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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - boggled

Pages: 1 2 [3] 4 5 ... 81
31
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: August 11, 2024, 10:56:52 AM »
Is anyone else encountering an issue with Astropoli where; if the player is the admin the hazard rating is 100%, if anyone else is the hazard is 150% ?

Are you using the latest version of TASC? Can you please post a screenshot of the hazard and what conditions are impacting it?

Sorry for the late reply, it had looked like the problem had resolved itself with the latest update but apparently not. Any time the player is the administrator it still seems like the hazard is 100%. I traded this siphon station to sindria and when i came back after reloading the game later it was 150%.

I've tried loading up other stations of mine with other admins and I'm not seeing the same results at the moment, or perhaps it was partially fixed?

Spoiler
[close]

Hmm, thanks for taking the time to post this information. It's difficult to nail down the cause of this because it's not consistently reproducible AFAIK, but I'm going to make some changes to the code for how conditions work in TASC which I hope will fix it. Sorry for the inconvenience!

32
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: August 06, 2024, 05:16:47 PM »
How do I get a planet-killer Device that works with ''Deploy planet-killer Device'' on my toolbar?

They can be crafted via the crafting menu. The planet-killer you obtain via the vanilla quest cannot be used with the TASC planet-killer ability.

how do I get to the crafting menu

It's part of the terraforming menu. If you don't have the ability to open the terraforming menu, you may need to research it first via AotD if you have that mod active.

33
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: August 05, 2024, 05:43:52 AM »
Hey!

Since the 9.0.0 update the ability to craft colony items has been moved to the terraforming control panel (afaik). Not only is this a bit counterintuitive to me, since you know effectively can do item management from afar which you cant in vanilla, you also cant acess it anymore if you turn off terraforming. Hence, I was wondering if you could put it back on the colony screen or move it to another ability or smth?


Hello! You're right, that's a design oversight. When I get a chance I'll make sure the crafting menu is still accessible even if terraforming is disabled.

34
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: August 04, 2024, 08:25:56 AM »
Great mod! I had a question, why is the "link mining resources to number of fields/belts" option disabled by default in LunaLib? It seems like a nice way to balance it

Hello! I'm glad you're enjoying TASC!

I have that disabled by default because the number of asteroid fields and belts in a system can be deceiving - it only counts the number of objects, not their visual size or appearance. It leads to unexpected resource amounts because some systems the player would expect to be very rich have a small number of visually large asteroid belts, or vice versa.

35
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: August 03, 2024, 06:05:58 PM »
How do I get a planet-killer Device that works with ''Deploy planet-killer Device'' on my toolbar?

They can be crafted via the crafting menu. The planet-killer you obtain via the vanilla quest cannot be used with the TASC planet-killer ability.

36
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: August 01, 2024, 01:03:06 PM »
A questiong about atmosphere processors. Do they need time after being built to take effect?


No, once the building finishes construction they are active. You will need to actually start a terraforming project from the menu to get any benefit from them however.

37
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: July 24, 2024, 05:57:29 AM »
I keep running into an issue where I am unable to open up the terraforming control panel without the game crashing. This is the message that keeps popping up in my starsector.log

 
Quote
194364 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getCustomEntitySpec()" because the return value of "boggled.scripts.BoggledTerraformingRequirement$RequirementContext.getStation()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getCustomEntitySpec()" because the return value of "boggled.scripts.BoggledTerraformingRequirement$RequirementContext.getStation()" is null
   at evangel.tascui.CommandUIIntelK.createPlanetsNamePanel(CommandUI.kt:598) ~[?:?]
   at evangel.tascui.CommandUIIntelK.populatePlanetsPanel(CommandUI.kt:718) ~[?:?]
   at evangel.tascui.CommandUIIntelK.createPlanetsPanel(CommandUI.kt:780) ~[?:?]
   at evangel.tascui.CommandUIIntelK.createPlanetList(CommandUI.kt:797) ~[?:?]
   at evangel.tascui.CommandUIIntelK.init(CommandUI.kt:294) ~[?:?]
   at lunalib.lunaUI.panel.LunaBaseCustomPanelPlugin.init(LunaBaseCustomPanelPlugin.kt:49) ~[?:?]
   at lunalib.backend.ui.OpenCustomPanelFromDialog$VisualDelegate.init(OpenCustomPanelFromDialog.kt:73) ~[?:?]
   at com.fs.starfarer.ui.newui.OOoO.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo.showCustomVisualDialog(Unknown Source) ~[port_obf.jar:?]
   at lunalib.backend.ui.OpenCustomPanelFromDialog.init(OpenCustomPanelFromDialog.kt:28) ~[?:?]
   at com.fs.starfarer.ui.newui.o0Oo.void.void(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source) ~[port_obf.jar:?]
   at lunalib.lunaExtensions.SectorExtensionsKt.openLunaCustomPanel(SectorExtensions.kt:13) ~[?:?]
   at evangel.tascui.CommandUIAbilityK.activateImpl(CommandUIAbility.kt:31) ~[?:?]
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.activate(BaseDurationAbility.java:226) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.pressButton(BaseDurationAbility.java:189) ~[starfarer.api.jar:?]
   at com.fs.starfarer.ui.newui.G.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

Any help would be appreciated.

Hello, usually this type of error is caused by trying to load a save created with a much older version of TASC. Have you tried starting a new game and testing whether the terraforming menu works there?

38
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: July 19, 2024, 07:28:11 AM »
Hi! Thank you for making this mod!

I'm encountering a problem with the Genelab. Progress isn't rising on cleaning up pollution and seeding crustaceans.
I have it installed on a terraformed water planet. I also have domain artifacts disabled.

The bonus to the Mesozoic Park works and is listed on the Mesozoic Park industry but there has been no progress on removing pollution or seeding crustaceans. I have already removed the Corrupted Nanoforge on my Orbital Works and this is still the case.

Do you have any idea why it's not progressing?

Additionally, I have a question regarding chameleon. Does it only work on Decivilized SubPops or does it work for Pathers too? It isn't suppressing Pathers in my base configuration. Do I need to Improve it or does it need an Alpha Core? If it does need an Alpha Core, is there a way for me to edit it so it doesn't need and just works on Pathers by default?

Thank you so much for taking the time to read and hopefully respond.

Cheers!

If you have a shortage in the Genelab progress on pollution and crustaceans will pause. You said you disabled DEA - if you don't have any other shortage on the industry, then perhaps there's a bug where the logic is still checking for DEA.

CHAMELEON suppresses the Pather cells only if you have an alpha core installed. I think it should be possible using the CSV files created by Evangel to modify it to suppress Pather cells without an alpha core, but I haven't tried it myself. Also, there's a number of bugs with TASC buildings (possibly including the Genelab one you identified above) in the latest patch that I haven't been able to resolve without rolling back the CSV options for those buildings, so this feature might not exist in a future patch.

39
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: July 18, 2024, 08:29:32 AM »
Sup boggled!
I dont really use the mod, but as people on the discord keep getting confused, i would suggest to keep the ability unlocked by default even if they have ashes installed, and instead just make the ability unuseable until the research is made and adding a tooltip about that on to the abilities. That would alleviate the confusion people get when they used TASC before, and only recently added ashes.

The red text on the main page doesnt really help since people are used to the abilities appearing and wont really look back on this page after installing ashes.

Hello!

I agree, it would be best to keep the ability and the buildings visible but not usable and display a message saying they have to be researched first. I intend to revise the AotD integration in a future patch, but I haven't had a lot of time to work on TASC recently due to being very busy with IRL stuff. Sorry for the delays!

40
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: July 15, 2024, 09:40:31 AM »
Anyone know how to build a Solar reflector array?

I cant find it, I cant terraform because it needs it.

The Stellar Reflector Array is a building you can construct on your planet-based colonies. If you have AotD enabled, then you will have to research it first.

I have it on and I have researched almost all the terraforming and the vault of knowledge I still cant build arrays as a structure or anything

Also I cant see it in the research tree

Have you modified the CSV files in TASC? It's possible to disable the Stellar Reflector Array that way.

I would suggest deleting your TASC and AotD folders and redownloading them to see if that fixes it.

41
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: July 15, 2024, 07:01:36 AM »
Anyone know how to build a Solar reflector array?

I cant find it, I cant terraform because it needs it.

The Stellar Reflector Array is a building you can construct on your planet-based colonies. If you have AotD enabled, then you will have to research it first.

42
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: July 14, 2024, 11:16:48 AM »

Are you able to open the terraforming menu using the ability on your ability bar? The crafting options should be projects in the terraforming menu.


And this is what I get for skipping game versions. Yes, that works. I knew it had to be something new and stupid I wasn't catching. Thanks! (Man, LunaLib really changed how we interact with SS.)

No problem, enjoy!

43
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: July 14, 2024, 09:51:11 AM »
Is there anything in particular about the Domain Tech crafting system other than a player-owned colony with Orbital Work and Pristine Nanoforge? (And beside enabling the mod options to turn it on.) I can't for the life of me access the crafting menu anywhere in the colony menu. (Unless I'm blind.) I'm even done with the Gate storyline.

I didn't touch SS v0.96 (I skipped from 0.95 to 0.97), so I'm not up to speed on any changes to date.

Fairly mod-heavy session (~50 mods), so it could be a mod conflict. (Testing will have to wait until the weekend at the earliest if this needs to be the avenue of attack; I did notice Better Deserved S-Mods isn't up to date at all and there are errors manifesting from that).

I have done some savegame editing, but it's no different from my older 0.95 sessions where the feature still worked for me.

I just want to make sure I'm not missing something obvious due to my hiatus before deep-diving into troubleshooting (especially if it is mod compatibility related).

Are you using Ashes of the Domain? If so, you need to research crafting before you can use it.
I'm not using AotD. (I took a quick look at it in game after you mentioned it. Seems very time consuming, though interesting. Maybe in a later run...)

I started another game and have gotten back to where I should be able to make Domain Artifacts. Still can't do it via the docked colony menu. (As I recall, this was where you could do it back in 0.95a.)

Now, I have a stupid question: when TASC checks the colony size, does the colony have to grow from 4 to 5 to trigger the ability, or does it just check to see if the colony is size 5 or bigger? I ask because I save-edit my colonies to size 10 (I have the main game settings set to max-size 10 for colonies as well.) This is to save me the tedium of waiting for colonies to grow in-game.

My functional run back in 0.95 might've had a colony that naturally progressed to size 5 and up before I figured out how to save-edit the colony sizes to whatever I wanted. That might be why it works for me back then. Can't say for sure since it's been a couple of years.

On a related note: is there a save file flag stored in the save game that tracks whether a colony can build Domain Artifacts I can change?

This is a pretty mod-heavy install (~50 mods). I am using Nex, Industrial Evolution, Grand Colonies, and Better Colonies among them. I think these are the only ones that could affect my colonies, short of mods that also modify the colony-docking menu (like Exotica and Progressive S-mods).

I'm pretty sure this is just a screwy install given the number and types of mods I have installed. If I can't get the feature to work, it's not the end of the game for me. Slight Better Tech Mining is spitting out a reasonable amount of Domain Artifacts for me to use. (Both in colonies and as part of Special Hullmod Upgrades.)

Thank you for your time and the mod!  ;D

Are you able to open the terraforming menu using the ability on your ability bar? The crafting options should be projects in the terraforming menu.

This may be a case of multiple mod weirdness, but I noticed the Siphon Station I set up was getting the 50% hazard from No Atmosphere. The hazard icon itself is absent, but the penalty is there.
Given there was a fix for stations related to this in prior, I figured this may be a re-occurrence.

That being said, this may be because I made the station and gave it to a faction with me as the governor (Nexerelin).

Hmm, I'll take another look at this as part of the next update. Thanks for letting me know the circumstances under which this occurred!

I have also encountered this, while using Nexerelin, except I just built a Siphon Station with no other factions involved and it gives me the No Atmosphere hazard in the way described.

Hmm, thanks for letting me about this. Sorry for the inconvenience!

44
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: July 13, 2024, 06:15:36 PM »
Could you please add support for Hycean planets from new Unknown Skies version? It's a subtype of ocean planet and dinosaur industry cannot be built there.

Sure, I plan to expand support for Unknown Skies in a future update (maybe not the next one, but it's coming!). Thanks for your patience!

45
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: July 12, 2024, 12:02:06 PM »
I may find the problem causing this glitch.
And I fixed my save by editing it.
Compared to vanilla gate, the gate created by TaSC has additional information related to the stable location it is built on in the save.xml file.
The save file looks like this:
...
<j0>{"f6":129.39026,"f0":"Active Gate","f3":"active_gate","f2":[255,252,252,255],"f4":"26ef36"}</j0>
...
<e>
/*TaSC gate has extra information about the stable location here compared to the vanilla gate,
deleting this part from save fixed the glitch*/

<st>$gateScanned</st>
<st>true</st>
</e>
...

Hope this helps you with fixing the problem.


Thanks for investigating that! I'm not sure I can have TASC edit save files to fix this bug, but I can try to delete that stable location in-game to see if it fixes it.

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