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Messages - Mayan

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1
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v2.3.2)
« on: December 24, 2019, 01:22:13 PM »
Greetings guys

I am Mayan from the old terraforming mod.

I am ashamed and guilty for leaving the mod alone (without any other dev), that was due to changes in my personal life.

I like what i see

* Really nice collaboration here it is great
* The art is beautiful (Miller-Urey Device looks shiny and the structures very cool)
* Forward thinking (that even far from mine to be honest)

Even so i am not playing starsector or any other games currently, i will be here from sometimes to see what ideas and lore there is here.
(And i just really love terraforming fantasy )
To be honest you show here modding skills that i don't have myself, but you can ask me questions, and maybe i will share some ideas. Unfortunately i will not able to contribute allot of effort myself due to stress in my personal life.

Maybe in the next week i could check issue about the ghost planet

I thank the contributors, i am sure Keld_Rhygar also here, to Boggled for taking the lead and credit me
I am honored to know that my code give some inspiration and some of it even still in use

2
Modding / Re: [0.9.1a] Terraforming [Beta] 0.0.2v
« on: September 01, 2019, 02:03:07 PM »
Beta 0.0.2 just released. Moving from 0.0.1 to 0.0.2 save file, should be fine, but not guaranteed. Moving from not terminating mod at all, should be fine as well  :)

3
Modding / Re: How to add a visualy, a 'satellite' to a planet
« on: September 01, 2019, 11:31:35 AM »
Thank you very much, i already find dome of what you explained. now i play with that a little bit, seems that i understand now !

4
Modding / How to add a visualy, a 'satellite' to a planet
« on: August 31, 2019, 03:10:02 PM »
My question is how i can (better by using java code) add a visual element, a satellite to a planet.
My goal is to create, other planet like the planet "Echu Bres" in "HYBRASIL" system (image bellow). This planet have 3 satellite elements with simple image.
My goal is add and remove those visual element as a decoration to other specific planet.


Also very important, is to set angle, orbit speed etc...

5
Modding / Re: [0.9.1a] Terraforming [Beta] 0.0.1v
« on: August 20, 2019, 01:21:17 PM »
First off, I love this idea!  Second off, don't worry about "balance"; think of this as a way to test out mechanics that Alex might well want to put into the game.

Things I'd like to see:

Atmospheric Processors:  Temporary.  Huge machines convert no-atmosphere / bad atmosphere (Toxic, Polluted, Radiated) to a neutral state.  Should take 1 year and 5 million Credits to build.
...
You have good ideas for new structures, Also i would love to spend my credit on end-game as well

Purge Center icon is very joyful :)

If you have some free time and wish to learn about more plausible ways of terraforming planets, I recommend watching Isaac Arthur's video on terraforming. His "Colonizing Space" series is quite amazing.
https://www.youtube.com/watch?v=ikoNQNj9ZnU
...
Thank you, the video fascinating !, i am already half in

I have been mulling over something similar for a while and I may have had a couple of useful ideas.
...
That right, and i also want to add blue-print from the domain-era as your pass to build those (in the future)
Also i think its fair to have some difficult penalties that will always stay

This is exactly the type of mod i was looking for! Amazing stuff
...
I happy you like it ! yes i do, even so this mod is about lower hazard, and less about production, but maybe we will see such things. feel free to add more

Great idea!

I'd personally like a lore friendly terraforming mod with the feature set of:
...
I agree, Its impotent for me as well to make it a lore-friendly as possible



I am in busy times, but i hope to release new version in the next week

6
Modding / [0.9.1a] Terraforming [Beta] 0.0.2v
« on: August 19, 2019, 04:40:41 AM »
Terraforming


Simple mod that give some light structure to modify your colony hazard.

Features:
Spoiler

Beta 0.0.2V (Removable meaning can be remove, and should be removed automatically. If its not mention, do not remove the structure after complete)


Beta 0.0.1V

[close]

Downloads:

Notes:
* This mod is just starting, and you are welcome to write what changes you will like to see
* Next change going to make the structure away more expensive and require blueprint / special event to build them
* In the future, terminating planet will be more difficult. To keep the challenge of colonized
* Reporting bugs is a great help. In case of crash, please mind to copy the error log from the 'starsector.log' file
* I am aware there is allot of engRish, i will fix it next version   

7
Modding / Re: Modding Community Staff Listing
« on: August 19, 2019, 04:09:07 AM »
Specialties
[none]

Other
Java & Programming in general

Current projects
Terraforming

Contact Details
[soon]

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