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721
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: December 11, 2020, 04:57:22 AM »
Is there a way to remove "Cramped quarters" feature to non player stations?
I was messing with the settings and decided to turn on all the features out of curiosity including the option that applies cramped quarters to AI stations.
but since I'm a *** chimp I forgot to do a back up save. I've turned off the option in the settings file but the penalty is still there.
Halp

This might be possible using console commands, but it's untested. Try the below and let me know if it works. Make a backup save first though!

Code
Iterator allSystems = Global.getSector().getStarSystems().iterator();
            while(allSystems.hasNext())
            {
                StarSystemAPI system = (StarSystemAPI) allSystems.next();
                Iterator allMarketsInSystem = Global.getSector().getEconomy().getMarkets(system).iterator();
                while(allMarketsInSystem.hasNext())
                {
                    MarketAPI market = (MarketAPI) allMarketsInSystem.next();
                    SectorEntityToken primaryEntity = market.getPrimaryEntity();
                    if(primaryEntity != null && primaryEntity.hasTag("station"))
                    {
                        if(market.hasCondition("cramped_quarters"))
                        {
                            market.removeCondition("cramped_quarters");
                        }
                    }
                }
            }

Is it possible for a planet to spawn with more than four moons?
Not in vanilla.
The Lights Out mod can though. And you frequently see that exact same text salad when 2 bodies overlap each other.

As I suspected. Thanks for your help!

722
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: December 09, 2020, 05:58:57 AM »
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:

Spoiler
[close]

Stack issue:

Spoiler
[close]


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.

723
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: December 07, 2020, 10:50:07 AM »
Hi,

Have been using Boggeled Station construction since your version 2.4.0
Nice progress in the mean time ^^

When deactivating terraforming on your mod (bcus in my current run i am using the other one, by Kentington) the Astropolis Station still has the Asteroid Breaking building available, along whit an error message. Am not using the point for terraforming atm. I sure do hope u and Kentington collab for a very nice total mod indeed, for now, i am using the setting file, as how i came to the above oversight.

Speaking about oversights, when viewing the ingame ''Show system info'' from star on starmap, i still get the overlap around large planets whit small planets and Astropolis stations.
That overlap of an Astropolis on a small planet, while it is actually around the large one... is strange. I would not mind if a checksum would be added to prevent construction of astropolis around these cases. Or the hardway, have them have their own spot spawned in ''Show system overview''

Lastly, the siphon station can be added to an already colonized gas planet, or vica versa. Dont recal if that is possible in Vanilla. But since i usally terraform it anyway the siphon seems redundant / messy. Removing this option would be nice either way (or having to abandon the siphon before terraforming the below said gas planet) (having only vanilla Spawn do this would be fine i guess... as an oddball).

Anyway, keep up the good work, nice mod indeed ;-)

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.

724
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: December 06, 2020, 06:28:03 AM »
this mod is really great! but there is something that kinda bother me.is that the terraformer option only work in planets when you are in the sistem,but i have a lot of colonies all over the sector,so when i am doing a terraformer project i leave the sector and go to other really far away to keep terraforming,but my supplies and fuel burn like crazy from the travel. is there some way to make the terraformer option work like the menu of the colonies you own? so that i dont have to be physically in there to command them to build a terran planet? one example is that one of my colonies is far away close to the border of the system, so it finished a terraforming,but i am in the other edge,so i have to travel a LOT to reach that place and tell them to build a modification in the planet.

I'm considering adding an option to the colony interaction menu to control terraforming projects remotely in the next update. However, in defense of the current implementation, you also have to travel to colonies in-person to install special items (AI cores, nanoforges, etc.) even if they're already in storage at the colony.
Player should at least have a way to remotely check the process of terraforming process. Maybe add a planetary condition that shows the progress in description?

If I don't implement remote terraforming, I'll definitely add a way to check progress.

725
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: December 01, 2020, 05:42:59 AM »
this mod is really great! but there is something that kinda bother me.is that the terraformer option only work in planets when you are in the sistem,but i have a lot of colonies all over the sector,so when i am doing a terraformer project i leave the sector and go to other really far away to keep terraforming,but my supplies and fuel burn like crazy from the travel. is there some way to make the terraformer option work like the menu of the colonies you own? so that i dont have to be physically in there to command them to build a terran planet? one example is that one of my colonies is far away close to the border of the system, so it finished a terraforming,but i am in the other edge,so i have to travel a LOT to reach that place and tell them to build a modification in the planet.

I'm considering adding an option to the colony interaction menu to control terraforming projects remotely in the next update. However, in defense of the current implementation, you also have to travel to colonies in-person to install special items (AI cores, nanoforges, etc.) even if they're already in storage at the colony.

726
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: November 26, 2020, 01:30:10 PM »
Hello, very nice mod, and i wanna suggest something that may be previously mentioned as i haven't read all of the comments. Could you add a setting which removes the planet size requirement for the Astropoli? Also i would like to know, why is 3 Astropoli per planet the highest number you can go with? Just curious about the reason. Thanks in advance. Keep up the good work.  :)

Hmm, I could add a setting to override the astropolis planet size requirement.

The three astropoli limit is the lowest I could make it while still allowing the player to "recreate" Mairaath before the pather attack.

727
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: November 25, 2020, 04:30:25 PM »
hello there!
I was just wandering if I could modify the amount of astroid belts required to achieve a resource level anywhere in the settings as It seems a bit unrealistic to me that an entire astroid belt only yields a sparse amount of ores

No, the values are hardcoded. I'll add a setting to modify this when I update the mod for the new version of starsector.

728
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: November 25, 2020, 12:44:01 PM »
Mod is great, thank you! Just a couple of questions though,
How can you remove hot condition on volcanic planets? I tried to build stellar shades, but of no use sadly.
Also this domain technology mining thing, there is a second option in settings.json called  ("boggledReplaceAgreusTechMiningWithDomainArchaeology":true,) what exactly it does? Is it suppose to replace tech mining for blueprints and weapons? and if so will you get any blueprints besides domain artifacts item?
Thank you in advance!

You have to use the terraforming control panel to modify planetary conditions. Right now there's no option to remove only the hot condition from a planet - you have to change it to a different planet type. I intend to add the ability to change only the temperature in the future, but I doubt I'll allow players to remove the hot conditions from volcanic planets!

That setting will replace the tech mining industry on Agreus with my Domain Archaeology industry. This will result in Agreus exporting domain artifacts, allowing the player to obtain them without having to build a Domain Archaeology industry themselves.

Oh, silly me! i thought it was hot because of close proximity to sun not cause of the volcanic nature, so that was my logic ;D Thanx for elaborating on that one!

Is there a chance you could maybe in future combine tech mining with domain archaeology so that it wont have to take 2 industry slots to have both? what i gather from the description they are pretty much the same thing, so it would be only natural for one industry to produce both, blueprints\items and Domain-era Artifacts that you have created.

And am I right assuming that Arcology type worlds are introduced by your mod not Unknown skies?

Thank you for such a quick answer!

Tech mining is a vanilla industry so I cannot modify it without causing compatibility problems with other mods.

Yes, arcology worlds are introduced by this mod, not US.

729
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: November 25, 2020, 12:18:28 PM »
Mod is great, thank you! Just a couple of questions though,
How can you remove hot condition on volcanic planets? I tried to build stellar shades, but of no use sadly.
Also this domain technology mining thing, there is a second option in settings.json called  ("boggledReplaceAgreusTechMiningWithDomainArchaeology":true,) what exactly it does? Is it suppose to replace tech mining for blueprints and weapons? and if so will you get any blueprints besides domain artifacts item?
Thank you in advance!

You have to use the terraforming control panel to modify planetary conditions. Right now there's no option to remove only the hot condition from a planet - you have to change it to a different planet type. I intend to add the ability to change only the temperature in the future, but I doubt I'll allow players to remove the hot conditions from volcanic planets!

That setting will replace the tech mining industry on Agreus with my Domain Archaeology industry. This will result in Agreus exporting domain artifacts, allowing the player to obtain them without having to build a Domain Archaeology industry themselves.

730
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: November 22, 2020, 07:06:51 AM »
Love the content, this mod is dope :)

Thank you! I'm glad you're enjoying the mod!

731
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: November 13, 2020, 09:36:56 AM »
I miss the euteck.
I miss being able to change the temperature of planets without changing the type.

I'm thinking about bringing back the EUTECK and allowing temperature changes for the next update. I'm waiting for the new version of starsector to be released before doing further development.

Found a bug when you build a astropolis in a gas giant with an outpost the astropolis will spawn in the nearest star.

That's pretty bizarre. What type of outpost is it? A Nexerelin one? Can you post a picture of the situation? Sorry about the bug!

Yeah the Nexerelin one. Cannot atm due to being out of town.

I'll take a look at this and try to fix this in the next update. Thanks for letting me know!

732
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: November 12, 2020, 10:10:09 AM »
I'm not getting the penelope quest, have been flying around the system for a while and yet no quest pop up and no hail from Odysseus. I have gate awakened installed, would that get in the way? I got the lobster quest and finish it just fine, but this one is just now showing up for some reason. If there is no way to fix it, are there a command to trigger this quest manually?

You have to be level 45 or higher and travel a large distance from the core worlds. You can use the settings file to lower the level requirement if you want.

733
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: November 11, 2020, 04:53:17 AM »
Found a bug when you build a astropolis in a gas giant with an outpost the astropolis will spawn in the nearest star.

That's pretty bizarre. What type of outpost is it? A Nexerelin one? Can you post a picture of the situation? Sorry about the bug!

734
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: November 06, 2020, 10:39:45 AM »
What is an arcology world?


This is covered in the mod guide in the first post of this thread.

735
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: November 06, 2020, 10:11:00 AM »
I don't think the 5 industry at size>=9 is there anymore, is this intended?

That's from a different mod.

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