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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] 4 5 ... 73
31
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 19, 2023, 01:39:44 PM »
Thank you for this mod! It makes the game a lot more fun to play!
I don't know, when you switched from accessing terraforming from a planet's menu to its own menu, but it is a real step up in useability. But there's a thing that would make the menu even more useful. Would it be possible to only list planets where you can actually start a terraforming project? That's because all the planets that have been fully "optimized" start to clutter the menu of "planets without ongoing projects". I'm aware that it's not that straightforward, because you can always change between planet types (even though you wouldn't). Maybe give an option to mark planets as "finished" so they won't be listed?
What would also be nice is to list the missing building(s) that prevent you from terraforming further right in the menu. Currently you only see what's missing when you actually select "change into terran" for example.

You could make use of colors for the menu entries: orange = needs a building to do something, yellow = can do something, green = can do something, but it is currently already optimal (so mostly for the planet type change option). If something can't be done at all (like improving farmland on a barren planet, resources already improved to the max, weather already mild) don't show the option at all.

In short: currently there's a lot of going through the menus only to find out that you can't do anything.

I'm glad you're enjoying TASC!

Marking planets as finished has been suggested before and I think it's a good idea. I know it's annoying and tedious to scroll through several pages of planets where terraforming is "finished" just to find the one where a project needs to be started, so I plan to implement this (or something similar) in the next major patch.

I definitely don't want to hide projects that aren't possible on a given planet - the player should be able to view those projects and the requirements, and why they can't be done. Similarly, hiding planets where no projects can be started would prevent the player from viewing the possible projects and their requirements. I know most players won't read a lengthy forum post explaining the terraforming system, so I think showing players the projects and their requirements (even those that can't be done) in-game is the best way to teach them how the system works.

Regarding changing the color of the entries, it might be confusing to players why an entry is a certain color until they've used the menu a lot and learned the meaning of the colors, but by that point they'll already know the requirements for the different projects.

I'm not sure printing which buildings are missing before the player enters into a menu is a good idea. It will clutter up the text panel and might be confusing if there are projects with different building requirements.

32
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 16, 2023, 05:53:08 PM »
I believe there may be an issue with this mod and either AotD or IndEvo, in that seafloor cities appear to be unbuildable. When trying to construct one, it disappeared from the planet when switching from queued to building; its also no longer in the construction list at all

Interesting, I haven't seen that bug before. Can you please some screenshots or a video of the situation?

33
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 15, 2023, 04:25:48 PM »
Possible bug: Making a new station, be if Mining or Siphon, will not register as creating your own faction despite being owned by you, for whatever reason the game doesn't treat the making of one as making your own faction, I noticed it when I didn't get the faction creator screen but more importantly colonizing a planet afterwards then gives me the creation screen.

Yeah, this is a bug. I've tried to solve it before but I was unable to figure it out.

As far as I'm aware, it's basically just a visual bug, right? There's no gameplay impact or other problems caused by it?

Hello boggled. First off, thank you for this amazing mod. It has been a staple of my playthroughs since I first came across it a few years ago and I appreciate your continued support of it. In the OP you mention you don't want to spend energy on allowing the colonization of all stations. While I understand lootable stations are a headache codewise, does this also extend to the "landmark" stations like the abandoned spacedock in Kumari Kandam?

Most of the "landmark" stations play some role in quests. Colonizing them could cause game breaking bugs with those quests if they weren't already completed. It's the same reason the planet-killer device is non-default: messing with vanilla content that's essential for quests leads to problems.

I just read the sling only works in the same system. Shame all my colonized plantes have no elligible plantes to build it on. It seems a tad underpowered to be honest.

Perhaps - feel free to reduce the build cost, build time and/or upkeep cost in the industries.csv file if you feel it's not worth it by default.

34
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 13, 2023, 12:19:26 PM »
Was playing The Last Hurrah and was thinking about what the Pathers did to Mayasura for terraforming, any thoughts on adding interaction with Pathers for something similar for "making a false paradise" as they'd say?

This is sort of covered by the very high Pather interest generated by most of TASC's buildings. Terraforming projects usually require at least one or two of these buildings.

35
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 11, 2023, 02:38:00 PM »
I think Domain-era artifacts have a high market value individually relative to other commodities, right?

Their value as an item is high, but their global market value as a commodity is extremely low relative to other commodities

Agreed on this, and that's intended.

The primary purpose of the Domain Archaeology building is not to generate income through exports. In vanilla, the maximum available amount of Domain-era artifacts produced by NPC colonies is only four, whereas many of the more powerful buildings in TASC require more than that. The player having a large colony with Domain Archaeology is meant to be a sort of "gate" to the late game content in TASC.

Oh okay, this makes sense. Sort of like how most of AoTD's resources are extremely unprofitable (aside from rectifates and biotics) and act as a sort of secondary tech tree?

Yeah, it's meant to act sort of like a tech tree in that the player has to reach a certain level of power before they can access some of the endgame content.

36
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 11, 2023, 01:39:08 PM »
Domain-Era Artifacts have a global market value of 8,000, making it incredibly unprofitable to build the Domain Archeology industry and take up an industry slot.

Are there any thoughts on somehow increasing this to make ruins a more valuable market condition and Domain Archeology a viable industry? Or is the extremely low market value purposeful?

I think Domain-era artifacts have a high market value individually relative to other commodities, right?

The primary purpose of the Domain Archaeology building is not to generate income through exports. In vanilla, the maximum available amount of Domain-era artifacts produced by NPC colonies is only four, whereas many of the more powerful buildings in TASC require more than that. The player having a large colony with Domain Archaeology is meant to be a sort of "gate" to the late game content in TASC.

37
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 10, 2023, 04:46:36 PM »
Code
This planet type is unsupported by TASC. Planet type nskr_ice_desert

I don't know what mod "nskr" is. If I google it Seeker comes up, but I don't have it installed so it can't be that.

it's from lost sector.

Thank you! I'll try to release a patch soon to add support.

38
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 10, 2023, 04:44:30 PM »
Code
This planet type is unsupported by TASC. Planet type nskr_ice_desert

I don't know what mod "nskr" is. If I google it Seeker comes up, but I don't have it installed so it can't be that.

Hmm, what is the name of the planet? Perhaps other players here will recognize what mod it's from.

The lobster proliferation mod seems to have a flaw in that it says soil is needed to build the aquaculture building  ???
Which might have some odd interactions with TASC's terraforming, should you change a planet to a water world.
But nothing that can't be mitigated by use of console commands.

If lobster proliferation works properly on a vanilla water world it should work fine on a water world created using TASC. If the planet is terraformed to a different type after the lobster proliferation building has already been constructed then there might be unintended behavior.

so i just tested this. aquaculture works fine if you try to build it on a natural water world, but it's broken on a terraformed water world.

here's a quick and dirty fix that works for me:
head into \Lobster Proliferation 2.0.0\data\scripts\campaign, and open LobsterFarming
then find this code:
Code
	@Override
public boolean isAvailableToBuild() {
if (!super.isAvailableToBuild()) return false;
boolean aquaculture = Industries.AQUACULTURE.equals(getId());
boolean canAquaculture = market.getPlanetEntity() != null &&
AQUA_PLANETS.contains(market.getPlanetEntity().getTypeId());
if (aquaculture != canAquaculture) return false;

for (MarketConditionAPI mc : market.getConditions()) {
if (ResourceDepositsCondition.COMMODITY.get(mc.getId()) == null) {
return false;
}
String commodity = ResourceDepositsCondition.COMMODITY.get(mc.getId()).toString();
if (commodity != null) {
String industry = ResourceDepositsCondition.INDUSTRY.get(commodity).toString();
if (Industries.FARMING.equals(industry)) return true;
}
}
return false;
}

and replace it with the vanilla aquaculture code here:
Code
  public boolean isAvailableToBuild() {
    if (!super.isAvailableToBuild())
      return false;
    boolean aquaculture = "aquaculture".equals(getId());
    boolean canAquaculture = (this.market.getPlanetEntity() != null &&
      AQUA_PLANETS.contains(this.market.getPlanetEntity().getTypeId()));
    if (aquaculture != canAquaculture)
      return false;
    for (MarketConditionAPI mc : this.market.getConditions()) {
      String commodity = (String)ResourceDepositsCondition.COMMODITY.get(mc.getId());
      if (commodity != null) {
        String industry = (String)ResourceDepositsCondition.INDUSTRY.get(commodity);
        if ("farming".equals(industry))
          return true;
      }
    }
    return false;
  }

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!

39
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 09, 2023, 05:06:34 PM »
I'm not familiar with that mod. TASC doesn't modify the economy or mechanics of how lobsters work - it merely allows the player to add the lobster resource to certain planets. I think they should be compatible so please test it and let me know if there's an issue!

Out of curiosity, I've noticed that lobster planets don't...actually sell lobster. Like, it appears in their storage, but they don't export it. Is there a reason for that?

Yeah, that's the vanilla behavior. It doesn't make sense to me either, but I chose not to modify it.

Is TASC compatible with "Lobster Proliferation" ? is it possible to make them compatible ?
I'm not familiar with that mod. TASC doesn't modify the economy or mechanics of how lobsters work - it merely allows the player to add the lobster resource to certain planets. I think they should be compatible so please test it and let me know if there's an issue!

The lobster proliferation mod seems to have a flaw in that it says soil is needed to build the aquaculture building  ???
Which might have some odd interactions with TASC's terraforming, should you change a planet to a water world.
But nothing that can't be mitigated by use of console commands.

If lobster proliferation works properly on a vanilla water world it should work fine on a water world created using TASC. If the planet is terraformed to a different type after the lobster proliferation building has already been constructed then there might be unintended behavior.

40
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 08, 2023, 04:33:43 PM »
Q. Do kletka simulators (and ill ask for supercomputers too despite being IndEvo I think) still work even though I've granted autonomy via nexerelin? I'm assuming since tech-mining doesnt, kletka wont work as well.

I'm not sure. I didn't add anything in my code to prevent it, but the vanilla logic may block it. Please let me know what happens!

So, with Indevo's update, they added new "planetary governance" buildings, with the hidden arcology in particular having some implications.

How would the game handle havig both the underwater cities and underwater version of the hidden arcology? Is it just doubling down on defensiveness?

And for the land-based, would the domed cities and hidden arcology be alternate ways of handlig the same issue? With the arcology compromisig production instead of defense, while domes keep production and tank defense?

Would there be any cross-mod interaction there?

At this time I don't have any plans for a collaboration or support for the IndEvo arcology building. It seems like that industry is somewhat similar to Domed Cities so the player might want to disable Domed Cities in the TASC settings if they plan to build the IndEvo arcology.

Is TASC compatible with "Lobster Proliferation" ? is it possible to make them compatible ?

I'm not familiar with that mod. TASC doesn't modify the economy or mechanics of how lobsters work - it merely allows the player to add the lobster resource to certain planets. I think they should be compatible so please test it and let me know if there's an issue!

41
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 04, 2023, 01:05:30 PM »
Found a minor bug: you can install the Plasma Dynamo in a mining station even though it's not orbiting a gas giant. It gives no benefits but it still shouldn't be installable.

Thanks for letting me know about this. It will be difficult for me to fix from TASC due to the logic used by the Plasma Dynamo to determine where it can be installed. Since it doesn't provide any benefit and can just be uninstalled from the Mining building, I'm not going to make any attempt to fix this.

42
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 04, 2023, 08:43:45 AM »
I have to ask, why, lol.

Do we use sea water for land-based agriculture on Earth? It's my understanding that we don't because the seas are full of salt, which kills plants.

Hello, is this save compatible or do I need a new save?

TASC can be added to an existing save but it cannot be removed from a save once added.

Cheers man, having lots of fun so far with this mod.

I'm glad you're enjoying TASC!
may i suggest adding a desalination industry or structure that would allow for use of water from planets where it is too salty?
also you could link the usability of water on a planet to the amount of ores because most of the salt in the sea is from dissolved rocks(you could even make it so the larger ore levels make Dino parks more expensive to maintain)  regardless this mod is incredible and a lot of fun thank you for making it.

I'm glad you're enjoying TASC!

My comment about the water being too salty is for the purposes of suspending disbelief - obviously it's impractical even with starsector level technology to send water from one planet to another in large enough quantities for terraforming. I got that idea from the vanilla lore for Ismara in the Penelope's Star system. It's makes for more interesting gameplay to be sending water from one colony to another than to just build a desalination planet.

43
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 03, 2023, 04:47:03 PM »
For some reason after installing industrial evolution and starting a new game I cant see most of the terraforming buildings anymore, but I see domed cities? I have thin atmosphere and instead of domes I want to make the atmospheric terraforming building, but it's just not there.

Did you also install Ashes of the Domain? It has a research system where many TASC buildings must be researched before they can be built.

44
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: July 29, 2023, 04:46:37 PM »
few questions:
1)Does Chameleon have to be on planet with decivilized subpopulation to get ride of it, or is ti enough for it to be in the system?
2)What exacly Atmoisphere Processor does? I couldnt find detailed description anywhere.

CHAMELEON only effects the planet it's built on.

Atmosphere Processor is required for certain terraforming projects.

45
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: July 28, 2023, 06:02:32 AM »
I have to ask, why, lol.

Do we use sea water for land-based agriculture on Earth? It's my understanding that we don't because the seas are full of salt, which kills plants.

Hello, is this save compatible or do I need a new save?

TASC can be added to an existing save but it cannot be removed from a save once added.

Cheers man, having lots of fun so far with this mod.

I'm glad you're enjoying TASC!

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