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Starsector 0.98a is out! (03/27/25)

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Messages - Toxo

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1
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 23, 2023, 05:21:36 AM »
I want to terraform a barren world, but turns out i have no water in the sector.

Is it possible to add a modifier on a planet with console commands so the requirement to have water for terraforming (Colony has a moderate amount of water present) is green?
Or turn another planet into a ice world and then have the ice slinging thingy.

I tried adding condition - Water or Terran but the text is still orange
Build asteroid mining station first and then asteroid mining, it will give water afaik.

This.
It gives enough water to turn that barren world straight into a waterworld.

2
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 21, 2023, 12:23:11 AM »
I might have Extreme Weather to my +2 volatiles gas giant for nothing lol.

That's precisely what you got.
and atmospheric procesors can't be build on gas giants, either ;)

basically, the ouyang optimizer is a one time use terraformer, improving a gas giants ressource yield greatly, if it was 0 or -1, or improving it slightly if it was +1 already. and in turn, it forces extreme weather, driving up the hazzard rating. Ofc, it can still be worh to do, if you resort to a siphoning station, cause you don't care about the weather on that.

3
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 20, 2023, 02:45:01 PM »
Try living without Sun mate.

Every astronaut does.
Windows are structural weakpoints, which you want to generally avoid in a structure meant to withstand high pressure differentials. Submarines typically have none, unless its a shallow graded one with the front viewing capsule. The ISS has the cupola, 7 panels, embedded into and reinforced by a solid frame for observation/experimentation, as well as 6 side viewing ports for docking / EVA monitoring.
You only use windows, sparingly, if you need them.

Further, blocking out the sun, and having a heat-transporting outer hull helps the colony regardless if its a hot or cold gas giant, because it inevitably generates heat from its own energy generation/consumption. And while it will have an easy time to shed heat on a ice giant via simple heat pumps / hull radiation , possibly allowing for a transparent dome spanning the top; on a hot gas giant, you'd need active cooling, much like a refrigerator, driving your energy-costs ever higher by allowing sunlight to directly blast the interior space of your colony, which you want to cool down instead. And while metals do have a high heat transfer rate, you need to transfer heat from all over the colony towards radiators on the outside anyways, so lining the interior hull with coolant pipes is a convenient step in construction you'd take, anyways.
Considering just the electricity demand of new york city (which would be a giant understatement with how much more power demanding a sci fi infrastructure would be), you'd look at 11 TerraWatt-hours per day of energy, that will eventually end up as heat, needing to be transported out of your colony. That's plenty and them some, and just gets worse if you were to add not only the surface heating of - lets say just Manhattan's 59,1km² - direct sun exposure, but solar heating of 5.91 × 10^13 liters of air above it, if your dome is just 1km high.

Hydroponics can run on artificial UV light, and a vitamin d10 insufficiency from lack of sun exposure can be alleviated by further UV-added interior lighting, and proper food additives. Given the advanced age of space-faring this setting is in, keeping a settler alive inside a gas giant colony would be no more complicated than keeping a spacer alive aboard ships.

4
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 20, 2023, 09:45:37 AM »
I'm not sure any of that artwork fits for Domed Cities. They're not really domes - more like solid structures.

I think you're correct about the physics behind gas giant habitats. But the colony would already be built like that from the outset, right? What would change once Domed Cities was built? It's different on terrestrial worlds where the colony would originally be spread out and the buildings/cities look more traditional, as shown by the vanilla artwork.

You know, when a dome of a solid surface city breaks, all inhabitants have to flee inside the buildings and await repairs, while the in-dome atmosphere is contaminated / beasts roam the streets. An emergency, sure, but not necessarily a life ending scenario. You'd just be inconvenienced until order is restored and the dome repaired.
On a gas giant, the dome is your lifeline. If it breaks, the city falls, literally. And I for my part wouldn't build my lifeline out of inferior materials, just to have them be transparent. You need to build light and pressure resistant first and foremost. And in case of introduced stress (like attacks, crashes), you want your dome to bend like a metal, not shatter like a crystalline structure, be it glass or some other stuff. Sure, maybe a cloud city would have emergency thrusters, but they'd consume extreme amounts of fuel, and run out of it pretty fast, considering they are carrying a city against the high gravity of a gas giant.

Also, initial gas habs would be small and self-sufficient structures, strapped under giant blimps made of flexible fabric, simply because they need to be. Settlers wouldn't be able to afford them otherwise, and it would explain why factors like extreme weather would affect them. They'd soon consolidate around landing pads and other infrastructure, forming communities around refineries and space ports, but still be a chaotic amalgamation of "blimps", forming loose structures in much the same ways as small initial settlements grow and incorporate landmarks around them.
To consolidate them and build giant cloud cities would require a similar industrial undertaking to building a dome over a whole city, so cost wise it checks out, while offering the same benefits as a dome on a solid surface - a consolidated structure (or multiple of them) can withstand the weather and atmospheric conditions much better, offer superior access to all its facilities via high speed transportation, and keep giant amounts of space inside breathable and under normal pressure, reducing costs of life support and decon measures, while its high population density would attract more business from outside the planet.

Last but not least, you already have a custom building in the mod that replaces domed cities in favor for a structure befitting its environment: seabed cities.
So why not call them something along the line of cloud cities, with a couple of modifiers you deem fit to differentiate them from normal domed cities, and call it a day?

Bonus points for switching out the Artwork for mining on gas giants. Something along the lines of a floating refinery (maybe the one in the foreground of the first pic?).

5
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 20, 2023, 02:43:29 AM »
I don't have an art asset for Domed Cities that depicts a gas giant, so I should probably leave it as being unbuildable there.

https://qph.cf2.quoracdn.net/main-qimg-dae129ed4ebb4ffa94698276b4ef5755-c
https://preview.redd.it/2dxfamz6tez71.jpg?width=640&crop=smart&auto=webp&v=enabled&s=b0db2f7e0bad36550ce11a1308c62d43d4c6ae45
https://i.pinimg.com/564x/71/c1/ac/71c1acb923003427ba236c60db6aa131.jpg

Fix'd

keep in mind that "domed cities" would actually be the preferred building method for gas giants.
the more empty, normal pressure room you encapsulate in your colony design, the more buoyancy it will have, staying adrift at higher altitudes and even lower outside pressure values, reducing material costs, maintenance and fuel costs.
You need quite a lot of energy to keep small, dense structures at an altitude above the point of them being crushed to death by the atmosphere of a gas giant, so you can't just dump hab-modules with an airlock on a planets surface and be done with it. They'd get crushed like tin cans before they would reach an altitude where they could float.
Building city-sized blimps is meta here, and needed for proper colony planning on a gas giant.


6
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 16, 2023, 12:23:21 AM »

Yes. Keep in mind this is a WIP update and I will be issuing the "real" update in the future with more changes and probably a lack of backward compatibility.

Wait, so this dev version is backwards compatible with the 0.95.1a version of the mod, right? Also, how do I disable the limit on terraforming volcanic and irradiated worlds? I found a nice trinary system I wanna settle but all 8 planets are either irradiated or volcanic.

As of yet, volcanic nor irradiated worlds can be terraformed.
But irradiated worlds can be brought down to 100% hazard rating with the right buildings, and on volcanic worlds, typically only very hot remains, which would be true for any other planet type anyways (and you want to keep it for the bonus of cryo-arithmetic engines)

If you settle that system, you have a military powerhouse at your hands.

7
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 15, 2023, 11:18:59 AM »
Thx for the warning, but I don't mind.
Once an update drops, and it turns out to break saves, I'll just restart.

8
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 15, 2023, 10:50:58 AM »
I had read on a previous page that there were crashes with the kletka simulators, too.
are those resolved, too / turned out to be a conflict with another mod?

That was caused by the same issue as the one Blackclaw reported. It's common to all TASC buildings that can use AI cores.

So I take it as it will be fixed by downloading / installing your mod after installing the current version of starsector?
In that case, thx, been waiting for this mod to update before starting a new save :)

9
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 15, 2023, 10:43:23 AM »
I had read on a previous page that there were crashes with the kletka simulators, too.
are those resolved, too / turned out to be a conflict with another mod?

10
Suggestions / Re: Add a cheat subcategory to the mod index
« on: May 07, 2023, 10:40:12 AM »
The aforementioned Neutrino Detector MKII for example.

11
Suggestions / Re: Add a cheat subcategory to the mod index
« on: May 07, 2023, 06:39:34 AM »
One man's QoL mod is another's cheat mod. Why bother introducing more labels that are only going to spark up elitism and hostility.
Because a good load of mods on the forums isn't listed at all, due to the following discussion [...]
Then we can avoid arguing over what mods count as cheating and what does not.
[...] being entirely left out and skipped straight to judgement, leaving us with an incomplete index, therefore pushing its description as "index" ad absurdum.

I don't need to have a cheat category specifically, in my opinion it would entirely suffice to list (not outdated) mini mods / tools under utility, like the rest under that category.

12
Suggestions / Add a cheat subcategory to the mod index
« on: May 06, 2023, 05:17:10 AM »
As the title says, it would improve visibility of mods that many scoff at for the wrong reasons.
It's a single player game everyone should play and mod to their hearts content, and improving the visibility of these mods in the modding subforum would go a long way to offer players solutions to problems they're struggling with, especially since some of the rather cheaty mods are essentially just QoL for Vets (Looking at you, Neutrino Detector MkII).
Additionally it would be a much deserved shout-out to the authors of these mods, valuing the time they've invested to improve the range of options the community has to customize their games.
In my book, it would be just fair, as other mods, like "console commands", that are listed under "utility", come with direct cheat options already anyways.


13
As of the release of version of 0.96.1a of starsector, this mod is no longer able to be activated via the vanilla mod menu.
Update it please.

However, the mod can be loaded and used with no issue, if you open the file mod_info.json and change its version manually to the current game version of starsector.
Ingame, the mod behaves as expected, and I have encountered no bugs after briefly flying around with it.
I'd still prefer an update from its author, to rule out savegame instabilities due to possibly outdated code later down the line.
Spoiler
Another quirk of this mod, that I already noticed in version 0.95 of starsector, is its inability to detect coronal hypershunts. I don't know if this is intentional or an oversight.
[close]

14
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
« on: April 25, 2023, 12:43:14 PM »
I love the IED ships conceptually, they absolutely fits into everything we know about the luddic path, and past atrocities committed by them.
But the implementation of their allahu akbar mechanic kinda sucks (shieldpiercing dmg that even blows up ships in phase space), so I went and got some help from the modding community on the inofficial discord. I heard there is a mod-update in the woodworks that will separate these 3 ships into their own little optional submod, but for those who don't want to wait, or want to preserve their current save, you can do the following:

1) locate the file "default_ship_roles.json" in "[Your Installation folder of Starsector]\mods\Luddic_Enhancement\data\world\factions"
2) Open it with Notepad ++ or any other Editor you feel comfortable to use.
3) Add "#" in front of the following lines: 23, 46, 69, 130, 133.
- Optionally, if your editor does not number lines for you, press strg+f to bring up your editor's search function, and search for 2x "dram_lp_ied_std", 2x "phaeton_lp_ied_std", and "prometheus_lp_ied_std". You have to search for dram and phaeton 2 times, because they have 2 separate entries in that file. Add a "#" in front of their lines.
4) Save the file, and restart the game.
To revert these changes, simply delete the "#" from where you've added them.
If you only want to get rid of the prometheus, but keep phaeton and dram IED's active, you can do that by not adding a "#" in front of their lines.

You will still have IED's in your active save, but the luddic path is now no longer spawning new ones, and capitals / tankers in their fleets will spawn with other hulls instead. After 2 or 3 ingame months, all IED's should have despawned or been taken out. 

I hope it helps :)

15
Modding / Re: [0.95a-rc14] My additional commands for the console mod
« on: April 20, 2023, 06:23:19 AM »
Tried this mod, and it works fine in the current version.
But the addcaptain command is outdated, giving you the old skills. So an update is indeed required.

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