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News:

Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Messages - boggled

Pages: [1] 2 3 ... 73
1
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: December 01, 2023, 07:31:45 AM »
I made a UI for the terraforming part, what's your stance on works such as this? Asking for clarification since I can't find license info etc

It's a separate mod that just has a dependency on TASC and LunaLib, no modifications to your stuff.

Spoiler

[close]

That's very impressive!

Anyone can modify TASC however they want and I have no problem with it - feel free to release that mod publicly if you want. I would just request that you test the mod and fix any major bugs before releasing it since I try to maintain the reputation that TASC is not buggy and that bugs are fixed quickly.

Suppose I were to add or modify terraforming projects - would that break your mod?

How would you feel if I created a GitHub to better coordinate development on TASC since multiple developers are working on changes to it now? I know Kaysaar is also making changes related to a collaboration with AotD. Perhaps there's an opportunity to do something like launch your terraforming UI with a right click option on TASC buildings.
I can help with UI development also , honestly that would be good idea boggled if you set github repo

Ok, I will set one up this weekend.

2
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: December 01, 2023, 07:15:07 AM »
I made a UI for the terraforming part, what's your stance on works such as this? Asking for clarification since I can't find license info etc

It's a separate mod that just has a dependency on TASC and LunaLib, no modifications to your stuff.

Spoiler

[close]

That's very impressive!

Anyone can modify TASC however they want and I have no problem with it - feel free to release that mod publicly if you want. I would just request that you test the mod and fix any major bugs before releasing it since I try to maintain the reputation that TASC is not buggy and that bugs are fixed quickly.

Suppose I were to add or modify terraforming projects - would that break your mod?

How would you feel if I created a GitHub to better coordinate development on TASC since multiple developers are working on changes to it now? I know Kaysaar is also making changes related to a collaboration with AotD. Perhaps there's an opportunity to do something like launch your terraforming UI with a right click option on TASC buildings.

3
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: November 26, 2023, 03:48:20 PM »
Uh, so I decided to colonize the abandoned station in the Yma system that I'd been storing ships and equipment in. The item storage carried over just fine but all of the ships there disappeared. This happen to anyone else before?

Is it a new feature in vanilla 0.96a that the player can store ships at the derelict stations? TASC handles copying over items but I didn't realize it was possible to also store ships there.

Thanks for bringing this to my attention - I'll try to fix it in the next patch!
That was definitely a thing before 0.96a. Vanilla Starsector, too. One of them even has a ship stored when you first find it (i think the one in Corvus?).

Hmm, ok, thanks. I'll be sure to find a solution for this in the next patch.

4
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: November 26, 2023, 09:45:51 AM »
Uh, so I decided to colonize the abandoned station in the Yma system that I'd been storing ships and equipment in. The item storage carried over just fine but all of the ships there disappeared. This happen to anyone else before?

Is it a new feature in vanilla 0.96a that the player can store ships at the derelict stations? TASC handles copying over items but I didn't realize it was possible to also store ships there.

Thanks for bringing this to my attention - I'll try to fix it in the next patch!

5
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: November 24, 2023, 07:31:28 AM »
Spoiler


Does anyone knows why my Siphon Station isn't exporting Volatiles at all? 
I literally have no idea why and an asking here as I feel someone here may have seen this before.

For the record, I am running a ton of other mods, namely: Industrial Evolution, Grand Colonies, DIY Planets, Random Assortment of Things, Nexerelin.
There's other mods but those are the bigger ones that interacts with colonies.

Thanks.

Edit: So I loaded back in right after this and it has somehow fixed itself, sorry for the false alarm.

I guess it might one a more finicky interactions between mods or something like that.

Edit 2: Okay sometimes it fixes itself and sometimes it remains bugged, not sure why it's like this.
[close]

Hello,

As far as I can tell, that's not related to TASC. The "Recent trade/events" -8 export malus might be from trade convoys from your faction being destroyed, or some other mod.

6
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: November 08, 2023, 10:12:32 AM »
Just wanted to report that the planet type nskr_ice_desert is not supported. Followed the warning given to me by the mod, idk 8f it has been reported already. Any ideas on how to manually add support to it for now?

Hey, this has already been reported. Unfortunately it would require editing the source code to add support yourself.

I plan to release another update within a couple months - sorry for the wait!

7
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: November 07, 2023, 10:30:29 AM »
Love your mod, but it is giving me a incompatibility with Lunalib and causing a CTD

I reviewed the log file you uploaded but I don't see any reference to TASC in the stack trace. I would suggest deleting your LunaLib folder and redownloading it, and if that doesn't work, post in the LunaLib thread.

8
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: November 06, 2023, 10:06:06 AM »
That's very interesting. As far as I can tell, those two code blocks should be functionally identical. I'm curious why the author of Lobster Profileration rewrote that code to do the same thing using different syntax. I'll take a look and try to figure out what's going on. Thanks for bringing this to my attention!

Getting back to this, would you consider adding your own distribution of Lobster demand? It doesn't seem there's any fixes forthcoming on that front, and the total lack of an economy for it makes the whole lobster seeding by genelabs rather pointless as it doesn't really do anything other than get Sindria angwy at you. And constantly getting mean-spirited letters from Volturny is starting to get old when i'm not seeing any profits from it.

No, I'm not going to modify the vanilla behavior for the lobster economy. That's outside the scope of TASC and I imagine vanilla or another mod will eventually fix it.

theres a hard crash when slotting a beta core onto a kletka simulator

Can you please post the stack trace?

9
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: November 02, 2023, 04:53:57 PM »
Came across an unsupported planet type: "nskr_ice_desert", from LOST_SECTOR mod.

I already have plans to add support for this planet type in the next patch!

Really love this mod, although i have a small request, just adding terran eccentric as a terraforming option would be really nice, i have some worlds i wish to terraform but think it would be realistic if they were only terran eccentric and not complete terran.

Regardless really great mod, thanks for making and updating it!

I'm glad you're enjoying TASC!

I don't think adding Terran-eccentric as a terraforming option is a good idea. Since it has no gameplay/functional difference from regular Terran planets, it would be confusing to players why the option exists and which one they should choose. Also having an additional option in the menu would contribute to clutter without adding much of value since Terran-eccentric is basically the same as Terran except for the sprite.

10
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: October 27, 2023, 06:46:36 AM »
upon completing the Scythe of Orion quest, i've got both the quest PK and the usable PK, even though i had the usable PK disabled in the config. might be a bug or some sort of conflict, let me know if you need more information

Interesting... upon completing the quest, it just added both items to your cargo? And just to clarify, the Scythe of Orion is the vanilla quest, not a modded one?

Hi. I can't build any buildings on the planets, they just don't exist. The stations are being built normally. Interestingly, OUYANG optimizer and planet cracker can build normally. In settings file all fine (true). Has anyone encountered such a problem?

Hello! Which buildings can you not construct on planets? Can you please post a screenshot of one of the planets in question and specify which buildings cannot be constructed there?

The main reasons I can think of for this happening is you inadvertently disabled terraforming in the settings file and/or LunaLib UI, or the requirements for the buildings are not met on the planet on which you're trying to construct them.

11
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: October 25, 2023, 04:48:25 PM »
Is there a way to add back the terraforming options to the colony menu? I found it better when building and developing newer colonies, to have terraforming options right there. Thanks

No, but I'm planning to add right click options to the terraforming buildings to open the menu in the next update.

Hello! I'm not big into colony gameplay, I just want to make my own little pirate hideout, like Kanta's Den. It doesn't need to make any money, just break even and serve as a storage/resupply station. Is it possible with this mod? Thanks  :)

Yes, you can build your own stations in almost any system with TASC.

12
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: October 15, 2023, 09:35:51 AM »
So I terraformed an Auric world to Terran and now I wanted to upgrade farmland but it says I don't have enough water which I thought Terran worlds has, is this an error?

No, Terran worlds have moderate water. You'll need Ismara's Sling or Asteroid Processing in that system to upgrade farming.

13
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: October 14, 2023, 07:27:48 AM »
can't commerce be built at stations?

Yes, the vanilla commerce industry can be built at stations.

14
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: October 11, 2023, 05:35:04 PM »
can I disable terraforming in this mod to use DIY Planets?

Yes, please use the settings file or the LunaLib in-game GUI to do so.

15
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: October 03, 2023, 07:40:32 AM »
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!

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