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Messages - boggled

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1
Hello, I just tested this and the setting appears to work. Can you please provide the steps you followed to create the situation where it's not working as expected?

Ok so I found the issue.

If I enable boggledCryosanctumPlayerBuildEnabled I can build the BOGGLED_CRYOSANCTUM industry and, provided I enabled boggledDomainTechContentEnabled, it will require domain artifacts.

If I enable boggledCryosanctumReplaceEverywhere it will replace all vanilla cryosanctums in the sector with BOGGLED_CRYOSANCTUM, so if I keep it off that means that NPC cryosanctums won't require domain artifacts HOWEVER as the player I can only build BOGGLED_CRYOSANCTUM and not the vanilla cryosanctum meaning I still have to meet the domain artifact demand.

I hope that's clear.

Ah, I see what you mean. The player-built cryosanctum will only demand Domain-era artifacts if the player has Domain Archaeology enabled. I imagine there are very few players who keep Domain Archaeology enabled but don't want cryosanctums to demand Domain-era artifacts, but I can add a check for the "cryosanctum demands artifacts" setting in the next patch to accommodate that configuration. Thanks for letting me know about this!

Would it be possible to make the Ashes of the Domain Stellamanufactorum produce Domain Era Artifacts? It would increase compatibility and make some thematic sense since that thing can make nanoforges.

Hmm, I think that might need to be added from the AotD side since I don't want to overwrite content from AotD in TASC. It should be trivial for Kaysaar to add that (if they want to) with code like the below:

Code
if(Global.getSettings().getModManager().isModEnabled("Terraforming & Station Construction"))
{
    supply("domain_artifacts", (size - 2));
}

I remember this being brought up by that user in the AotD thread initially. This was the mod author's response that led him to post here:
Just a thing, what if the Stellamanufactorum produced Domain Artifacts if TASC is installed and has them turned on? Its not always convenient to have a ruins world where you cna grow it and set up Domain archeology, and this thing literally lets you make pristine nanoforges.
This issue should be addressed to author of TASC , as Stella Manufactorium uses CSV for items production , which TASC could implement on their side

I wasn't aware a CSV file was used to determine production for that building. I can certainly add that to TASC in the next patch. Since it's a CSV, the player could configure it themselves in the meantime. Thanks for bringing this to my attention!

2
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: October 02, 2023, 12:06:00 PM »
How can i start terraforming? I feel like im missing a button in the menu to start it. I vaguely remember thats how it used to be a few years ago. Should there be a menu in my colony screen when i dock? Can't find it under special function either.
I have ismara's sling (on ismara funnily enough), atmospheric proccesor and the genelab building, and all demands met for them.

It's now a button you can add to your hotbar, so you can order terraforming done remotely

Thank you that was it! Maybe it could be added to the mainpage, or im just blind. Love this mod anyway, thanks alot for it :)

I'm going to try to add buttons to open the terraforming menu to TASC buildings on the colony management screen in the next patch. Hopefully that will make it more convenient to open the menu and it will be harder to miss.

Would it be possible to make the Ashes of the Domain Stellamanufactorum produce Domain Era Artifacts? It would increase compatibility and make some thematic sense since that thing can make nanoforges.

Hmm, I think that might need to be added from the AotD side since I don't want to overwrite content from AotD in TASC. It should be trivial for Kaysaar to add that (if they want to) with code like the below:

Code
if(Global.getSettings().getModManager().isModEnabled("Terraforming & Station Construction"))
{
    supply("domain_artifacts", (size - 2));
}

Heya just a heads up that the setting for turning off domain artifacts on cryosanctum seems broken.

Hello, I just tested this and the setting appears to work. Can you please provide the steps you followed to create the situation where it's not working as expected?

3
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: September 15, 2023, 07:14:31 AM »
Where is Asteroid Processing? I have a siphon station and asteroid belts in the system, and a barren planet to terraform, but Asteroid Processing just... doesn't appear to exist. It doesn't even show up when searching industries in the console, or when looking at the industries.csv file in the mod directory.

Am I crazy? Blind?

It's a "reskin" of Ismara's Sling so it won't show up in the console.

It can only be built on stations, and you need to have Ismara's Sling enabled in the settings file (it's enabled by default). If you still can't build it on your stations, please post a screenshot of the station in question and the settings file and I will take a look.

Given that the feature would not work for the plasma dynamo, and that it could cause incompatibilities with other mods, I think it's best not to make changes to allow disabling special items on stations, especially since the player can simply not install them if they don't want to.

That makes sense; it’s tough to handle inconsistencies that are hard-baked into the game. Still, what you’ve accomplished with this mod is very impressive, and I don’t understand why station market construction/reclamation isn’t part of the base game. It seems like a natural extension given abandoned mining stations are sitting around all over the sector and our colonies can already build orbital star fortresses. From a gameplay perspective it’s an excellent means of making systems with only one or two planets more viable for colonization.

Like, if the damn pirates can build hidden station markets to harass us whenever they want will we sure as heck should be able to build our own.

Edit: Having the option remove the 'no atmosphere' condition alone might work. I have no issues with using plasma dynamos on siphon stations, as they're extensions of the gas giant they orbit. Mantle bores on the other hand are intended to drill deep into planets and seem out of place on mining stations.

Yeah, I'm surprised station construction/colonization hasn't been added to vanilla in some form. Maybe it will be in the future.

I don't intend to make changes to disable just the "no atmosphere" special items on stations. It would be a non-default option and I don't think it would improve the gameplay much because players who don't want to use those items on stations can simply not do so.

4
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: September 14, 2023, 12:31:12 PM »
Appreciate the answers!  :)

What mod allows for disabling special items on non-TASC stations? I didn't provide this option for technical reasons but if someone else found a good solution perhaps I could implement it in TASC.

   # Applies Cramped Quarters (if enabled), applies hazard and accessibility modifiers, and
   # enables "no atmosphere" special items on all stations sector-wide.
   # If set to false, only stations created using Terraforming & Station Construction will have the above features applied to them.
   "boggledApplyStationSettingsToAllStationsInSector":true,

It's a boolean in the TASC's settings.json and LunaLib settings files. It'd be an improvement if it applied to TASC stations too, as it doesn't make much sense (from both a logic and gameplay perspective) for it to only apply to non-TASC stations. From what I've read earlier in the thread it would entail the removal of the hidden 'no atmosphere' condition described here:

By default, stations cannot slot the "no atmosphere" special items, but I fixed this by overwriting the no atmosphere condition, putting it on all stations, and having it hide and suppress itself on stations so visually the player won't see it. This will break compatibility with any other mod which overwrites no atmosphere, but to my knowledge there are none at this time that do so.

Sorry, it's actually a little more complicated than I made it seem in my previous post. I cannot change the underlying code that vanilla uses to determine whether a special item can be installed. What I can do is use the "hidden condition hack" to ensure those conditions are met or not met. However, for the plasma dynamo, it merely checks whether the market is a gas giant using the following code:

Code
(market.getPlanetEntity() != null && !market.getPlanetEntity().isGasGiant())
Since the PlanetEntity for stations is always null, I cannot prevent the plasma dynamo from being installable.

Also, for some items which check whether the market is habitable or what the temperature on the market is, using the "hidden condition hack" could cause bugs with other mods if they have features that check whether a certain condition is present.

Given that the feature would not work for the plasma dynamo, and that it could cause incompatibilities with other mods, I think it's best not to make changes to allow disabling special items on stations, especially since the player can simply not install them if they don't want to.

5
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: September 13, 2023, 04:10:17 PM »
Hi guys,

Can anybody tell me if hydroponics has any downsides vs farming except the cost. It takes one less input and produces one more output. Seems OP as ***.

It is OP. Which is probably why it's turned off by default in the settings.

Yup, it's disabled because it's overpowered and contributes to trivializing decisions about what planets to colonize.

Is there a way to disable condition-based special items such as mantle bores and catalytic cores from being used on all stations? So far the only setting I've found allows the disabling of their use on non-TASC stations. As the item conditions were meant to restrict their use to otherwise non-viable planets, being allowed to use them on 100% hazard stations doesn't seem appropriate. So far this is the only issue I have with picking up this mod, as everything else is readily customizable.

What mod allows for disabling special items on non-TASC stations? I didn't provide this option for technical reasons but if someone else found a good solution perhaps I could implement it in TASC.

Also, if you recolonize abandoned astropoli or siphon stations (Such as the ones in Mairaath and Yma) do they regain their original functionality (eg. the siphon station will now siphon volatiles from its gas giant)? I'm curious as to whether this will still work even if I have construction of astropoli and siphon stations disabled.

Astropolis stations have no special conditions or resources. The Yma siphon station does have volatiles deposits if you recolonize it, and most of the other vanilla stations will also retain their deposits if recolonized. If you find one that doesn't, please let me know because it's a bug!

Lastly, I feel existing faction mining stations such as Nova Maxios, Tigra City, and the various pirate belt stations should count against the mining station limit. Not a major issue, but it'd be nice for consistency.

I'm not sure I could consider Nova Maxios and Tigra City to be mining stations. The only vanilla station I can think of that I would consider a mining station would be Derinkuyu Mining Station, and adding an exception for it would likely be more trouble than it's worth because it would break the existing system of "scrapping" any abandoned mining stations before building a new one.

6
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: September 08, 2023, 06:52:47 AM »
to be clear, frozen deserts are from lost_sector.


Ah, must've missed it when looking through. Thanks!

Thanks, I'll add support for this planet type in the next patch!

7
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: September 07, 2023, 07:15:42 PM »
Hey, just wanted to mention that there is a planet type I ran across that isn't supported by TASC (I tried placing an atmospheric processor and it gave me a message to reply here about it?)
Not sure which mod it's from-- I thought it might be from US and checked the assets but didn't see anything regarding it in either the graphical assets or the data files (it also hasn't had any new planet types added since it is technically outdated).
Didn't see anyone else mention this after searching the forum so I figured this might be recent. Attached a pic of the planet in question.
Frozen Desert World?
I have a ton of mods active but I did a quick lookthrough of any that might be relative to the issue and/or adds planet types (AOTD, IE, Nex, LS, HMI) but none mention this type so I'm not sure.
Let me know if there's anything I can do to help make this easier for you! Love the mod!
(also note, it doesn't crash or anything and I otherwise don't have any issues with the planet, it's just giving me the message that it's not supported)

Hey, I'm glad you're enjoying TASC!

The atmosphere processor tooltip should say something like "the planet type is:" followed by the ID of the planet type. Can you please screenshot the tooltip itself so I can see the ID and add support?

Thanks for reporting this!

8
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: September 02, 2023, 01:19:28 PM »
Possible bug: Fullerene Spool cannot be installed on ports with extreme techonomic activity despite the Harmonic Dampener neutralizing the effect.

EDIT: Catalytic Core is also effect by this, making it impossible to upgrade VoK Crystallizator.

Fullerene spool being blocked on planets with extreme tectonic activity is vanilla behavior. I'm not going to attempt to modify it, and I'm not going to have harmonic damper remove tectonic activity instead of suppressing it. I like to think of it as being too risky to install a fullerene spool on a planet where the harmonic damper could be disabled due to hostile activity or human error.

Just had a thought, what do you think of decreasing the ground defense penalty for Domes if the planet has a Planetary Shield on it? I tend to pick Volcanic worlds for AoTD Benification and extreme heat for Cryo engine, often making the domes needed to counter common hazards, if the planet has the shield wouldn't it make some sense for the penalty to be reduced?

This has been suggested before, but I decided not to implement it. This is because I think allowing the player any way to circumvent the ground defense penalty from domed cities would be bad for gameplay.

If you really don't like that ground defense penalty, I added a settings toggle to disable it in a recent patch!

9
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 31, 2023, 05:45:16 PM »
Enjoying the mod, I'd like to request an option to add extreme cold/hot to the Stellar Array even if being toggled in settings. Balancing be damned I want to craft perfection.  8)

I'm glad you're enjoying TASC!

I do plan to add a settings toggle to allow the Stellar Reflector Array to suppress extreme temperatures in the next patch.

10
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 30, 2023, 05:09:39 PM »
Is it possible to adjust the outcome of Kletka Simulator? Got a little upset with improved + alpha core Keltka gave me 0 core for 3 months straight (XCom moment).

No, it would be necessary to edit the source code and recompile to change the drop chances. As far as source code edits go, this one would be very easy, but you'll still need to be able to read code. Sorry!

11
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 25, 2023, 12:23:22 PM »
Just wanted to ask a few questions and also say the mod is amazing as always!

There's a condition named meteor impacts that gives 50% hazard rating. TASC is planing to add some terraforming project to fight this hazard or eliminate it? It can be in the form of some planet defense that destroys the asteroids before they land on a planet.

It could be locked as others research projects if vaults of knowledge is active on the game. This could be a good addition because there's vanilla planets like Maxios on the Magec System that have history and can be settled down for roleplay reasons and terraform it to make it habitable again.

Second, there's a plan of adding an terraforming project that eliminates or mitigates the deciviliced population hazard? Like a quick one that fast, and cheap way that eliminates the dissidents but at the cost of not receiving bonuses in population and maybe causing riots or a rebelion on the planet. Maybe a peaceful option increase the grow rate of the colony but is way expensive than the other one.

In the description of the chamaleon, it says it eliminates dissident populations and when I use it on a colony that has this hazard threat, it doesn't do it at all. Maybe this could be added.

I'm also pointing out that with the vaults of knowledge mod, then you have solar reflectors or the mining drones on a Station, and you use the upgraded version farm and mining industries from VOK, the +2 Bonus of farming and the bonuses from the mining drones won't give also any bonuses if the industries are upgraded.

Lastly, on my last playthrough, the chamaleon didn't work at all, causing me to use story points if I wanted to move the IA of one planet to another.

As always you mod is the best in terms of terraforming and the potential is huge.

Thanks for your hard work.

I'm glad you're enjoying TASC!

There is a "hidden" building that can be unlocked via vanilla quests that will suppress the hazard from meteor impacts.

CHAMELEON can eliminate the decivilized subpopulation condition. Can you please post a screenshot of the tooltip of CHAMELEON and the colony management screen for a situation where it's not doing this?

I'm not sure what you're referring to with the VOK mod issue. TASC Stellar Reflector Arrays cannot be built on station markets so there should be no circumstance where you could have Mining Drones and Stellar Reflector Array on the same colony.

Sorry, I didnt explain well at last.

VOK has upgrades to mining and farming.

Subzidiced farming and Fracking are the ones that keep the vanilla comodities. If you have a planet with the solar reflectors that gives +2 farming bonus and upgrade the farming to the improved version of the VOK mod, the +2 Bonus wont be applied to the industry unless you downgrade it again to normal farming.

Its the same with mining drones. If you have a station with mining drones and an alpha core, you should get +3 production but if you upgrade the industry to fracking, you wont get the bonus at all, making fracking or the mining drones useless, depends of which options will produce the most.

Il try to DM you on discord for the chamaleon Issue.

I think VOK will have to handle the +2 to Farming on their end. This is because the +2 comes from the Stellar Reflector Array condition which is part of vanilla.

I can probably handle the Mining Drones production increase in TASC.

Please post the screenshots here on the forum - I'm not active on the discord.

12
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 25, 2023, 07:18:28 AM »
Just wanted to ask a few questions and also say the mod is amazing as always!

There's a condition named meteor impacts that gives 50% hazard rating. TASC is planing to add some terraforming project to fight this hazard or eliminate it? It can be in the form of some planet defense that destroys the asteroids before they land on a planet.

It could be locked as others research projects if vaults of knowledge is active on the game. This could be a good addition because there's vanilla planets like Maxios on the Magec System that have history and can be settled down for roleplay reasons and terraform it to make it habitable again.

Second, there's a plan of adding an terraforming project that eliminates or mitigates the deciviliced population hazard? Like a quick one that fast, and cheap way that eliminates the dissidents but at the cost of not receiving bonuses in population and maybe causing riots or a rebelion on the planet. Maybe a peaceful option increase the grow rate of the colony but is way expensive than the other one.

In the description of the chamaleon, it says it eliminates dissident populations and when I use it on a colony that has this hazard threat, it doesn't do it at all. Maybe this could be added.

I'm also pointing out that with the vaults of knowledge mod, then you have solar reflectors or the mining drones on a Station, and you use the upgraded version farm and mining industries from VOK, the +2 Bonus of farming and the bonuses from the mining drones won't give also any bonuses if the industries are upgraded.

Lastly, on my last playthrough, the chamaleon didn't work at all, causing me to use story points if I wanted to move the IA of one planet to another.

As always you mod is the best in terms of terraforming and the potential is huge.

Thanks for your hard work.

I'm glad you're enjoying TASC!

There is a "hidden" building that can be unlocked via vanilla quests that will suppress the hazard from meteor impacts.

CHAMELEON can eliminate the decivilized subpopulation condition. Can you please post a screenshot of the tooltip of CHAMELEON and the colony management screen for a situation where it's not doing this?

I'm not sure what you're referring to with the VOK mod issue. TASC Stellar Reflector Arrays cannot be built on station markets so there should be no circumstance where you could have Mining Drones and Stellar Reflector Array on the same colony.

13
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 22, 2023, 05:19:14 PM »
But in my opinion always showing all options does the opposite, because it is distracting or confusing.

Trust me, the alternative would be worse. Players would expect to see a certain project, and when they don't see it, they would come here and report it as a bug that it's missing, not knowing that one of the requirements is impossible for that planet.

My point is usability. Currently there is A LOT of clicking and going through menus only to find out that most of the actions CAN'T be performed. This becomes especially tedious if you have 10 or more colonies, where remembering what you already did on what planet or want to do is pretty much impossible (unless you're some kind of genius in memorizing stuff). If I come back to a game after a few days, it becomes a game of trial and error going through almost every menu for almost every planet to "learn" where I was when I left off.

I totally agree with this criticism and I intend to try to improve the terraforming menu in my next major patch.

Although the terraforming menu is not ideal in its current state, I wasn't able to find a better way to implement it. Ideally it would be part of the colony management screen, but I don't think that's feasible without overwriting vanilla files, which I want to avoid.

You might already have done this for all I know but perhaps the folks responsible for Grand Colonies could help. After all, that mod modifies the UI of the colony management screen and adds a scroll bar. As an example - Maybe they'll know how to add a terraforming button there.

Grand Colonies uses some very complex code to make the industry scroll bar work. I'm not sure I could figure it out, and even if I could, it might cause problems with Grand Colonies itself or other mods also using reflection that try to modify the same classes.

14
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 22, 2023, 03:57:03 PM »
But in my opinion always showing all options does the opposite, because it is distracting or confusing.

Trust me, the alternative would be worse. Players would expect to see a certain project, and when they don't see it, they would come here and report it as a bug that it's missing, not knowing that one of the requirements is impossible for that planet.

My point is usability. Currently there is A LOT of clicking and going through menus only to find out that most of the actions CAN'T be performed. This becomes especially tedious if you have 10 or more colonies, where remembering what you already did on what planet or want to do is pretty much impossible (unless you're some kind of genius in memorizing stuff). If I come back to a game after a few days, it becomes a game of trial and error going through almost every menu for almost every planet to "learn" where I was when I left off.

I totally agree with this criticism and I intend to try to improve the terraforming menu in my next major patch.

Although the terraforming menu is not ideal in its current state, I wasn't able to find a better way to implement it. Ideally it would be part of the colony management screen, but I don't think that's feasible without overwriting vanilla files, which I want to avoid.

15
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 20, 2023, 01:49:59 PM »
Absolutely amazing mod, just one small question though, is there a reason (such as balance or whatnot) to why mining stations cant be built say, around a planet? I have this volcanic planet that got mega deposits, but i don't want to deal with its 225 haz...


I'm glad you're enjoying TASC!

This was done for balance reasons and because astropolis stations already fill the role of being built in orbit around planets.

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