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News:

Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Messages - boggled

Pages: [1] 2 3 ... 38
1
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 24, 2021, 11:27:05 AM »
so i have colonised 2 planets so far , 1 which produces artifacts and the other i wish to terrraform , i have the genelab installed but how do i get or build the E.U.T.E.C.K

The E.U.T.E.C.K. is an installable item that can be salvaged during exploration, similar to nanoforges, synchotron cores, etc.

If you don't want to spend time finding one, just use the console command addspecial boggled_euteck.

2
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 24, 2021, 09:33:18 AM »
When in the  settings file what part of the code do i have to edit to get the , the "old-style" terraforming system like it says in the features of the mod

Change "boggledEnableAllTerraformingProjects":false, to "boggledEnableAllTerraformingProjects":true,

3
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 23, 2021, 10:35:10 AM »
i just downloaded the mod and started a new save with the Nexerelin mod but when i check my ability hotbar the terraform ability isn't there is this normal and if not is there a fix for this?

Please review the mod guide. Terraforming no longer involves a hotbar ability.

4
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 15, 2021, 06:55:29 AM »
Groombridge is a story location, so that may be why.

Yeah, I think I blocked Groombridge because of the flavor text, and since it now has an actual function in the story I can't really unblock it.

5
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 15, 2021, 06:44:25 AM »
Absolutely love the mod, but found that many Astropoli from the base game are considered too damaged to repair. I've looked in the mod's settings file, but found no way to change the status of said Astropoli to make them repairable/colonizable. Have I missed something, or is it well and truly impossible?

Which station in particular did you want to colonize? I think colonization is blocked on a handful of stations because I lack a good sprite for them, not because of lore/gameplay reasons.

6
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 13, 2021, 03:16:15 PM »
Hihi, love the mod! Especially the station building, my system looks awesome now. By the way, have you see  The Expanse? (Either way, in the show, there's that one colony on Ganymede where they have domed greenhouses and produces food for the solar system and is basically a breadbasket of vegetables and stuffs, they also use giant mirrors to reflect sunlight better. I was thinking if Domed Greenhouses could be an industry and it produces food on planets that arent habitable, like barren planets, maybe not the same level as actual farming industry on a planet with moderate farmable land. But, then we can have stellar relays still give that plus to food production. Anyways, that was my suggestion. Great mod!

Check the settings file - hydroponics already exists!

7
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 13, 2021, 09:15:51 AM »
Hey my kletka simulators are not producing any AI cores? it has been more than 10 months. Is there a requirement for it? It has Alpha core installed in it.

https://prnt.sc/1579yk4

Are you checking the monthly reports to see what items you're receiving and where they're being delivered?

8
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 12, 2021, 12:18:59 PM »
How does one construct a Hydroponics?

It has to be enabled in the settings file.

9
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 12, 2021, 06:28:12 AM »
Can the AI Battlestation spawn AI drone fleets? if not, could you make it possible in theory?

It doesn't spawn drone fleets. I've considered this in the past but decided not to implement it due to balance and performance concerns.

This is such a modular mod, you could possibly done it and left it disabled by default toggled by the player if the player wanted this extended feature, I'd say give it a try.

It depends on how much development time it would take to implement. It's not worth the effort if it would be a non-default feature that causes balance and performance problems if enabled. I'll look into it though - if it's simple to implement, I'll do it.

10
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 10, 2021, 10:16:43 AM »
Where can I find a legacy version of this mod? I'm looking for the latest 0.91a version, I suspect 5.4.6

https://github.com/boggled-starsector/boggled_modpack/tree/master/Old/Terraforming%20and%20Station%20Construction

Here's the latest version for 0.91a.

11
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 10, 2021, 07:49:46 AM »
Can the AI Battlestation spawn AI drone fleets? if not, could you make it possible in theory?

It doesn't spawn drone fleets. I've considered this in the past but decided not to implement it due to balance and performance concerns.

12
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 06, 2021, 10:32:51 AM »
Is tehre a way to disable the need to even get this damn thing?

If you want to change the planet type, no. Enter the following command using the console to get one immediately: addspecial boggled_euteck

13
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 06, 2021, 05:25:58 AM »
Quick question, I cant find the terraforming control panel in the ability bar. Am I stupid and was it removed/replaced or is it a glitch? Looked for answers but couldn't find any.
I have the exact same issue


It's been removed post-0.95a. Read the mod features guide (and optionally the terraforming section of the settings file) to understand the new terraforming system.

14
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 05, 2021, 10:29:00 AM »
What about expanding settings for Atmosphere Processor? So you could only allow it to thinner or cleance the atmosphere but not create or thicken one for example.

I don't think this would be a good addition. It would add a large number of options to the settings file that very few people would bother to use or understand.

15
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 04, 2021, 12:01:53 PM »
Crash report from Wrachilles (Butts#1936) on Discord: https://imgur.com/JlWB8gs

Code
3419207 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Industry [BOGGLED_STELLAR_REFLECTOR_ARZAY] not found
java.lang.RuntimeException: Industry [BOGGLED_STELLAR_REFLECTOR_ARZAY] not found
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at data.campaign.econ.conditions.Boggled_Solar_Array_Overwrite.advance(Boggled_Solar_Array_Overwrite.java:33)
at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)

Looks like there's a misspelling in the mod files somewhere, probably in the industries.csv file. It appears to be the result of user edits, since this is the first time I've seen this error. Tell the individual to delete all the mod files, including any that they manually edited, and re-download the mod. That should fix it. Thanks for your help!

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