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

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Messages - boggled

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1
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: January 27, 2023, 07:06:55 AM »
Is there any chance that we'll get an option in the future to change the campaign layer drawing for stations to those of whatever orbital station you've built, if any?

You can use the custom_entities.json file to modify the sprites to whatever you like.

I think the only time where I had astropoli positioned weirdly, one of them was a restored station. It could be that restored stations are not being counted for setting the angle of each station, so depending on station orbit it could end up in either a straight line away from the planet or overlapping.

Yeah, astropoli placement only considers other astropoli. If there are non-astropoli stations near the planet, it could potentially overlap their location. I'm not sure there's a good solution for this other than to block astropolis construction around planets that already have one or more stations in orbit, so I decided to just leave it up to the player to reload the save if this occurs.

Hello!
Is there a way to finagle the configs to terraform gas giant planets as well?

Thanks

No, terraforming of gas giants is not possible using TASC. Sorry!
Hitting it with a PK turns it into an irradiated world, but that can only be marginally upgraded, still.
Learned that on a test game with lucifron.

That's a bug - what mod is that planet from?

2
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: January 23, 2023, 05:09:41 PM »
Balance would definitely be the key, but I think it's worth it since the autonomous station is quite the powerhouse by itself with negligible drawbacks

It's my understanding that with a vanilla game (other than TASC) the Autonomous AI Battlestation is actually substantially weaker than the orbital stations in combat because it doesn't have a minelaying system, which balances out the advantage of spawning remnant patrols.

3
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: January 23, 2023, 11:39:14 AM »
If you use secrets of the frontier you can already use a stable point in a system to build a habitat which would overlap with the addition of another habitat type.

Is there any special features with the Remnant Station with a Alpha Core? what if sometimes they went rogue and established a remnant nexus somewhere in the planet? send defense fleets to systems that are threatened by fleets such as pirate/path as long there is a military building with an alpha core in that alpha core remnant station system.

Also, thanks for all your hard work these years boggled, can't imagine myself playing this game without TSC

I'm glad you're enjoying the mod!

AI cores in the Autonomous AI Battlestation function the same as a regular orbital station.

Having some sort of "betrayal" event is an interesting idea, but I think it would be too predictable since most players will have already encountered the Alpha core administrator event. Also, if it's triggered randomly that would be very frustrating and confusing for the player.

4
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: January 23, 2023, 06:08:41 AM »
Quote
No, astropoli cannot be constructed at stable locations. I'm not going to add this feature because the astropolis station is based on the lore of Mairaath and the three astropoli it had before the Pather attack.

I was thinking along the lines of a resourceless station like Groombridge Habitat or Ragnar Complex that orbit the star rather than a large planet.

For roleplay reasons I usually create an Astropolis and change it's position and orbiting entity via save editing (usually by copying and pasting the host planet's orbit data with a small edit so they don't overlap) and use that as my first colony. Or take over a resourceless Pirate colony, but that usually invites saturation bombing from other factions in the system.
But save editing every time gets tedious, and I was hoping for an easier method by just tweaking the Astropolis Construction option (change the requirement from planet to star and set the range to a hypothetical Goldilocks zone dependant on the star's size and type). But there was nothing in the config that I could change personally to do this.

Ah, I see what you mean. If I were to implement something like this I imagine relatively few players would use it since they could build mining or siphon stations that have resource deposits instead. Given that few players would use it, I don't think it's a good use of my development time. Sorry!

5
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
« on: January 22, 2023, 09:42:22 AM »
Something that bothers me about the autonomous battlestation is that when built it'll label that planet with the (military) tag as if it had a military base and such. The problem is, if i wanna build the AI battlestation on all my planets then every planet will have the tag and it's a little weird, would you consider removing the tag for the AI battlestation?

Good catch - this is unintended and I'll fix it for the next patch. Thank you!

Seems like resource improvements are straight up overpowered?

By the time the player can utilize resource improvements, they're in the mid to late game and can already do almost anything they want.

I have 2 questions

1. Is there a way to allow the building of an astropolis in a stable point as well, rather than just around a planet?
2. For the mining stations (and astropolis as well) can I have it display the orbital station/battle station/star fortress instead of the default station sprite in the campaign map like the orbital stations built on planets?

No, astropoli cannot be constructed at stable locations. I'm not going to add this feature because the astropolis station is based on the lore of Mairaath and the three astropoli it had before the Pather attack.

I'm not going to change the default illustration for stations because it leaves the appearance of the station to the player's imagination, and I don't have good artwork to represent what I think the stations should look like. If you don't like the default, you can modify it using the custom_entities.json file or the Illustrated Entities mod.

Hi everyone,

First, thank you for all these incredibles mods, and thank you for this one in particular, it brings a lot to Starsector !

I ran into a problem while using the Perihelion Project Structure. How long is it supposed to take to build a Coronal Hypershunt ? I have the good requirements, blue giant and resources, everything is supplied in-faction. Nevertheless, the progression seems to be stucked at 1 %, and it's been something like six months already. Is it a UI bug or is the project simply not going to progress because of something else ?

Thanks in advance.

I'm glad you're enjoying the mod!

I looked into this and it's a UI bug - construction is still progressing, it's just not displayed properly. I'll fix this in the next patch. Sorry about the bug, and thanks for reporting it!

6
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
« on: January 21, 2023, 01:33:50 PM »
Hello!
Is there a way to finagle the configs to terraform gas giant planets as well?

Thanks

No, terraforming of gas giants is not possible using TASC. Sorry!

7
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
« on: January 18, 2023, 03:28:18 PM »
Hello mate!
First of all, bug report- if you open the add industry or structure menu and hover over World Symbols, your stability immediately increases by one as if you had built it, and if you close the window while still hovering over it, the +1 stability stays lol. Sure, the moment you do something that causes a stability update, or just close/reopen the colony's screen, it corrects itself... But it's still funny you can briefly gaslight your entire colony (:
Second, would there be any tiny little chance for the mining station sprite to start using the vanilla mining station blueprint, maybe also be a little bigger? I like that one better, and as small as they come I can barely see them... I asked the same a few months, maybe years back, but I don't know if it would be feasible now.
Third- do you think it would make sense to change the domed cities defense penalty to be a little lower if you have a planetary shield? It would block most of a bombardment and stop hovering warships from pounding down the domes- though it would still be a big vulnerability.
Fourth- I've never used it, so I don't know if it already does it... But I think it would be nice to be able to use a PK device on a barren, uninhabited world to crack it and replace it with a dense asteroid field for a mining station! Either that, or maybe make it develop extreme tectonic activity, and obtain an orbiting asteroid belt?
Thanks and have a nice day :D

World Symbols are not from TASC - wrong mod!

Mining stations actually change their sprite to a larger one if the market size gets large enough.

I'm not going to change or remove the Domed Cities defense penalty. I've addressed this several times in this thread so I won't reiterate my logic here.

That's an interesting idea regarding the PK device, but destroying/removing planets can cause bugs with vanilla or other mods. Also, this would require a lot of development time, and the PK device is a non-default feature so it would see relatively little use by players.

8
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
« on: January 15, 2023, 11:01:23 AM »
Hi, is there a way to disable Domed cities but keep the underwater cities enabled?

Nope, sorry! I'm not going to add this option because it would require a decent amount of development work and I think very few players would use it. Domed Cities and Underwater Cities are the same building with different effects/appearance depending on the planet type, and other parts of the mod rely on that.

\Starsector\mods\Terraforming and Station Construction\data\config
settings.json
Code
# 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":400,
Replace the numbers with 0 or 1...
Or grab proper code and execute it with the console, not that I can help with that...

This is correct. You can make the projects complete in less time using the settings file, or you can write a custom console command to do it. I'm not aware of any existing ones that will do what you're looking for.

9
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
« on: January 12, 2023, 04:19:38 PM »
So essentially you tried to build three astropolis stations around a single planet, and two of them spawned in the same location?
yes

I'll take a look at this and see if I can figure out what's going on. Thanks for reporting it!

Does this need a new game or can you add it to an existing save?

You can add it to an existing save.


10
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
« on: January 09, 2023, 05:42:38 AM »
any way to remove transplutonics from a planet ? each planet i want to place the farming item it have transplutonics sadly

No, I deliberately did not create terraforming projects to remove beneficial conditions that block special item use.

11
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
« on: January 08, 2023, 09:46:52 AM »
Just built a mining station and built a station expansion on it, but it currently shows a -12 growth malus on the station from the cramped quarters. I don't know if it's related but I apparently turned on Starfarer mode for this run.

What settings do you have for cramped quarters and station expansion? Station expansions only increase the max market size by one before the growth malus starts applying again.

Code
	# Enables the cramped quarters setting that greatly reduces station population growth starting at the chosen value.
"boggledStationCrampedQuartersEnabled":true,
"boggledStationCrampedQuartersSizeGrowthReductionStarts":3,
"boggledStationCrampedQuartersBaseGrowthPenalty":25,

# 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":true,
"boggledStationProgressiveIncreaseInCostsToExpandStation":true,

Just turned the option on, no changes to the values. The station was still a size 3 and hadn't experienced any growth.

I took a look and there was a bug in the Cramped Quarters population growth calculation. I'll issue an update soon to fix it. Thanks for letting me know about this, and sorry for the inconvenience!

12
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
« on: January 08, 2023, 07:21:53 AM »
Just built a mining station and built a station expansion on it, but it currently shows a -12 growth malus on the station from the cramped quarters. I don't know if it's related but I apparently turned on Starfarer mode for this run.

What settings do you have for cramped quarters and station expansion? Station expansions only increase the max market size by one before the growth malus starts applying again.

2 stations in one location. I'm in the Stjarna system added by the UAF mod at the pirate planet in the system's outer rim. It's either going to be called Los Scrapyard or Namnlos as the game switches between both. Reloading fixed it but a memory leak caused me to restart so I'm not sure if the log has anything helpful. Will need to send it through discord if you need it.

Thanks for reporting this. What steps did you follow to cause this bug (ex. what type of station did you build, at what location did you build it, etc.)?

3 astropolis stations. Built the first one, added habitable and mild climate conditions, exited the station then entered it again to turn on freeport, did this again for the 2nd station, then went to the planet they were orbiting to pick up supplies for the 3rd station and moved to where I thought it would spawn in before making it, existed the station again and saw a large open area where I was expecting the station. Normally I just orbit the planet/gas giant until all the stations are built then go turn on freeport. I always add habitable and mild climate conditions to the stations I make.

So essentially you tried to build three astropolis stations around a single planet, and two of them spawned in the same location?

13
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
« on: January 07, 2023, 07:16:09 AM »
2 stations in one location. I'm in the Stjarna system added by the UAF mod at the pirate planet in the system's outer rim. It's either going to be called Los Scrapyard or Namnlos as the game switches between both. Reloading fixed it but a memory leak caused me to restart so I'm not sure if the log has anything helpful. Will need to send it through discord if you need it.

Thanks for reporting this. What steps did you follow to cause this bug (ex. what type of station did you build, at what location did you build it, etc.)?

Are Astropolis (astropoli?) worth building (i.e. can they make good profits)? And what are the best setups industry wise for them?

Currently have a terran world with great mining, and wondering if an Astropolis would be better than a high hazard, high mining (and extreme heat) barren world. I'll do both eventually, but don't have the resources yet.

I'll leave it up to you to discover what the best configurations are for astropolis stations!

14
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
« on: January 05, 2023, 04:36:55 PM »
Ayo! Love the mod, but I was wondering if there was any way to add some of the Hazardous conditions via terraforming. I don't know if there already is, but if there isn't I think that'd be a neat feature, in order to set up No Atmostsphere for the Synchrotron core and what not. Again, awesome mod, I really enjoy setting up my colonies and weighing the costs and effects of the terraforming.

I'm glad you're enjoying the mod!

It's not possible to make colonies "worse" with hazardous conditions to enable special item use. I considered that but I think it would make gameplay worse and be lore incompatible.

15
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
« on: January 04, 2023, 05:24:31 PM »
The Indevo artillery station still doesn't seem to be compatible with the remnant station
can confirm.

Yeah, it's my understanding that per SirHartley's comment in this thread, he also needs to release an update to IndEvo to make the remnant station compatible with artillery stations. I don't think IndEvo has been updated since that comment, so I expect it won't work yet.

I'd like to share a detail that has bothered me about terraforming that you maybe want to address later: It's a little bit off when planets with extreme hot/cold conditions can also have access to the habitable condition when a planet transforms, considering that these conditions by themselves are considered so extreme in the text that unprotected humans can't survive them. (as they are similar to volcanic heat and sub zero polar cold.)

The more obvious solution is to gate these extreme conditions from terraforming, but i understand that this might make a lot of people angry, unfortunately, i don't really have something to propose.

When this happens in my games i usually try to avoid terraforming them, or terraforming them to somewhat more sensible options, like arid for extreme heat and frozen for extreme cold, though i usually just leave them be.

I'd like to hear your point of view on this matter.

You're right that allowing planets with extreme hot or extreme cold to become habitable is somewhat unrealistic. However, extreme hot and extreme cold cannot be suppressed by stellar reflectors, so the player will have to deal with the extra 50% hazard (unless they have a fusion lamp for extreme cold).

It appears that vanilla doesn't generate habitable planets with extreme heat or extreme cold - perhaps I should mimic that. I'll consider this for the next patch. Thanks for the suggestion!

Something else i would like to suggest, though there isn't an example of this anywhere in vanilla (as far as i know), only in modded stations do you see something like this. A sort of "archeological station", by this i mean a station that rotates around around a planet (Like the astropolis), but the planet doesn't have to be occupied (Like the siphon stations) and it would inherit the ruins value of the planet.

The purpose of this is to streamline ruin related tasks, like domain artifacts and tech mining, especially with the former being of great importance in TASC, while also avoiding undesirable planet conditions.

I understand that you want to stick strictly to vanilla logic, and this isn't really something that it's in there, so I'll understand your reasons to doubt this suggestion. In my view, i see it as an external base of operations to extract/salvage the ruin's contents, much like how the mining/siphon are external bases that do as such.

This is an interesting suggestion, but I think it differs from mining and siphon stations in that there's no explanation for it from a lore standpoint. Mining stations mine asteroids, and siphon stations pull volatiles up from the atmosphere of gas giants (per the vanilla lore). I'm not sure how a station can extract relics from the dirt from orbit, and if that's possible, why not farm from orbit too?

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