I wanted to ask, is it possible to make the Dome City defense debuff configurable? I've always felt that the 0.05 was a bit too harsh, but I have no real way of editing it, ain't no code wiz you see. If not, maybe an upgrade to the dome city 'industry' that makes it less fragile? Maybe partitions the inside of the dome or something? Or maybe creates a big ol shield generator over it? Dunno. Even a .25x multiplier would be so much better than the crippling 0.05x.

With thanks, GreekPerseus

I've addressed this several times before in this thread - essentially, the defense malus forces the player to make difficult decisions regarding how they want to lay out their colonies, instead of just duplicating an "ideal" configuration on every planet. I think allowing the player to mitigate the defense penalty would make the gameplay worse.

Hello!
there is some error when i install you mode

77976 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Special item with id [boggled_euteck] not found while loading drop_groups.csv
java.lang.RuntimeException: Special item with id [boggled_euteck] not found while loading drop_groups.csv
   at com.fs.starfarer.loading.SpecStore$14.?00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore$14.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.?00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)



Be sure to completely delete the old TASC folder being updating to a new version. If you just merge in the new folder it will cause that error.

5
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: November 21, 2022, 02:38:55 PM »
Posting this here since someone else had this issue but can't post on forum (and it's kinda my fault for giving incorrect code previously)

Using a planetkiller causes Nex's commission intel to NPE, since it expects a non-null actionData arg for reportSaturationBombardmentFinished:
479122 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at exerelin.campaign.intel.Nex_FactionCommissionIntel.reportSaturationBombardmentF inished(Nex_FactionCommissionIntel.java:145)
    at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportSaturationBombardmen tFinished(ListenerUtil.java:152)
    at data.campaign.econ.boggledTools.decivilizeMarketWithPlanetKiller(boggledTools.java:3035)
    at data.campaign.econ.boggledTools.applyPlanetKiller(boggledTools.java:2965)
    at data.campaign.econ.abilities.Deploy_Planet_Killer.activateImpl(Deploy_Planet_Killer.java:24)


I'll add a safety check in my Nex update when I get around to actually doing the said update; other than that, you should pass it a non-null value since the listener reasonably expects it, and fill it with relevant data.
Something like:
Code: java
MarketCMD.TempData actionData = new MarketCMD.TempData();
actionData.bombardType = BombardType.SATURATION; /* probably not needed but just in case someone forgot which listener method they were using */
actionData.willBecomeHostile = hostile; /* PLACEHOLDER: fill this with factions that will get mad */
ListenerUtil.reportSaturationBombardmentFinished(null, market, actionData);

Ok, I'll add that to the next patch. Thanks for helping me out with this!

Do you know how to enable building artillery for stations from other mods(like the remnant battlestation from terraforming)
Mod author has to add compatibility.
Hello! I'm the author of TASC. How can I add compatibility with the IndEvo artillery station to the Remnant station from TASC?
Hey! I thought I'd pop over and tell you here, it's more likely you'll see it that way.

Adding compat is simple, just add this small bit of code in your orbital station industry class, and the "indevo_compat" tag to the industry in industries.csv, and I'll have it patched with the upcoming update!

 
Code
@Override
    protected void ensureStationEntityIsSetOrCreated() {
        if (stationEntity == null) {
            for (SectorEntityToken entity : market.getConnectedEntities()) {
                if (entity.hasTag(Tags.STATION) && !entity.hasTag("no_orbital_station")) {
                    stationEntity = entity;
                    usingExistingStation = true;
                    break;
                }
            }
        }

        if (stationEntity == null) {
            stationEntity = market.getContainingLocation().addCustomEntity(
                    null, market.getName() + " Station", Entities.STATION_BUILT_FROM_INDUSTRY, market.getFactionId());
            SectorEntityToken primary = market.getPrimaryEntity();
            float orbitRadius = primary.getRadius() + 150f;
            stationEntity.setCircularOrbitWithSpin(primary, (float) Math.random() * 360f, orbitRadius, orbitRadius / 10f, 5f, 5f);
            market.getConnectedEntities().add(stationEntity);
            stationEntity.setMarket(market);
        }
    }

Ok, I'll that to the next patch too. Thanks!

6
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: November 20, 2022, 12:30:23 PM »
is there a way to "fastbuild" a terraforming project? or make it faster (other than modifying setting files)

No, there's not a console command to immediately complete a terraforming project. The only way to speed them up is to modify the duration using the settings file.

7
Boggled, I have a question. How does it work for buildings like the senate and academy when the colony interaction menu is "clogged" by mods like Exotica Tech, Progressive Smods, and TASC? I heard you consolidated your options, but how many buildings with colony interactions do I need for that?

Having too many colony menu additions is definitely problematic. I plan to move the terraforming and crafting screens to the intel screen so TASC doesn't contribute to this.

8
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: November 19, 2022, 02:58:11 PM »
Can you make comppatch so I can use the artillery station with Machine battle station?

I'm not sure what you're referring to.

He's asking for it in the absolute dumbest way possible, let me explain:

He's referring to this post

The mod implements "Artillery Stations" which do various attacks on the campaign layer as well as being their own small combat station. You can't build them from scratch, so outside of core worlds you gotta defeat them, colonize the planet they are orbiting and build their structure in colony menu, thing is, to build them they need a functioning orbital station first.

As for what that has to do with this mod, since you can build the Remnant Battlestations as an orbital station, they, for some reason, are not being recognized by Industrial.Evolution as a valid station for the purposes of the artillery's requirement.

Hope this clears it out.

Yes, thank you!

I posted in the IndEvo thread asking how to add compatibility with the artillery station to TASC. I'll add support for it in the next patch.

9
Do you know how to enable building artillery for stations from other mods(like the remnant battlestation from terraforming)
Mod author has to add compatibility.

Hello! I'm the author of TASC. How can I add compatibility with the IndEvo artillery station to the Remnant station from TASC?

10
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: November 18, 2022, 06:19:38 PM »
Can you make comppatch so I can use the artillery station with Machine battle station?

I'm not sure what you're referring to.

11
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: November 17, 2022, 03:25:48 PM »
--- I don't know if this has changed recently, but last time I used this mod Planetary Shields didn't negate the Ground Defense malus of Domed Cities. Is this by design, an oversight or just a limitation of modding? I would think a big, *** off energy shield would remove the vulnerability to bombardment, but perhaps not?

This has been suggested before, but I decided against it because I don't want there to be an "optimal" planet configuration. The defense penalty on Domed Cities prevents the player from spamming it everywhere, which helps to accomplish that goal.

12
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: November 15, 2022, 04:26:42 PM »
Hey a bit of a suggestion. I think it would be good to have terraforming a planet into a normally habitable planet, not make it automatically habitable if it wasn't before. It kinda makes the actual terraforming ability to make planets Habitable redundant outside of like 2 vanilla faction preowned planets.
Since the Habitability terraforming requires a planet to be capable of becoming habitable, and planets that do don't natuarry generate without it.

Would just be nice to give it more of a use.
It would also fit lorewise since having organic life on a planet does not mean it would be habitable to humans. But thats really besides the point.

You're right that the habitability project has minimal uses. However, I think when players terraform a planet into one of the Earth biome types (ex. Terran, jungle) they expect that planet will have the habitable condition afterwards.

It would be too cumbersome to try to explain that a planet having organic life doesn't automatically mean it's habitable for unprotected humans. Not everyone is familiar with the science behind what conditions humans need to survive.

Yeah thats fair.
On a small note it would allow players to max out their organics production, since thats for some reason impossible in vanilla (Since organics are only on habitable planets and Autonomous Mantle Bore doesn't work on habitable planets).
But well, its organics so it doesn't really matter that much in the first place lol.

Yeah, I think it's fine that it's not possible to use the Autonomous Mantle Bore for organics on planets created with TASC.

Hey a bit of a suggestion. I think it would be good to have terraforming a planet into a normally habitable planet, not make it automatically habitable if it wasn't before. It kinda makes the actual terraforming ability to make planets Habitable redundant outside of like 2 vanilla faction preowned planets.
Since the Habitability terraforming requires a planet to be capable of becoming habitable, and planets that do don't natuarry generate without it.

Would just be nice to give it more of a use.
It would also fit lorewise since having organic life on a planet does not mean it would be habitable to humans. But thats really besides the point.

You're right that the habitability project has minimal uses. However, I think when players terraform a planet into one of the Earth biome types (ex. Terran, jungle) they expect that planet will have the habitable condition afterwards.

It would be too cumbersome to try to explain that a planet having organic life doesn't automatically mean it's habitable for unprotected humans. Not everyone is familiar with the science behind what conditions humans need to survive.
Isn't making it habitable basically the entire point of terraforming to begin with? The issue would be more with randomly spawned planets with said types, which shouldn't always have the condition by default. Any planet you deliberately terraform would of course gain the condition since you're purposely changing it and it makes little sense to make an Earth-like biome but not make it suited for Earth life when the whole point is living in it.

I agree that randomly generated planets shouldn't all have the habitable condition from a realism standpoint, but I'm not going to change that with TASC.

13
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: November 14, 2022, 05:54:36 PM »
Hey a bit of a suggestion. I think it would be good to have terraforming a planet into a normally habitable planet, not make it automatically habitable if it wasn't before. It kinda makes the actual terraforming ability to make planets Habitable redundant outside of like 2 vanilla faction preowned planets.
Since the Habitability terraforming requires a planet to be capable of becoming habitable, and planets that do don't natuarry generate without it.

Would just be nice to give it more of a use.
It would also fit lorewise since having organic life on a planet does not mean it would be habitable to humans. But thats really besides the point.

You're right that the habitability project has minimal uses. However, I think when players terraform a planet into one of the Earth biome types (ex. Terran, jungle) they expect that planet will have the habitable condition afterwards.

It would be too cumbersome to try to explain that a planet having organic life doesn't automatically mean it's habitable for unprotected humans. Not everyone is familiar with the science behind what conditions humans need to survive.

14
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: November 14, 2022, 07:13:08 AM »
Suggestion for a planet or moon sized station that you can build in stable orbits or around a star maybe it could eventually have a story connected to it and obviously it woulf require alot of resources to create...maybe it be build in stages with new functions unlock in each stage

I don't think a Death Star is lore compatible!

15
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: November 14, 2022, 06:24:49 AM »
Shouldn't Harmonic Dampers allow construction of Domed Cities on worlds with extreme tectonic activity? The description seems to imply that it should be possible. Logically it should be possible, if the dampers can negate the effects of the tectonic activity on your civilization on the planet.

Dampeners suppresses the quakes, but don't get rid of them entirely, therefore it is still a huge risk to build a dome due to the multitude of potential issues that could arise.

Hmm, I could add a line like that to the description of the Domed Cities building if Harmonic Dampers are on the colony to explain why Domed Cities can't be built.

Uh, I was having a bug where aquaculture was asking for farmland... Manually added the industry by command and worked fine. It happened in Ithaca after I terraformed it.

Yeah, that bug requires the player to save and then reload to fix it. This is caused by issues with the vanilla API and (as far as I know) is not fixable by mod authors.

Shouldn't Harmonic Dampers allow construction of Domed Cities on worlds with extreme tectonic activity? The description seems to imply that it should be possible. Logically it should be possible, if the dampers can negate the effects of the tectonic activity on your civilization on the planet.

Good point - I didn't consider this when I implemented the tectonic activity restriction on Domed Cities. The main problem I can see is what should happen if the player deconstructs the Harmonic Dampers after building Domed Cities, or the Harmonic Dampers are disrupted (ex. by a raid). I'm not sure there's an effective way to communicate to the player that the Domed Cities building will be destroyed in those circumstances, and if it does happen the player will probably feel frustrated by it.
What system do you use for the agrav field (which relies on having domes)? Maybe zomething similar could work?

Or you could just add a line or two to the tooltip explaining, or make it so harmonic dampers add a planetary feature when in operation, THEN use the same system you use so Floating Continent allows it? Just speculating here.
Making it so it could build domes WOULD make some of my army bases worth more, but it also seems a bit... Strong.

Planetary Agrav Field simply stops suppressing high and low gravity if the colony doesn't have the Domed Cities building. That's less problematic and frustrating for the player than Domed Cities deconstructing itself if Harmonic Dampers are removed.

Also Harmonic Dampers are non default content, and back when I was collecting usage data it showed that most players never change the default settings. I'm not sure it's a productive use of my development time to code and test the logic for what happens in these circumstances since only a handful of players will ever encounter the situation.

Maybe I'll just duplicate the Planetary Agrav Field logic for Harmonic Dampers/Domed Cities so players who really want to build that way can - it will just be less lore friendly since there's no text or checks about what's happening.

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