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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - boggled

Pages: [1] 2 3 ... 49
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: June 27, 2022, 03:58:26 PM »
only what comes to mind, custom planet, pre-generated with it's system in java, part of my faction ...
it has "stellar_mirror" added (neutral)

tho not sure about the stellar reflector as it's newly started game i just wanted to check the colony and it crashed
also first time i see such crash

Do you know which mod adds the planet? I think I fixed the crash, but I'd like to verify that by testing it with the planet.

Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: June 27, 2022, 02:47:54 PM »
so i got this crash :(
1331240 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
at data.campaign.econ.boggledTools.getPlanetType(
at data.campaign.econ.boggledTools.getCreateMirrorsOrShades(
at com.fs.starfarer.campaign.ui.marketinfo.ooo0.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.s.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.newsuper.showOverview(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.newsuper.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.ui.Q.setSize(Unknown Source)
at com.fs.starfarer.coreui.O0O0.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.ui.Q.setSize(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O$5.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.showCoreInternal(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.showCore(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(
at com.fs.starfarer.ui.newui.B.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)

Under what circumstances did this crash occur? Specifically, what planet is the Stellar Reflector Array on, what type is that planet, is the planet procedurally generated or part of the core worlds, and did you use any console commands on that planet or leading up to the crash? Are you running DIY Planets?

Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: June 21, 2022, 11:28:55 AM »
Boggled, could you make industries constructable only when there's a relevant condition on the planet? I.e. mirrors only if there's hot/cold/farmland/water on the planet. Pretty annoying little thing.

Also, could you block fulleren spool from being installed on space stations? Kinda immersion breaking to be able to build space elevator onto a station and still get bonuses from that. I would also suggest setting default station habitability to 150%(as i understand it habitability is the complexity of maintaining colonial infrastructure, not how well adapted the place is to human life), and adding a 20% accessibility bonus to offset that. I changed that for myself in settings, but this might be a more immersive default. Also cramped quarters is a cool immersive feature and should be there by default, as well as asteroid mining being linked to belts - that one is really cool and balances mining stations.

Also i would suggest adding a requirement for minimum heavy machinery amount production by the player(say 7  - size 6 colony production plus corrupt nanoforge plus admin or improvement) for unlocking the solar mirror. Once again, it's immersion breaking - lore says that sector can't produce orbital mirrors(even though realistically they aren't that hard to make - you don't need a giant structure we see over echou bles, just a thin foil and some orbital infrastructure to maintain it), so you should only be able to produce something like that once you become an interstellar power in your own right. Would also be better gameplay-wise, right now your mod is basically the habitability cheat button, if you were to gate megastructres behind colony development they would become endgame content instead. Low upkeep and no resource requirement for the mirrors are very realistic and i love them. I would also hardcode atmospheric processor heavy machinery requirement to 6, irregardless of the colony size. I would also adjust farming bonus from orbital mirror to 1, since they are buildable in your mod. Two orders of magnitude increase in crop yields is a bit much for a simple lighting adjustment.

Also, could you add a toggle for disabling terraforming, habitability changing, "no atmosphere" removal, adding of "mild atmosphere", and resource improvement(that one feels like cheating and defeats the purpose of exploration - what's the point of searching for good planets when you can just magically improve every planet you have)? Once again, breaks immersion to be able to just produce an atmosphere out of tin air, if you pardon the pun - atmospheric processor is cool for adjusting the composition of existing atmosphere or fixing extreme weather, but actual terraforming would take at least a hundred years. As for mild atmosphere - that stops feeling special when you can just add it to every planet you have.

Also, it would be cool if biolab could remove inimical biosphere.

There's a lot of suggestions here - I'll address a few of them below, but I would recommend making changes to the mod source code yourself if you want to customize it to this extent.

The main reason I leave station hazard at 100% with no accessibility modifier and no cramped quarters (by default) is because that's how stations behave in vanilla if the player views the market. I wanted to make station markets as simple as possible and make them behave how the player expects, and provide settings options for those who want to modify the default behavior. This is the same reason why I'm not going to change the food bonus from Stellar Reflectors - I want it to be the same as the vanilla behavior.

I don't want to block Fullerene Spool on stations due to balance reasons. Players will be disappointed if a station market actually has a lower maximum accessibility than a regular colony.

I understand where you're coming from with gating megastructures so the player can't built them very early on. The problem is that having a decently sized colony is already late game content, and I want the player to be able to use some terraforming buildings soon after founding a colony. Otherwise, many players will never get to see them! Stellar Reflectors are probably the most satisfying terraforming building because of the orbiting reflectors on the map, so I definitely want to make that as accessible as possible so long as it doesn't introduce major balance problems.

Mesozoic Park wouldn't be as cool if the Genelab could subsequently remove inimical biosphere.

Blocking buildings based on whether the planet could actually benefit from them is an interesting idea. It would take a good amount of time to code the logic and test it thoroughly, and if I change the functionality of the building later it will require rewriting and further testing. I'll think about it, but I don't see this as high priority right now.

Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: June 20, 2022, 11:02:46 AM »
I have a suggestion for domed cities:

Many the penalty less crippling on certain Unknown Skies planets, similarly how you did the "underwater" ones.

1: Archipelago planets in Unknown Skies seemly don't enable underwater cities or something.
2: "Artificial" planet probably have plenty of places to hide domed cities, or rather, they would look like Petra (the city in Jordan that was build by carving rock)
3: Ice planets with the condition that allows you to build "inside" the ice near a warm core probably should have less crippling defense penalty.

Another option too is allow the construction of "armored" cities (and maybe further, defense-integrated cities, that have their own guns), but that have steep costs in certain commodities to keep active (for example rare_metals, supplies, etc... whatever makes it balanced and not something people will build automatically).

Do Archipelago planets have the "water-covered surface" condition? If not, I don't want to swap Domed Cities with Underwater Cities on that planet type.

Having more planet-type specific variants of Domed Cities would be interesting, but I would need new artwork for each variant that effectively communicates how it's different than the standard Domed Cities. Also, I don't want to implement variants specific to Unknown Skies planet types because if there are changes in the Unknown Skies mod, it could break my content that relies on it.

I don't think armored cities would provide any meaningful improvement in gameplay. We already have the Ground Defenses/Heavy Batteries building.

Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: June 20, 2022, 06:45:10 AM »
Can this mod be added during an existing campaign? I colonized a lot of worlds and now want to play sector-scale happy farm.

Yes, TASC can be added to an existing save. Enjoy!

Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: June 19, 2022, 11:02:35 AM »
Q: So the stations work like colonies?  Can I put industry in them like say Refining?  Or do they have their own things to put in them?

Stations work just like a regular colony, and have access to most of the same industries/buildings.

Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: June 18, 2022, 09:53:53 AM »
Thanks for the QoL change!

No problem. Thanks for the suggestion!

Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: June 16, 2022, 11:25:50 AM »
Question, what planets are elligible for terraforming?

Gas giants and volcanic planets can't be terraformed. The rest can support at least some types of terraforming depending on their temperature.

Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: June 16, 2022, 07:41:11 AM »
I do have one last suggestion, perhaps allow AI cores on the buildings for the demand and upkeep bonus's?

I previously allowed this, but some of the buildings have no demand, or only demand DAE (which some players have disabled), so I had to come up with custom AI core bonuses that will be applicable even if there's no demand. Reading/understanding the custom bonuses added a lot of complexity and didn't really improve gameplay, so I just disabled slotting AI cores.

Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: June 16, 2022, 06:31:29 AM »
I just noticed my famous volcanic planet is toxic as all hell. Would it be possible to enable the atmosphere building for such? After all the magnetosphere building is still available for volcanic worlds.
Same for gas giants, but extreme weather (just got around to colonising one.

Is there going to be a way to counter extreme weather so that we can terraform planets that are blocked by that?

Would it be possible to get a setting to edit the defence penalty from domed cities? I find the current setting a tad too harsh, though I definitely see the reasoning behind it.

I noticed an issue with water worlds. I says one can improve organics from none to what ever it was (I forget), but it refuses to let me do so.

Question about the lobsters from gene lab on water worlds. How long does it take to seed them? Or if it's mean't to be instant, that I have an issue..

God I hadn't realised just how much I'd noted down from just a few hours play time.

I'm looking forward to toying around with Ouyang and Planet Cracker.

No, I'm going to allow removing toxic atmosphere on volcanic planets or extreme weather on gas giants. Other planet types can remove it or suppress it with Domed Cities.

I've addressed the defense penalty on Domed Cities many times before this thread - ultimately I decided not to add a settings option to remove it.

Can you post a screenshot of the organics problem with the water world? I think it should be possible to increase them there.

Lobster seeding time is controlled via the settings file. If it happened instantly, you may have set the time to 1 day.

It seems like you really want to customize the mod even more than the settings file permits - I would recommend checking out the source code ( and making changes to it to fit exactly what you want. Removing the defense penalty on Domed Cities should be trivial.

Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: June 15, 2022, 02:43:34 PM »
Keep up the wonderful work dude ^_^

Thanks, I'm glad you're enjoying the mod (despite the lack of volcanic terraforming)!

Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: June 15, 2022, 08:23:01 AM »
Ohh, heh now I feel dumb, ahh well, thank yee kindly.

Shame about the volcanic terraforming, may I ask why they can't be terraformed? it doesn't make much sense to me. Sure it'd be super hard, but should be possible lore wise.

What is the basis in the lore for terraforming volcanic planets? I assume that due to the extreme volcanism, the surface of the planet will be in large part covered in lava, making terraforming impossible.

While I'm going to be over simplifying this.. by a LOT. Orbital mirrors to cool the planet, water to cool the lava further, atmospheric building to control / use the resulting outpouring of gases, along with the tectonic building.

I'm sure in reality it'd take a crap ton more this'd do for working with the game mechanics.

I'm sure I could come up with some lore explanation to allow terraforming of volcanic planets (and gas giants) if I wanted it to be possible for gameplay reasons. But I think the gameplay is actually better if they can't be terraformed, so I'll just go with the more realistic option and disallow it.

To be honest, with what we know of physics it is easier to build a dyson swarm that can fit quadrillions of people than terraforming a volcanic planet, as weird this sounds.

Yeah, I'm pretty much in agreement with this.

New side question, I've not noticed any options for modifying gravity? Like you've got the phase building, surely that could be used in someway to modify the grav?

Have you noticed the Planetary Agrav Field building? That will suppress high and low gravity - you just have to enable it in the settings file.

Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: June 14, 2022, 12:01:04 PM »
Ohh, heh now I feel dumb, ahh well, thank yee kindly.

Shame about the volcanic terraforming, may I ask why they can't be terraformed? it doesn't make much sense to me. Sure it'd be super hard, but should be possible lore wise.

What is the basis in the lore for terraforming volcanic planets? I assume that due to the extreme volcanism, the surface of the planet will be in large part covered in lava, making terraforming impossible.

Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: June 14, 2022, 06:25:33 AM »
Hello, just got around to trying the terraforming function of this mod. Everything seemed to be going well as I started to understand what was needed. Only to find that the moment I tried opening the menu to actually build anything, the game CTD'd with this:

Fatal: org.json.JSONException:
JSONObject["boggledLimeLightNetworkPlayerBuildEnabled"] not found.

From the log file:

16661718 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["boggledLimelightNetworkPlayerBuildEnabled"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["boggledLimelightNetworkPlayerBuildEnabled"] not found.
   at com.fs.starfarer.settings.StarfarerSettings.0000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getBoolean(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.updateTable(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.createUI(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.0000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
Caused by: org.json.JSONException: JSONObject["boggledLimelightNetworkPlayerBuildEnabled"] not found.
   at org.json.JSONObject.get(
   at org.json.JSONObject.getBoolean(
   ... 17 more

This crash is happening because your settings file has a misspelled key in it - did you make any changes to your settings file? To fix the issue, delete your TASC mod folder and redownload it.

Side question, is it possible to terraform a volcanic planet? From what I was seeing in game, it appears no? :s

No, volcanic planets cannot be terraformed using this mod.

Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: June 13, 2022, 04:18:15 PM »
though the Cryosanctum on Sivie in Diable Avionics doesn't have Domain-era Artifact consumption.

Hmm, I didn't account for the possibility that mods might add new planets with a Cryosanctum. I'll try to make a change in the next patch to modify all of them to require Domain-era artifacts, not just the one on Nomios. Thanks for the information!

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