Hi, I really enjoy your mod and all the content it offers. I've also been using it along Unknown Skies which adds a few planetary conditions that can't be removed, I went searched through the files to try and modify your mod but I can't edit the java class files directly. So would you be willing to add support for Unknown Skies planetary conditions?
The conditions in question are:
US_mind "Parasitic Spores"
US_shrooms "Magic Shrooms"
US_virus "Military Virus"
I think the file in question is TerraformingControlPanelDialog.class and
if (!targetPlanet.getMarket().hasCondition("Parasitic Spores"))
this.dialog.getOptionPanel().setEnabled(OptionId.CONDITIONS_US_mind, false);
if (!targetPlanet.getMarket().hasCondition("Psychoactive Fungus"))
this.dialog.getOptionPanel().setEnabled(OptionId.CONDITIONS_US_shrooms, false);
if (!targetPlanet.getMarket().hasCondition("Military Virus"))
this.dialog.getOptionPanel().setEnabled(OptionId.CONDITIONS_US_virus, false);
under cleaning pollution might work but I have no way to test it.
It won't be quite that simple to implement unfortunately, but I'll add an option to remove some of the negative US conditions for the next update.
I'm glad you've been enjoying my mod!
You can't disable mods once content from the mod is in your save file. This will cause crashes and bugs with almost every mod, not just mine.
I'm not sure what you mean about the astropolis "show info" issue. Can you post or PM me a screenshot where the problem is visible?
Using the default settings on my mod, you cannot terraform gas giants. Therefore the siphon station assumes that once constructed in orbit around a gas giant, it will always be a gas giant. The amount of development time required to have siphon stations check for terraforming of the gas giant and deconstruct themselves would probably be too much to justify changing this.
It was on a new game, i mean, i manually dit your settings file to ''combine your mod and Kentingtons'' before i started a new game. It should not have been able to spawn the option Asteroid breaker at all in the new game. PS i also found about an hour after my last post this is also true for your stucture Slingshot for water transportation. That also should not have spawned in my new game.
Thought as much for checksum for siphons. I most definatley dont want to settle you up for alot of work, for some minor details like these. Making an mod should be fun for the creator. Altho i would definitely have done it myself if i knew how ;-) ak; Maybe an toggle separate from Astropolis in settings file instead? it would be kindly appreciated. And if u do make Astropolis separate toggle from siphon, maybe ad Abandon station construction in as well as an separate one.
As for the long running issue whit your astropolis stations, these pictures should clear it up:
Normal:
Stack issue:
My apologies about the Asteroid Breaking/Ismara's Sling bug. I just checked my code and I realize why this is happening. I'll fix it for the next update.
There's a settings toggle for astropoli but not siphon stations, mining stations, or recolonization. I'll add these toggles in the next update as well.
Thanks for brining that astropolis visual bug to my attention. Is it possible for a planet to spawn with more than four moons? If not, I suspect the "four moons" limit is hardcoded and I won't be able to increase it without overwriting vanilla files (which I won't do). I could add a setting to disable astropolis construction when the four slots are already taken up, as you suggested, which is probably the best solution.