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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - YourLocalMairaaboo

Pages: [1] 2 3 ... 9
1
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.7)
« on: March 26, 2024, 05:05:41 PM »
Hello all,

Sorry for the lack of communication. There's been a lot of bugs reported recently, too many for me to address them all immediately. Thanks for your patience as I work through them!
Thank you so much, Boggled.
Your work is amazing, and with the latest update bringing integration with a notoriously innovative and experimental system, some hotcode was to be expected. We are perfectly ok with waiting, take your time.

2
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.7)
« on: March 21, 2024, 04:56:27 AM »
No I'm not talking about defenses. Domed Cities should suppress the Dust Storm +25% Hazard Rating according to the mod features on the OP post. Instead it does nothing.
Quote
Suppresses the effects of No Atmosphere, Thin Atmosphere, Dense Atmosphere, Toxic Atmosphere, Extreme Weather, Inimical Biosphere and Water Surface. If Unknown Skies is enabled, also suppresses Dust Storms, Military Virus, Parasitic Spores and Psychoactive Fungus. Has the potential to increase stability if AI cores are installed and/or the structure is improved.
Also had an issue where I couldn't build the Agrav field on domeless gas giants, despite it saying that's allowed.

3
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.7)
« on: March 19, 2024, 09:41:38 AM »
I think the station colors may be mislabeled.

4
So i started a new playthrough after not playing for a few months and I accidently sold like 14 of my research databanks without realizing that I was gonna need them later. Is it possible to spawn them back in using the console command mod?
Am I dumb, or could you not just repurchase them?

5
Mods / Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« on: March 18, 2024, 12:16:31 PM »
It's May, 207 and this just happened:



I've been using this mod since 8.3.8 and I've never seen this happen before without player intervention. All I've done this run is Space Trucking and bounties, I haven't even started the galatia quest yet. I legit thought that Mairaath had some sort of scripted immunity to getting capped. It is cool, except I now have the option of either colonizing and handing a size 3 colony over to Mayasura and hoping they can claw their way back (unlikely) or going to war with the Heg.

Is there any way to actually make Mairaath uncappable? I love this mod too much to let Nexerelin get in the way. As it is, I don't think it's intended for this to happen as the Vengeance of Mairaath defender fleet is just sitting in orbit of Mairaath destroying any Hegemony fleets that come near or pop out of the planet.

Also RIP the National, I couldn't understand how to use it effectively but I loved the design and concept. At least we still have the Patriot.
Mairaath isn't uncappable, it simply always has a massive S-Modded armada around it, that gets replaced on wipe. If it gets attritioned to a small, nonzero size, an invasion can still find success, since Mairaath has little in the way of defenses aside from the fleet.

6
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.6)
« on: March 17, 2024, 03:10:07 PM »
One more issue, even in the 9.0.7 version. No longer can build domed cities on gas giants with "floating continent", also presumably due to integration issues.
Fixed in 9.0.7
Oh, since 9.0.7 is unfinished, it has such hotifixes at massive rates, right?

7
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.6)
« on: March 17, 2024, 08:49:53 AM »
One more issue, even in the 9.0.7 version. No longer can build domed cities on gas giants with "floating continent", also presumably due to integration issues.

8
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.6)
« on: March 17, 2024, 01:34:25 AM »
If it's fixed in 9.0.7, and we're still in 9.0.6, then that means you'll have to wait for Boggled's fixed version of the mod to release, yes.
A snarky answer was unnecessary, especially when the solution was simply "check the forks on github".

9
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.6)
« on: March 16, 2024, 09:20:48 PM »
I have a pretty big issue. The Ashes of the Domain integration seems to overwrite the "Can build stations around purchased planets" setting.
Edit: As is station coloring.
Not an AotD issue, just another untested mod interaction. Fixed in 9.0.7. Can you elaborate on station coloring?
Simply put, the setting to have them use only midline sprites was not working.
Where do I get 9.0.7?
Fixed in 9.0.7. It'll be released when Boggled does another release.
So, not out yet, gotta wait for the fix?

10
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.6)
« on: March 16, 2024, 07:35:42 PM »
I have a pretty big issue. The Ashes of the Domain integration seems to overwrite the "Can build stations around purchased planets" setting.
Edit: As is station coloring.
Not an AotD issue, just another untested mod interaction. Fixed in 9.0.7. Can you elaborate on station coloring?
Simply put, the setting to have them use only midline sprites was not working.
Where do I get 9.0.7?

11
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.6)
« on: March 16, 2024, 12:19:28 PM »
I have a pretty big issue. The Ashes of the Domain integration seems to overwrite the "Can build stations around purchased planets" setting.
Edit: As is station coloring.

12
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 08, 2023, 02:58:44 AM »
So, with Indevo's update, they added new "planetary governance" buildings, with the hidden arcology in particular having some implications.

How would the game handle havig both the underwater cities and underwater version of the hidden arcology? Is it just doubling down on defensiveness?

And for the land-based, would the domed cities and hidden arcology be alternate ways of handlig the same issue? With the arcology compromisig production instead of defense, while domes keep production and tank defense?

Would there be any cross-mod interaction there?

13
So, question, how will the arcology government type and the the domed/underwater cities from TASC compare?
Just asking for those that have both.
(Some advabtages seem to be domes need to be researched with Ashes, their defenses stack on water worlds, and the arcology allows you to nullify atmospheric hazards on non-water worlds without tanking defense.)

It may be worth coordinating to either add cross-mod interaction, or make those specific two mutually exclusive.

14
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.4)
« on: July 02, 2023, 02:47:41 AM »
They already have that in asteroid processing, at stations.

15
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.4)
« on: June 22, 2023, 01:15:06 AM »
hence why organics are only found on rare habitable worlds

Organics are supposed to be more plentiful in toxic worlds, worlds like Salamanca are sought after for their organics extraction.
They occasionally exist in large quantities in toxic worlds, but this is the exception, not the rule.
The main source is habitable worlds, like how the hegemony gets the bulk of theirs from Jangala's Xenolife.
I always saw organics terraforming as you injecting some compounds into biological matter deposits to accelarate the formation of oil and coal, or stuff like that.

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