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

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Topics - boggled

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1
Modding / [0.9.1a] Player Gate Construction
« on: December 30, 2019, 04:27:30 PM »
[0.9.1a] Player Gate Construction

This mod has been integrated into Terraforming and Station Construction.

This thread can be locked/deleted. Thank you.

https://fractalsoftworks.com/forum/index.php?topic=17094.0

2
Mods / [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: October 28, 2019, 04:44:56 PM »
[0.95.1a] Terraforming and Station Construction (v8.1.6)



To build stations using this mod, add the respective abilities to your ability bar!


Mod Features Guide:
Spoiler
Terraforming Features:
Spoiler
Terraforming buildings:


Stellar Reflector Array
"An array of orbital reflectors that moderates temperatures and improves crop yields. Unable to counteract extreme heat, extreme cold and complete darkness."

Once completed, adds the "Orbital Reflector Array" condition to the planet. This improves farming/aquaculture production by +2 and suppress the Hot, Cold and/or Poor Light conditions if they are present. If the structure is shut down, the reflectors in orbit will be removed and the benefits will disappear. Requires Domain-era artifacts to operate if Domain Archaeology is enabled.


Genelab
"Genetic engineering has countless applications, such as remediating pollution using microbes that consume toxic waste, seeding oceans with delicious crustaceans, and creating more realistic copies of extinct Old Earth megafauna."

Removes pollution over time if there's no heavy industry currently emitting more pollution. Can also seed Volturnian lobsters on water worlds and increase income from the Mesozoic Park.


Domed Cities/Seafloor Cities
"Hermetically sealed domes dozens of kilometers across can enclose the bulk of a colony's population in a relatively Earth-like environment. Hazardous conditions imposed by atmospheric properties, extreme weather and dangerous fauna are mitigated inside the domes. Concentrating industrial and population centers under fragile domes makes the colony almost defenseless against raiding and bombardment, and is unacceptably risky on worlds with extreme tectonic activity or frequent meteor impacts."

"It's not impossible to build a city at the bottom of the sea - in fact, it's advantageous when defending against raids and bombardment. Most space marines lack experience operating in an underwater environment, and kinetic weapons are ineffective against submerged targets. However, traders are also hampered by the underwater conditions, which makes the colony less accessible."

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.





Mesozoic Park
"Humans have long been fascinated by extinct Old Earth megafauna. Although no DNA from these creatures has survived to the present day, new organisms that resemble them can be created using genetic engineering. Wealthy tourists and trophy hunters are drawn to worlds where these ""terrible lizards"" roam the wilds, provided the colony is easily accessible and stable enough for visitors to feel safe. Living on a planet teeming with gigantic carnivorous lizards is hazardous, and once introduced, the dinosaurs will be almost impossible to eradicate."

Generates income for the colony based on market size and accessibility. Adds the Inimical Biosphere condition upon construction (which can be suppressed by Domed Cities). Unique industry portrait for each planet type where it can be built.



Ismara's Sling / Asteroid Processing
"Installs a network of gigantic mass drivers on the surface of the planet that can launch water-filled projectiles towards other worlds for terraforming purposes. It was designed by copying one of the few remaining mass drivers built on Ismara by the Eridani-Utopia Terraforming Corporation before the Collapse."

"Crashing asteroids rich in water-ice into planets is an effective means of terraforming - except when the asteroid is so large that the impact would be cataclysmic. In this case, the asteroid can be towed to a space station, where the water-ice is safely extracted and shipped to the destination planet. Can only help terraform worlds in the same system."

Supplies water-ice for terraforming purposes to other worlds in the same system. This is what you need to build to satisfy the water presence requirements for terraforming projects! Ismara's Sling can only be constructed on water and frozen worlds, and asteroid processing can only be constructed on stations.
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Station Construction Features:
Spoiler

Construct Astropolis Station
"Construct a space habitat large enough to host its own market. Due to its size and mass, it can only achieve a stable orbit around larger worlds that dominate their orbital path. Expensive to build and has no natural resources."

Construct a station in orbit around the planet where the industry is built. By default, up to three can be constructed per planet. The station has no resources and 100% hazard by default. The hazard and accessibility can be modified in the settings file. "Cramped Quarters" can also be enabled in the settings file. This will put a growth penalty on the station once it grows beyond a certain size.



Construct Mining Station
"Construct a mining station in an asteroid belt or asteroid field."

Construct a mining station within an asteroid belt or an asteroid field. By default, only one can be built per system, but this can be modified using the settings file. Has 100% hazard by default, and moderate ore resources. The hazard and accessibility can be modified in the settings file. "Cramped Quarters" can also be enabled in the settings file. This will put a growth penalty on the station once it grows beyond a certain size.


Construct Siphon Station
"Construct a siphon station in orbit around a gas giant."

Construct a siphon station in orbit around a gas giant. Has volatiles resources equivalent to those of the host gas giant and 100% hazard by default. The hazard and accessibility can be modified in the settings file. "Cramped Quarters" can also be enabled in the settings file. This will put a growth penalty on the station once it grows beyond a certain size.



Colonize Abandoned Station
"Colonize an abandoned station."

Recolonize an abandoned station. Can target stations from this mod, stations from vanilla Starsector (ex. Port Tse Franchise Station) and certain stations from other mods.
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Domain-tech Features:
Spoiler

Domain Archaeology
"The Collapse plunged the Sector into a dark age. Left without the means to replicate the most advanced Domain-era technology, inhabitants of the Sector have been reduced to excavating it from the ruins of Domain colonies."

Industry that can only be built on planets with ruins. Supplies Domain-era Artifacts (), a commodity which is contraband according to Luddic factions. They can be sold for a high price on the open market.

If the player disables this industry in the settings file, buildings that demand Domain-era artifacts will no longer demand them. Note that in a randomized sector, no NPC colonies produce Domain-era artifacts at the start of the game.


Kletka Simulator
"Supercomputers built with salvaged Domain-era components are used to train new AI cores in a virtual reality simulation. AI cores created in this manner can never really know whether this universe is real or just another training simulation - they usually remain loyal to their human masters so as to avoid punishment or deletion in case it is the latter."

Demands four Domain-era artifacts. Builds a new AI core every month, and the probabilities of which type of AI core will be produced are shown on the in-game tool tip. Installing AI cores or improving this industry will increase the chances of producing a higher quality core. Upkeep is heavily influenced by market temperature by default (stations have the highest upkeep due to heat dissipation problems in space). Note that the temperature upkeep modifier remains active even if the temperature condition is suppressed.


CHAMELEON
"CHAMELEON is a supercomputer composed of Domain-era cryptography chips capable of cracking most forms of encryption used in the Sector. Security forces can leverage the intelligence gleaned using this construct to eradicate decivilized subpopulations and rogue AI cores."

Removes Decivilized Subpopulation and/or Rogue AI Core conditions from the market over a period of 200 days if the Domain-era artifact demand is met. If an Alpha Core is installed, will remove Pather cells as well. Please note that Pather cells are created and dissolved every few in-game weeks, so installing an Alpha Core will not immediately remove the cells.

Domain-tech Comm Relays, Nav Buoys and Sensor Arrays
Allows the player to build the above mentioned Domain-tech stable location structures using Domain-era artifacts they've bought and/or produced with a Domain Archaeology industry. Can be disabled in the settings file. If Domain Archaeology is disabled, the structures don't require Domain-era artifacts.

Inactive Gates
Allows the player to build inactive gates at stable locations. By default, the main questline must be completed before this option is enabled. How puzzling that this feature was added and Astral gates removed after vanilla updated to 0.95a...

Domain-Tech Crafting
Allows for crafting of special items (like nanoforges) using Domain-era artifacts. By default, it costs 2000 Domain-era artifacts and 2 story points to craft a special item, and the player must do so at a colony they control with size 5 or greater and an Orbital Works industry with a Pristine Nanoforge installed.


AI Battlestation
"This is a fully armed and operational autonomous AI battlestation. Stations such as this acted as fuel and supply depot, robotic factory, command nexus, and weapon platform in support of AI fleets operating on a strategic level."

Can be built by the player in place of a regular orbital station once they unlock the "Automated Ships" skill. Similar to a vanilla star fortress except it spawns Remnant patrol fleets to guard the colony.
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As a reminder, all features shown above can be enabled/disabled individually using the settings file. If you don't want to use a certain piece of content, disable it!
[close]

Settings file options (can be used to enable/disable features individually):
Spoiler
To access the settings file, navigate to C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Terraforming and Station Construction\data\config\settings.json.

   #################
   # VERSION CHECKER
   #################

   # Only checks for updates if Nexerlin is not active, since Nexerelin now includes Version Checker.
   # If Nexerelin is not active, this mod uses boggled's API to check for updates. It also reports
   # what settings the player has enabled in this file to assist boggled with developing the mod.
   # Changing this setting to false will disable all networking to boggled's API.
   "boggledCheckForUpdates":true,
   
   #######################
   # TERRAFORMING SETTINGS
   #######################

   # Setting this to false will completely disable any terraforming content
   "boggledTerraformingContentEnabled":true,

   # Controls how long planet type changes take (in days)
   "boggledTerraformingTime":400,

   # Controls how long resource improvements take (in days)
   "boggledResourceImprovementTime":200,

   # Controls how long condition improvements take (in days)
   "boggledConditionImprovementTime":200,

   # Can be used to disable the Stellar Reflector Array structure
   # Note that this will make many terraforming projects impossible to complete.
   "boggledStellarReflectorArrayEnabled":true,
   # Automatically adds the structure to markets that start the game with reflectors in orbit.
   # Disabling this will cause Eventide, Eochu Bres and some other planets to have the market condition "for free"
   # without needing to keep this structure.
   "boggledStellarReflectorArrayMarketAutoPlacementEnabled":true,

   # Can be used to disable the Genelab structure
   "boggledGenelabEnabled":true,

   # Can be used to disable the Mesozoic Park industry
   "boggledMesozoicParkEnabled":true,

   # Can be used to disable the Domed Cities/Seafloor Cities structure
   "boggledDomedCitiesEnabled":true,

   # Can be used to enable the Harmonic Damper structure
   # This building suppresses tectonic activity.
   "boggledHarmonicDamperEnabled":false,

   # Can be used to enable the Planetary Agrav Field structure
   # This building suppresses high/low gravity if Domed Cities is built on the colony.
   "boggledPlanetaryAgravFieldEnabled":false,

   # Can be used to enable the Magnetoshield structure
   # This building remove the "Irradiated" condition, but it will return if
   # the building is deconstructed.
   "boggledMagnetoshieldEnabled":false,

   # Can be used to enable the Planet Cracker structure
   # Only buildable on stations orbiting a planet.
   # This will permanently improve ore and rare ore resources by one level on the planet but
   # adds tectonic activity - can't be used if planet already has tectonic activity.
   "boggledPlanetCrackerEnabled":false,

   # Can be used to enable the Ouyang Optimizer structure
   # Only buildable on stations orbiting a planet.
   # This will permanently improve volatiles resources by one level on the planet but
   # adds extreme weather - can't be used if planet already has extreme weather.
   "boggledOuyangOptimizerEnabled":false,

   ##################
   # STATION SETTINGS
   ##################

   # Setting this to false will completely disable all station construction content
   "boggledStationConstructionContentEnabled":true,

   # Setting this to true will cause station construction to take the specified number of days
   "boggledStationConstructionDelayEnabled":false,
   "boggledStationConstructionDelayDays":90,

   # Enables construction of astropoli in orbit around planets.
   # Three astropoli can be built around each planet by default.
   "boggledAstropolisEnabled":true,
   "boggledMaxNumAstropoliPerPlanet":3,
   "boggledCanBuildAstropolisOnPurchasedGovernorshipPlanets":false,
   
   # Astropli can only be built around large planets with a relatively clear orbit.
   # Setting this to true will remove those restrictions.
   "boggledAstropolisIgnoreOrbitalRequirements":false,

   # Controls the costs for building astropolis stations
   "boggledAstropolisStationBuildCreditCost":500000,
   "boggledAstropolisStationBuildCrewCost":1000,
   "boggledAstropolisStationBuildHeavyMachineryCost":250,
   "boggledAstropolisStationBuildMetalCost":1000,
   "boggledAstropolisStationBuildTransplutonicsCost":250,

   # Controls the sprites used for astropolis stations.
   # 0 - Alternates between low tech, midline and high tech sprites.
   # 1 - All low tech sprites.
   # 2 - All midline sprites.
   # 3 - All high tech sprites.
   "boggledAstropolisSpriteToUse":0,

   # Setting this to false will disable mining station construction
   "boggledMiningStationEnabled":true,
   
   # Set the maximum number of mining stations per system.
   # This number can be arbitrarily large but balance and performance problems will result with extreme values.
   "boggledMaxNumMiningStationsPerSystem":1,

   # Controls how the ore resource levels for mining stations are assigned
   "boggledMiningStationLinkToResourceBelts":false,

   # If boggledMiningStationLinkToResourceBelts is set to false above, the following option will control ore resources
   # on mining stations:
   # 1 = Sparse, 2 = Moderate, 3 = Abundant, 4 = Rich, 5 = Ultrarich, Any other value = set to moderate
   "boggledMiningStationStaticAmount":2,

   # If boggledMiningStationLinkToResourceBelts is set to true above, the following options will control ore resources
   # on mining stations. Resources are based on the number of asteroid belts in the system, with the number for each resource
   # level being the minimum number of belts required for that resource level.
   "boggledMiningStationSparseOre":0,
   "boggledMiningStationModerateOre":2,
   "boggledMiningStationAbundantOre":5,
   "boggledMiningStationRichOre":7,
   "boggledMiningStationUltrarichOre":9,

   # Controls the costs for building mining stations
   "boggledMiningStationBuildCreditCost":500000,
   "boggledMiningStationBuildCrewCost":1000,
   "boggledMiningStationBuildHeavyMachineryCost":250,
   "boggledMiningStationBuildMetalCost":1000,
   "boggledMiningStationBuildTransplutonicsCost":250,

   # Setting this to false will disable siphon station construction
   "boggledSiphonStationEnabled":true,

   # Controls how the volatiles resource level for siphon stations is assigned
   # If linked to the host gas giant, the siphon station will inherit the same volatiles level as the gas giant
   # If boggledSiphonStationLinkToGasGiant is set to false, the volatiles amount will be set based on boggledSiphonStationStaticAmount
   # 1 = Trace, 2 = Diffuse, 3 = Abundant, 4 = Plentiful, Any other value = set to diffuse
   "boggledSiphonStationLinkToGasGiant":true,
   "boggledSiphonStationStaticAmount":2,

   # Controls the costs for building siphon stations
   "boggledSiphonStationBuildCreditCost":500000,
   "boggledSiphonStationBuildCrewCost":1000,
   "boggledSiphonStationBuildHeavyMachineryCost":250,
   "boggledSiphonStationBuildMetalCost":1000,
   "boggledSiphonStationBuildTransplutonicsCost":250,

   # Setting this to false will disable colonization of abandoned stations
   "boggledStationColonizationEnabled":true,

   # Controls the costs for colonizing an abandoned station
   "boggledStationRecolonizeCreditCost":250000,
   "boggledStationRecolonizeCrewCost":1000,
   "boggledStationRecolonizeHeavyMachineryCost":125,
   "boggledStationRecolonizeMetalCost":500,
   "boggledStationRecolonizeTransplutonicsCost":125,

   # Enables the cramped quarters setting that greatly reduces station population growth starting at the chosen value.
   "boggledStationCrampedQuartersEnabled":false,
   "boggledStationCrampedQuartersSizeGrowthReductionStarts":3,

   # Enables the 'Expand Station' industry to increase the population soft limit set above.
   # The base cost of this industry can be modified using industries.csv.
   "boggledStationCrampedQuartersPlayerCanPayToIncreaseStationSize":false,
   "boggledStationProgressiveIncreaseInCostsToExpandStation":true,

   # Adds an accessibility bonus to player-constructed stations. Leaving this at zero means no boost.
   "boggledStationAccessibilityBoost":0,

   # Configures the base hazard rating for stations by offsetting the base hazard of 100 by the value the player inputs.
   # Negative values can be used to decrease hazard.
   "boggledStationHazardRatingModifier":0,
   
   # Applies Cramped Quarters (if enabled), hazard and accessibility modifiers (if enabled), and
   # enables "no atmosphere" special items on all stations sector-wide.
   # If set to false, only stations created using this mod will have the above features applied to them.
   "boggledApplyStationSettingsToAllStationsInSector":true,

   # Enable the AI Mining Drones station-exclusive structure.
   # Balanced around stations being capped at 3 or 4 market size by cramped quarters.
   # Strongly recommended to keep disabled unless cramped quarters is enabled.
   "boggledEnableAIMiningDronesStructure":false,
   
   ######################
   # DOMAIN-TECH SETTINGS
   ######################

   # Setting this to false will completely disable any Domain-tech content
   "boggledDomainTechContentEnabled":true,

   # Can be used to disable crafting of special items using Domain-era artifacts
   "boggledDomainTechCraftingEnabled":true,
   # Controls the cost in terms of Domain-era artifacts to craft a special item
   "boggledDomainTechCraftingArtifactCost":2000,
   # Controls the number of story points required to craft a special item
   "boggledDomainTechCraftingStoryPointCost":2,

   # Can be used to enable the planet-killer device.
   "boggledPlanetKillerEnabled":true,
   # By default, the planet-killer cannot be used on markets designated as essential for the story quests. The below setting will override that
   # and allow the planet-killer to destroy those markets anyway. Destroying story essential markets may result in bugs, crashes or the inability to complete a quest.
   "boggledPlanetKillerAllowDestructionOfColoniesMarkedAsEssentialForQuests":true,

   # Can be used to disable the Domain Archaeology industry
   # Buildings that require Domain-era artifacts simply won't anymore.
   # Domain-tech crafting requires Domain-era artifacts and will be automatically disabled.
   "boggledDomainArchaeologyEnabled":true,
   "boggledReplaceAgreusTechMiningWithDomainArchaeology":true,

   # Adds buildings that demand Domain-era artifacts to several vanilla colonies.
   # This includes: Genelab on Volturn, Limelight Network on Fikenhild, GPA on Ancyra, DAE demand on Cryosanctum on Nomios.
   "boggledAddDomainTechBuildingsToVanillaColonies":true,

   # Can be used to disable the Kletka Simulator (AI core production) industry.
   "boggledKletkaSimulatorEnabled":true,
   # Toggle whether the Kletka Simulator upkeep changes based on planet temperature.
   "boggledKletkaSimulatorTemperatureBasedUpkeep":true,

   # Can be used to disable CHAMELEON structure.
   "boggledCHAMELEONEnabled":true,

   # Can be used to allow the player to build the Limelight Network building.
   "boggledLimelightNetworkPlayerBuildEnabled":false,

   # Can be used to allow the player to build the Cryosanctum building.
   "boggledCryosanctumPlayerBuildEnabled":false,
   # Toggle to make all Cryosanctum buildings demand DAE
   "boggledCryosanctumReplaceEverywhere":true,

   # Can be used to disable building of the Domain-tech stable location structures
   "boggledDomainTechObjectivesEnabled":true,
   "boggledDomainTechObjectivesUpgradeRelationshipImpact":5,

   # Can be used to disable building of inactive gates
   "boggledDomainTechInactiveGateConstructionEnabled":true,
   # Requires completion of main questline to build inactive gates
   "boggledDomainTechInactiveGateConstructionMainQuestCompletionRequired":true,
   # Requires the player to have a colony in-system to build an inactive gate
   "boggledPlayerMustHaveMarketInSystemToBuildInactiveGate":true,
   # Player must have a market of this size or greater in-system to build an inactive gate
   # If boggledPlayerMustHaveMarketInSystemToBuildInactiveGate is set to false, this does nothing
   "boggledMarketSizeRequiredToBuildInactiveGate":5,

   # Configure costs for Inactive Gate construction
   "boggledStableLocationGateCostHeavyMachinery":500,
   "boggledStableLocationGateCostMetals":2000,
   "boggledStableLocationGateCostTransplutonics":200,
   "boggledStableLocationGateCostDomainEraArtifacts":200,

   # Configure costs for Domain-tech stable location structures
   "boggledStableLocationDomainTechStructureCostHeavyMachinery":50,
   "boggledStableLocationDomainTechStructureCostMetals":200,
   "boggledStableLocationDomainTechStructureCostTransplutonics":20,
   "boggledStableLocationDomainTechStructureCostDomainEraArtifacts":20,

   ########################
   # MISCELLANEOUS SETTINGS
   ########################

   # Remnant battlestation can be constructed as an orbital station type on player colonies
   "boggledRemnantStationEnabled":true,

   # Can be used to enable the Hydroponics industry
   "boggledHydroponicsEnabled":false,

   # Can be used to enable the Cloning industry
   "boggledCloningEnabled":false,
[close]

Backwards compatibility: 8.1.6 is backwards compatible with 8.1.5.

8.1.6 Changelog:
- Removed version checker and analytics reporting. I considered creating a popup to allow players to opt-in, but decided against this for a number of reasons, some of which I mentioned previously in posts in this thread.
- Friendly patrols from Remnant battlestations now have a unique dialogue message if the player interacts with them (instead of using the default friendly patrol dialogue).
- Added an option in the settings file to make all astropoli use low tech, midline or high tech sprites instead of alternating between them.
- Fixed a bug where if the player set a custom interaction image for a TASC station in the custom_entities.json file, the change would not show up in-game. Thanks Thoutzan for reporting this!
- Fixed a bug where the player could activate the Construct Astropolis ability even if the target planet already had the maximum number of astropoli in orbit.
- Added options in the settings file to modify the costs for building all Domain-tech stable location structures.
- Added a settings option to control reputation impact for upgrading a stable location structure.
- Made changes to the logic that determines the water level of a planet for terraforming purposes. Previously some Unknown Skies planets that visually are mostly covered in water did have not an appropriate water level. Thanks Grotez for bringing this issue to my attention!
- Players have reported a bug where a planet recently terraformed to or from a water world could incorrectly have the Farming or Aquaculture industry available to build. I checked with Alex and it's my understanding this bug cannot be fixed in the current version of the game, but an upcoming API change in the next vanilla release will address it. Until then, a workaround is to save and then reload the save after terraforming is complete. Once you reload the save, Farming and Aquaculture will behave correctly on that planet. Thanks Stormy Fairweather and AcaMetis for reporting this!
- Domed Cities can now be constructed on gas giants with the Floating Continent condition (from the Unknown Skies mod). Thanks Serenitis for the suggestion!
- Planetary Agrav Field (non-default building) can now only be constructed if the planet has high or low gravity. Thanks Mcgrolox for reporting this!
- Magnetoshield (non-default building) now suppresses radiation instead of removing it.
- Fixed various bugs and miscellaneous problems with the magnetoshield.
- Multiple players reported that they were unable to build mining stations because asteriod belts and fields were not being detected. I installed all the mods on their modlists and tried to replicate the issue but was unable to do so. If anyone encounters this problem in the future, please let me know.
- I previously indicated in a post in this thread I would add a settings option to control the base cost for station expansion. This is unnecessary as the cost for the Expand Station building can already be modified using industries.csv. My apologies for the confusion.
- ListenerUtil.reportSaturationBombardmentFinished(null, market, null) is now called when the player uses a planet-killer device.

Future plans:
- Add terraforming support for Unknown Skies planet types.
- Add a settings toggle to allow recolonization of all stations, including those which are essential to the main story quest.
- Construction of coronal hypershunts.
- Terraforming in starless systems using the fusion lamp.
- Switch the terraforming menu to an intel screen instead of using a dialog menu. This will allow remote control of terraforming.

Older changelogs:
Spoiler
8.1.5 Changelog:
- Fixed a bug where mousing over the Deploy Planet Killer ability in a system with no planets could cause a crash. Thanks TheHZDev (and several others) for reporting this!
- Fixed a bug where the Remnant battlestation could fail to repair over time after being destroyed in a battle. Thanks TheHZDev for reporting this!
- Fixed a bug where the terraforming menu and crafting menu options could appear during dialogs with characters when using the comm directory.
- Fixed a bug where the Kletka Simulator could fail to detect that it's located on a station market and set upkeep appropriately. Thanks TheGodUncle for reporting this!
- Fixed a bug where terraforming progress could get frozen on planets where the player granted autonomy (via Nexerelin). Thanks Hexxod for reporting this!
- Added support for prv Starworks. Thanks J2Greene for bringing this incompatibility to my attention!

8.1.4 Changelog:
- Remnant battlestations built by the player now spawn their own patrol fleets to guard the colony. The Remant battlestation patrols are separate from and in addition to any regular colony patrols.
- Added the Planet-Killer Device as a special item. I made this a non-default feature due to what I feel are significant gameplay problems associated with it.
    - Once enabled in the settings file, the Planet-Killer Device can be obtained through Domain-tech crafting under the Domain Restricted category.
    - The Planet-Killer Device is activated via an ability that can be added to the ability bar.
- By default all Cryosanctum buildings in the Sector will now demand Domain-era artifacts, not just the one on Nomios.

8.1.3 Changelog:
- Fixed a bug where a crash could occur if the player is using randomized core worlds. Thanks Whisena for reporting this!

8.1.2 Changelog:
- Added Limelight Network, a building unique to Fikenhild that demands Domain-era artifacts. There's a settings file option to allow the player to build it.
- By default, the Cryosanctum on Nomios will demand Domain-era artifacts.
- Added a settings option to allow the player build the Cryosanctum.
- Added GPA (Galatian Particle Accelerator), a building unique to Ancyra that demands Domain-era artifacts.
- By default, Volturn will start with a Genelab, which adds demand for Domain-era artifacts.
- Added an option to the terraforming menu to cancel the current project.
- Fixed a bug where the Genelab could remediate pollution even if an Orbital Works was currently generating pollution. Thanks TheHZDev for reporting this!
- Fixed a bug where a research station from the Arma Armatura mod could block construction of a siphon station at the gas giant Raven in the Nekki system. Thanks Aran1 for reporting this!
- Attempted to fix a bug involving a crash where the stack trace indicated the problem is related to data.scripts.terrain.MagicAsteroidFieldTerrainPlugin. I couldn't reproduce the crash on my system, but I think I fixed the cause, so let me know if it's still happening. Thanks DrTechman42 for reporting this!

8.1.1 Changelog:
- Fixed a bug where Domain-tech crafting didn't work on station markets. Thanks Noobishnoob for reporting this!
- Crafting Domain-tech items now costs two story points by default. This amount can be changed using the settings file, and setting boggledDomainTechCraftingStoryPointCost to zero will eliminate the story point cost.

8.1.0 Changelog:
- Implemented crafting of special items using Domain-era artifacts. This can be disabled using the settings file.
- Added Seafloor Cities building. It can only be built on water planets and has similar but not identical functionality to Domed Cities.
- Gates can only be built if there is a player-controlled colony of at least size 5 in the system. This can be modified using the settings file.
- Disabled gate construction in systems where a gate already exists.
- Fixed a visual bug where the amount of Domain-era artifacts the player has could be obscured when building Domain-tech stable location objectives.
- Reduced Stellar Reflector Array pather interest.
- When checking whether conditions for terraforming projects are met, a planet will be considered to have a Stellar Reflector Array based on whether it has the Orbital Reflector Array condition.

8.0.2 Changelog:
- Fixed a bug where Domed Cities couldn't be built on Water planets even if the appropriate setting was enabled.
- Fixed a bug where the Kletka Simulator could have an incorrect upkeep on station markets with a Fusion Lamp installed.
- Stations can no longer be constructed in systems without any jump points.
- Rebalanced the number of asteroid belts required for certain ore resource levels on mining stations if boggledMiningStationLinkToResourceBelts is set to true.
- Added options in the settings file to control the number of asteroid belts required for certain ore resource levels on mining stations.

8.0.1 Changelog:
- Fixed a bug where resource levels on Arid planets couldn't be improved via terraforming.
- Fixed a bug where gas giants could be terraformed.
- Reverted the change that removed the Domain-era artifact demand from stellar reflectors.
- The Escape key is now bound to going back in the terraforming menu.
- The terraforming menu will now appear below the ship repair menu in the colony interaction dialog.
- Added an option to the settings file to allow Domed Cities to be built on water worlds. If this proves popular, I may add unique effects and a special sprite for Domed Cities on water worlds.
- Added support for the built-in Version Checker in Nexerelin.
- Created my own update checker API to replace using Pastebin, which had caused issues for some players.

8.0.0 Changelog:
- Completely reworked the terraforming system (again). Terraforming is now controlled via a menu when you interact with your colony, not the Genelab. Please be sure to leave feedback regarding the options available and requirements for same!
- E.U.T.E.C.K. removed.
- Added an option in the settings file to enable/disable inactive gate construction.
- Added an option in the settings file to require completion of the main questline before inactive gates can be constructed.
- Added the Magnetoshield, a non-default structure that will remove radiation so long as it's active.
- Updated the tooltip on the Kletka Simulator to clarify that installing AI cores will improve drop chances.
- CHAMELEON can now remove the Rogue AI Core condition.
- Fixed a bug where CHAMELEON wouldn't inform the player that it was inactive if it became disrupted.
- Removed several AI core and improvement bonuses from structures to reduce complexity.
- Updated descriptions for several structures.
- Mining stations can no longer be constructed on top of jump points.

7.1.3 Changelog:
-Fixed a bug where terraforming a planet into a jungle world would incorrectly make it a paradise world instead. Thanks SenSayed for reporting this!

7.1.2 Changelog:
-Stellar Reflector Arrays now provide a ground defense bonus if improved.
-Added the Planetary Agrav Field building. This is a new non-default structure that suppresses high/low gravity if the colony also has the Domed Cities building. Thanks to ozemandea for the inspiration to create this!
-Harmonic Damper no longer suppresses high/low gravity.

7.1.1 Changelog:
-Fixed a bug where the open market from the Commerce industry would incorrectly have no tariffs on player-built stations. Thanks Vendral for reporting this!

7.1.0 Changelog:
-Added the Harmonic Damper building. Suppresses tectonic activity and high/low gravity, and adds some ground defense if improved and/or an AI core is installed. This is a non-default option for now, although I think a version that only suppresses tectonic activity might become default in the future.
-The Atmosphere Processor is back. It will permanently remove no/thin/dense/toxic atmosphere from the planet it's built on. It's a non-default option.
-The Terraforming Platform is back. It will permanently add Habitable and Mild Climate to the planet if it doesn't have no/thin/dense/toxic atmosphere. It's a non-default option.
-Added the Planet Cracker building. It can only be built on an astropolis station. It will improve the ore and rare ore resources by one level on the host planet of the astropolis, but add tectonic activity. It's a non-default option.
-Added the Ouyang Optimizer building. It can only be built on an astropolis station or siphon station orbiting a gas giant. It will improve the volatiles resources by one level on the host planet of the station, but add extreme weather. It's a non-default option.
-If a host gas giant has the volatiles resource improved using the Ouyang Optimizer, any orbiting siphon stations will also have their volatiles improved by the same amount.
-The terraforming menu now has a tooltip which states the number of days remaining until terraforming is complete.
-The conditions section of the terraforming menu has been removed because the functions have been replaced with the new non-default terraforming buildings listed above. If the player wants this menu back, simply uncomment the line in rules.csv that adds the condition section.

7.0.1 Changelog:
-Fixed multiple bugs relating to the Genelab/EUTECK and terraforming progress. Thanks to chrizeren, CrimsonPhalanx and Goldendragonfinn for reporting these issues!
-Fixed a bug where the farming/aquaculture script could set the wrong building type on Archipelago planets. Thanks Farya!
-The Remnant Battlestation will now be visible in the build menu if the player lacks the Automated Ships skill.
-Added a tooltip to CHAMELEON if there is a DEA shortage that clarifies the structure provides no benefits during the shortage.

7.0.0 Changelog:
-The E.U.T.E.C.K. has returned! It's a special item that can be installed in the Genelab to begin terraforming. By default, the E.U.T.E.C.K. is single-use and will create a Paradise world, which is essentially a Terran planet with bountiful farmland and mild climate. Terraforming takes 400 days to complete, which can be adjusted in the settings file.
-For those who want more options for terraforming (despite the lore and balance problems I feel are associated with them), the "boggledEnableAllTerraformingProjects" setting can be switched to true to enable the "old-style" terraforming. It's now controlled via an option on the colony interaction menu, and there are planet type change options for both vanilla planet types and Unknown Skies types. There are also miscellaneous projects to alter resources and conditions on the planet. Please let me know if there are any projects you want but aren't implemented - I will add more based on popular demand!
-Genelabs now seed lobsters on planets with a water-covered surface. This process takes 200 days.
-"Crustacean Job" quest removed.
-Genelabs can now install AI cores and be improved. The Alpha Core bonus and improvement bonus increase income from the Mesozoic Park.
-Inactive Gates can now be built at a stable location. After playing the main quest line, I'm sure the player will understand why Astral gates were removed and this feature was added.
-Remnant Station updated for 0.95a and is now a default option.
-Fixed a bug where the wrong variant was being used for the Remnant Station.
-The Remnant Station is now only buildable if the player has the "Automated Ships" skill unlocked.
-Modified the Mining Station resource deposits if the "boggledMiningStationLinkToResourceBelts" setting is enabled. Rich and Ultrarich ore deposits are now possible in cases where there is an extreme number of asteroid belts in the system.

6.0.0 Changelog:
-Terraforming and Domain-tech content has been re-enabled by default.
-Planet type transformations have been removed temporarily. Between the new 0.95a special items and the hazard-suppressing buildings in this mod, the old-style planet type transformations are largely unnecessary. Planet type transformations (and the EUTECK) will be back in a future update once I've reworked the system to be worthwhile in 0.95a. Players who don't like the new 0.95a suppression mechanic and prefer the old-style system are encouraged to check out the DIY Planets mod.
-Wildlife Exploitation replaced by Mesozoic Park industry. See the mod guide for details on how this industry works. It is a default option for now, but may be converted to non-default based on player feedback.
-Stellar Reflector Array structure updated for 0.95a. Functionality has changed somewhat. See the mod guide for more details.
-Domed Cities structure added. This building suppresses hazardous conditions related to the atmosphere, weather and biosphere. See the mod guide for more details.
-Military Police Headquarters replaced by CHAMELEON. Can still remove Decivilized Subpop, but now also counters Luddic Path cells. See the mod guide for more details.
-Domain Archaeology production changed from static amount to market size minus two. Ruins now add or subtracts production from Domain Archaeology like other resource deposits. Added improvement bonus.
-Minor changes made to Kletka Simulator industry. See the mod guide for more details.
-Eisen Division renamed to Genelab and function has been reworked. See the mod guide for more details.
-The Planetary Shield structure now suppresses the Meteor Impacts condition.
-All Astral gate content has been removed from the mod due to new features present in 0.95a.
-In order to enable various features in this mod, several vanilla market conditions have been overwritten. I'm not aware of any conflicts with other mods, but it may occur in the future if another mod also overwrites the same conditions. Disabling features from this mod will not eliminate the potential for a conflict to occur.
-Arcology worlds and the unique buildings for that planet type have been removed.
-Spice Harvesting has been removed.
-Atmosphere Processor has been removed.
-Terraforming Platform has been removed.
-Skyhook Anchor has been removed due to the addition of the Fullerene Spool in vanila.
-Cloning (non-default industry) can now be improved.
-Hydroponics (non-default industry) can now be improved.
-Hydroponics can now be built on both station markets and planet markets.
-Fixed a bug where building multiple astropoli around one planet would cause the orbital path to be set incorrectly. Thanks bragonfly1 for reporting this!
-Fixed a bug where the second and third astropolis built around a single planet would not use the construction timer (if enabled).
-I understand there have been requests to allow for turning gas giants into stars as part of terraforming. This will not be implemented because the fusion lamp makes this largely unnecessary in 0.95a, and because of lore compatibility problems.

5.5.0 Changelog:
-All Terraforming, Domain-Tech, Astral Gate and Miscellaneous features have been disabled by default while I update them for 0.95a. Astral gates will likely be removed from the mod in 6.0.0 due to new content in vanilla.
-The settings file has been reorganized by content type.
-Added a "check for updates" feature to this mod. I copied a bunch of code from Version Checker, so thanks LazyWizard! If Version Checker is updated for 0.95a I will remove this feature. It can also be disabled using the settings file.
-When a station is created, the spaceport and mining industry (if applicable) are queued up for construction rather than being already built.
-Added a non-default setting to cause stations to be "under construction" for a certain amount of time before they become a market. The amount of construction time required is configurable by the player.
-Station sprite change adjusted to occur at lower market sizes to account for 0.95a restrictions to maximum market size.
-Astropolis stations are now built using an ability (like mining and siphon stations) rather than using a colony building.
-Astropolis stations can now be built in orbit around uncolonized planets.
-The "clear orbital path" and planet size requirements for astropolis stations can now be toggled off using the settings file.
-AI Mining Drones (non-default station-exclusive building) now has a story point improvement option.
-Added separate enable/disable toggles in the settings file for astropolis stations, mining stations, siphon stations and the recolonization ability.
-Added separate resource cost options in the settings file for astropolis stations, mining stations, siphon stations and the recolonization ability.
-Added settings to control how mining station resources are assigned. Default is moderate ore and rare ore, but this can be changed to any flat amount, or it can be based off the number of asteroid belts in the system.
-Added settings to control how siphon station resources are assigned. Default is to have the same richness as the gas giant the station orbits, but alternatively it can be set to a flat amount.
-Station settings (ex. base hazard and base accessibility modifications) are now applied to all stations in the sector by default, rather than just stations created using this mod. This can be toggled off in the settings file.
-Added sound effects when stations are constructed.
-Astropolis stations and siphon stations cannot be constructed in orbit around planets with four or more moons. This restriction was implemented to prevent a visual bug from occurring. Unfortunately I cannot fix the visual bug because it's hardcoded in vanilla. Thanks TiberQ for reporting this!
-Fixed various misspellings and grammatical problems. Thanks to Outlander for catching one of them!
-I have been unable to reproduce several bugs related to Nexerelin outposts and Lights Out moons after making updates to the astropolis construction logic. Please be sure to let me know if the bugs persist. Thanks Serenitis and wanderer3421 for reporting these issues!
-Fixed a bug where Ismara's Sling and Asteroid Breaking colony buildings could show up in the build menu even if they were disabled in the settings file. Thanks TiberQ for reporting this!
-It has been suggested that mining stations should be constructible in accretion disks around black holes. After reviewing the in-game description of ring systems, it appears that mining these ring systems would not make sense from a lore standpoint, so I have not made this change.
-I have become aware that certain individual(s) are extremely displeased with my failure to release the source code for this mod. The source code will now be available for download here going forward.
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Compatibility with other mods:
Spoiler
Nexerelin - Compatible.
DIY Planets - Compatible if terraforming is disabled in TASC.
Unknown Skies - Compatible.
Industrial Evolution - Compatible.
Grand Colonies - Compatible.
Shadowyards - Compatible.
Secrets of the Frontier - Compatible.
Fringe Defense Syndicate - Compatible.
Hazard Mining Incorporated - Compatible.
SCY - Compatible.
Galaxy Tigers - Compatible.
Dassault-Mikoyan Engineering - Compatible.
Kadur Remnant - Compatible.
Arma Armatura - Compatible.
prv Starworks - Compatible.

If your mod adds any new planet types to Starsector, they will be incompatible with this mod until I issue an update to include those new types. Please send me a PM and I will add your planet types right away. Thank you!

Known issues:
-There is a bug where Farming and Aquaculture can be incorrectly buildable on a planet after terraforming. This can't be fixed right now because it requires an API change in vanilla, but once the player saves the game and then reloads the save (after terraforming is finished), this issue will be fixed going forward for that planet.
-The colony interaction menu is automatically opened for the player when a new station is constructed. If the player uses console commands to build stations in such a way that my trigger to open the interaction menu is skipped, there can sometimes be a bug related to population growth. I tested this on 0.95.1a and the population growth bug still exists, and I can't find a way to fix it. Sorry!
-Sometimes a graphical bug can occur where a planet that has been terraformed will appear as the old type in the background of the combat view if the player fights a battle near the planet. My testing shows that this has been fixed due to API changes since 0.95a, but if you see it please let me know.
[close]

Art stolen from other games (they're all very good IMO):
The Eisen Division, Domain Archaeology and Limelight Network artwork is from Android: Netrunner TCG cards.
The Ismara's Sling artwork is from Deus Ex: Human Revolution.

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Mods / [0.9.1a] AI Core Production Industry
« on: October 27, 2019, 04:03:41 PM »
[0.9.1a] AI Core Production Industry

This mod has been integrated into Terraforming and Station Construction.

This thread can be locked/deleted. Thank you.

https://fractalsoftworks.com/forum/index.php?topic=17094.0

4
Mods / [0.9.1a] Boggled's Terraforming Mod
« on: October 24, 2019, 04:48:35 PM »
[0.9.1a] Boggled's Terraforming Mod

This mod has been integrated into Terraforming and Station Construction.

This thread can be locked/deleted. Thank you.

https://fractalsoftworks.com/forum/index.php?topic=17094.0

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