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886
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« on: April 29, 2020, 08:23:09 AM »
Quote
Where did you get that from?

I've created a stable quantum singularity and then use it to locally squeeze time-space into a specific temporal loop. That makes me travel into a future, where you give me that image.

If I ever tell you, that I am from the past, do not forget to give it to me. Time paradoxes are not what we want, right?

Spoiler
Joke.
[close]

Quote
Did you create it?

I am pretty sure Alex create that (or who is SS graphical designer?). All I made is minor repaint. Just like a coloring book. And some stickers, made by you (or where did you get them?).


Well, I really like that artwork, but unfortunately I don't think I can just simply swap the sprite. I'll look into the possibility of creating a unique Conquest with it, but no promises!

As for where I stole that Olympians hullmod artwork from...

887
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« on: April 29, 2020, 07:58:16 AM »
I'm just gonna leave this here.

Spoiler
[close]

Where did you get that from? Did you create it?

888
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« on: April 28, 2020, 04:51:12 AM »
I don't suppose there's any option to allow autonomous colonies (via Nexerelin) with appropriate infrastructure to provide Terraforming points to other planets in system?

Nope. I don't want to make changes to any AI behavior because it's likely to result in bugs and compatibility problems. Sorry!

889
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« on: April 27, 2020, 06:54:09 AM »
Honestly?

Main reason - astral gate web expansion. Player will never build them in a system where no his colony, because it is hard to protect, expensive to maintain and mostly useless. That makes whole astral gate network a "thing in itself" for player using only.

If faction has money and want to build an astral gate in it's system, why they not do this by themselves? Well... lack of tech required. Player is a monopolist. And just giving a gate with Nex is kinda unmotivated. It is not player, who interesting in gates in foreign system, other factions are, so they should be an initiator.

Everything else - no more than diversification of tasks, not to do same thing several times in a row.



I think a quest to build gates for other factions makes sense. I'll see about implementing this, but no promises!

890
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« on: April 26, 2020, 10:55:20 AM »
Drunken suggestion:

1. Random generated terraforming quest.

Once player makes his first successful terraforming of any kind, there are probability of generating BBS quest for terraforming a random fully surveyed non-colonized planet into a specific (usually Cat3) type. No time limit, but player not able to accept more than certain amount of that kind of quests. After a successful transformation planet is transferred into control of faction, who gives a quest. Player get payment based on colony size, built structures cost and any additional equipped remained (Ai cores, NF, ST or else). As an additional reward - reputation gain over a time, like +5 each month for a one or two cycles.

2. Random generated station construction quest.

Mostly the same, but trigger is building a specific type of a station (mining station, siphon or gate). Success criteria - station has to gain a size, determined by a quest. Then it is transferred to a customer's control.

3. Recolonize quest.

Sometimes worlds decivilized because space is cruel. Sometimes, because player is cruel. Mission is to recolonize abandoned station and rise it population to certain point. Of course, that abandoned station should exist for quest to be generated.

EDIT: If reward is not enough you think, that could be a unknown blueprints or unique, other way unobtainable, ships.

The main problem I can see with this is that it takes a lot of time and money to terraform planets, so why wouldn't the player conquer existing planets or keep the terraformed planet for themselves instead? Also, this creates a "plot hole" - if a faction has money to pay the player to terraform a planet, why don't they just do it themselves? Further, the quest will take such a long time to complete there's a good chance the player will become hostile to quest-giving faction at some point which would necessitate cancelling the quest.

I think selling/transferring planets for credits belongs in Nex, not this mod. You can already transfer planets to gain reputation, so why can't you sell them?

891
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« on: April 26, 2020, 06:35:19 AM »
When I hover my mouse over the "Astral Gate Construction" skill button, the game crushed immediately.

The error log:

Code
5247420 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.campaign.econ.boggledTools.getPlanetTokenForQuest(Ljava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
java.lang.NoSuchMethodError: data.campaign.econ.boggledTools.getPlanetTokenForQuest(Ljava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
at data.campaign.econ.abilities.Construct_Astral_Gate.createTooltip(Construct_Astral_Gate.java:222)
at com.fs.starfarer.ui.newui.E$3.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.AbilityPickerDialog.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

This looks like it's caused by duplicate or corrupted mod files. Delete the folder for this mod and download a clean copy. Also, make sure that you're not still running any of the old versions of my mods (Gate Construction, Terraforming or Player Station Construction). Let me know if this fixes the problem.

892
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« on: April 25, 2020, 05:51:38 AM »
Noticed something odd... I had a colony on a gas giant (temporary, it was just to facilitate building more stations around it) and it was cursed with extreme weather and very hot.  Not that I minded, as I didn't plan on staying there forever (plan was to abandon once all three stations around the giant were finished), but I looked through the building list anyway.  One of the options for was for a stellar reflector - the device that increases heat and light levels.  But this planet already had the very hot penalty, so why would I want to make it even hotter?  Even more perplexing is that the solar shade option was grayed out whilst the other stayed open for building - perplexing obviously because the solar shade would have been far more useful, had I any intention of making a permanent colony there.

Then I noticed this pattern repeated across three other colonies that all had the hot and very hot penalties - solar reflectors were on the table but solar shades were grayed out on all of them.  None of these were volcanic worlds, by the way - all were barren types.

Is this a glitch?  A bug?  Intended?  Did I miss something, some kind of hidden prerequisite for stellar shades?

Do you have my old terraforming mod installed alongside this one? If you have two entries for stellar reflectors in the building menu, having duplicate mods installed might be the reason why.

893
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« on: April 23, 2020, 02:29:34 PM »
Hello.
I do not seem to be getting accessibility boost when having the gate in my system. Can you tell me what I am doing wrong? I disabled the gatekeeper station. Does that affect that? Because it shouldn't as there are different multiplier for the gatekeeper as well as for the accessibility boost for the entire system.
Any tips?
Thanks

You don't get an accessibility boost if the gatekeeper station is disabled and/or abandoned. If you're not paying upkeep for the astral gate industry, you don't get the bonus!

894
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« on: April 23, 2020, 08:17:21 AM »
Hey, I had the lobster quest appear in Umbra, but went to check my reputation in case there would be an impact, and it disappeared and won't come back :(

If you initiate the bar event with the pirates but leave mid-way through, you will not get a chance to restart the quest. Sorry!

I suppose this is something I could change. If you leave mid-way through the conversation with one of the spacers related to the Red Planet quest, can you come back later to restart it?


Heya! Just wanna say i'm loving the mod, been using it since the pre v5 rework! (though that boggled my old save)

Two quick question though,
-When removing the stellar mirrors from colony management, the array still exists in the sector without providing any further terraforming benefits (and the planet doesn't turn dark again). Is that intended? What happens if i build the array again?
-I can't seem to get the lobster quest for some reason, using nex and no random coreworlds. Neither orbiting Umbra for months nor going in and out of hyperspace could get the quest to pop up in the bar.

The stellar reflectors don't disappear but are purely visual once the structure is removed. If you rebuild the structure, they'll remain in orbit but more won't be added. This is done to explain the fact that "poor light" doesn't return if you scrap the structure.

Do you have the message on the seed lobsters ability that indicates your sector is modified and the quest can't be initiated?

I'm afraid not. It only says "you lack the techonology necessary to create new variations of the Voluntarian lobsters that can surivive on other planets" in orange text.

Unlike Penelope's Secret, the lobster quest relies on Starsector's built-in mechanism for placing quests on a planet. It can be finicky about when the quest is populated - be sure to clear/resolve any other bar quests in Umbra as well as travel to other systems. When I was testing it myself I had to jump to hyperspace and back several times before it would show up. If you start a new game and immediately use console commands to travel to Umbra, does the quest populate?

Unfortunately it's almost impossible for me to identify why the quest wouldn't show up for a given player. There are too many variables to investigate, including other mods the player has installed, possible bugs in the vanilla bar quest population code, and Umbra potentially being conquered/decivilized while the quest was in the bar. Sorry!

Hello, Similar problem to a crash brought up earlier:
When I get to the 'conquering the sector' resolution for Odysseus' quest (hand over the astral and say yes to being a figure head) my game crashes when the AI adds their ship to my fleet
java.lang.RuntimeException: Slot id [WS 015] not found on hull [conquest]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Declining to conquer the sector seems to work (haven't been able to try and build a gate, but the game doesn't crash on the dialogue resolving)
Otherwise loving the mod

This seems to be related to the Conquest from my quest, but I'm not sure why a certain weapon slot on the hull wouldn't exist and throw an exception. Are you using any mods that alter the Conquest hull in any way? If not, I'll take a deeper look into this and see what I can find.

895
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« on: April 22, 2020, 05:49:01 PM »
the initial temperature (by itself) wouldn't make much of a difference in terms of terraforming difficulty.
I'm by no means an expert myself, but I'm fairly sure it would. Otherwise astronomers wouldn't be so infatuated with exoplanets located in their stars' habitable zones(like Kepler planets or TRAPPIST-1-e/f/g).
And logically thinking, you would have a harder time freezing the molten hellhole that is Venus than, say, Mars.

Venus would have both toxic and dense atmosphere while Mars might have thin atmosphere - Mars would be significantly cheaper points-wise to terraform into a frozen world than Venus using my mod.

That said, I suppose temperature effects on terraforming is fairly intuitive so I think it would be a reasonable addition. I'll implement it in the next content patch.

Heya! Just wanna say i'm loving the mod, been using it since the pre v5 rework! (though that boggled my old save)

Two quick question though,
-When removing the stellar mirrors from colony management, the array still exists in the sector without providing any further terraforming benefits (and the planet doesn't turn dark again). Is that intended? What happens if i build the array again?
-I can't seem to get the lobster quest for some reason, using nex and no random coreworlds. Neither orbiting Umbra for months nor going in and out of hyperspace could get the quest to pop up in the bar.

The stellar reflectors don't disappear but are purely visual once the structure is removed. If you rebuild the structure, they'll remain in orbit but more won't be added. This is done to explain the fact that "poor light" doesn't return if you scrap the structure.

Do you have the message on the seed lobsters ability that indicates your sector is modified and the quest can't be initiated?

896
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« on: April 22, 2020, 11:16:53 AM »
So, Boggled, I understand that you're averse to locking certain terraforming projects behind reflectors, but what would you say to adding bonuses or penalties to terraforming difficulty depending on how close the temperature of the base planet is to that of the target planet?
Say, if a player wants to make a frozen world, a planet that's already frozen cold would obviously be their best bet, so why not reward their reasonable decision-making with easier terraformation or penalize them when they're being absurd? For example:
Quote
-2,500 terraforming points required on a planet that already has a frozen planet's "Extreme Cold" condition
-1,000 points for "Cold"
No bonus for no temperature conditions
+1,000 extra points required if the planet has "Hot"
+2,500 extra points for "Extreme Heat"
Or if they're making a jungle/desert(hot) world:
Quote
+1,000 for "Extreme Cold"
No bonus for "Cold"
-1,000 for temperate planets
-2,500 for planets that are already "Hot"
-1,000 for "Extreme Heat"
A tundra world's sweet spot would be "Cold", while terran/water worlds would be easier to create in the temperate regions.

You already have bad atmospheres(or lack of them) increasing the point requirements, and you have a bonus for same-type terraforming. Why not apply the same line of thinking to temperature, too?

My thought was that temperature is largely a function of atmospheric conditions, albedo, amount of light, etc. and the initial temperature (by itself) wouldn't make much of a difference in terms of terraforming difficulty. For example, if a planet is freezing cold, that's because of some combination of the atmosphere being too thin, it receiving too little light, it being too reflective, etc. If those problems are remedied, the temperature changes easily. As usual, if someone more expert on this wants to weigh in I would defer to them.

I always think it is weird to construct giant complicated structures like mining stations or astral gate just with resources. Shouldn't it be specialized building equipment used? You never can make a simple chair with boards and nails available but no hummer. Today I noticed potential hummer are already exist in a vanilla!

Spoiler
[close]

That is a construction rig. It is not in game, but exist as an image in starsector-core\graphics\ships. There will not be a big problem to make it a real ship.

I wasn't aware that sprite existed. This is a very good suggestion and I will implement it!

897
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.1.3)
« on: April 22, 2020, 05:12:03 AM »
I disabled Domain-era artifacts but they still show up in Procurement missions, newest version for both mod and game on a new save.

That's a bug. I'll look into resolving it. Thanks for letting me know about this!

I'm still getting the bug where domain artifacts are being delivered to the marketplace instead of storage.

As I indicated earlier in this thread, that is the intended behavior and mimics the functionality of vanilla industries.

Question: Is there any way to remove Extreme Weather?  If not that's OK, I just want to make sure that I'm not missing something.

Desert planets have extreme weather after terraforming. If you turn the planet into some other type, it will be removed.

What is the purpose of terraforming then?

Habitability? I don't think the entire appearance of the planet need change to reflect some temperature changes for example, a solar shield won't make a desert less of a desert at least over night. I think keeping the appearance of a planet would be a nice config option, some of them have pretty unique looks.

[EDIT] Actually I wasn't clear enough here, I dont mean if you fully terraform it step by step just a few changes, but I suppose if you only put up a solar shield like in my example it wouldn't be enough to actually meet the requirement to change appearances so its kind of a moot point. Still think it would be a cool config option.

I understand that some planets have a unique appearance that you don't want to lose through terraforming, but I doubt many players would want to enable a feature that causes their water planets to look like deserts and vice versa. Unless I see more players requesting this, I don't think it's worth the development time. Sorry!

898
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.1.3)
« on: April 21, 2020, 07:40:59 AM »
EDIT: Game crashed when I tried to build a mining station. Not sure if it's relevant, but it was an asteroid field in a nebula.

I was able to replicate this crash on my system and it is now fixed. Thanks for letting me know about this!

899
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.1.2)
« on: April 20, 2020, 06:32:06 PM »
I think planets with the Darkness condition should at least be terraformable into frozen.
I found a cryosleeper in a nebula, and though I obviously don't expect to build a paradise system around it, it'd be nice to at least be able to clean up the radiation on the barren rocks there and give them an atmosphere.

I think the frozen transformation should be available for dark planets. I'll also make the condition improvements available except for mild climate.

900
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.1.2)
« on: April 20, 2020, 08:30:36 AM »
I've probably should start a new thread for this question, but ask here maybe it's easier than I think.

You are doing updates frequently, and that is awesome. But each and every time I load a new version I have to manually change:

"boggledStationCrampedQuartersEnabled":true,
"boggledStationCrampedQuartersPlayerCanPayToIncreaseStationSize":true,

And now I possibly will add to this list:

"boggledHydroponicsEnabled":true,
"boggledCloningEnabled":true,
"boggledWildlifeExploitationEnabled":true,

And it is not possible just to copy corrected settings.json, as you expand it with almost each update (and that is also awesome. cos' customizing is highest goodness). The idea was to make external file with:

Code
{
"boggledHydroponicsEnabled":true,
"boggledCloningEnabled":true,
"boggledWildlifeExploitationEnabled":true,
"boggledStationCrampedQuartersEnabled":true,
"boggledStationCrampedQuartersPlayerCanPayToIncreaseStationSize":true,
}

But it is never works. Thoughts?

Right now this mod is feature complete barring any further meritorious suggestions for new content. There probably won't be any further changes to the settings file for a long time, so you can just keep your old settings file and overwrite the default one each time you update.

Asteroid Processing doesn't work. As I try to open terraforming panel for other colony in a system the game crashes with null.exception. It works fine with Atmosphere Processor on a colony though.
Quote
1017191 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.campaign.econ.boggledTools.getPlanetType(boggledTools.java:697)
   at data.scripts.TerraformingControlPanelDialog.printCurrentTerraformingStatus(TerraformingControlPanelDialog.java:100)
   at data.scripts.TerraformingControlPanelDialog.optionSelected(TerraformingControlPanelDialog.java:309)
   at data.scripts.TerraformingControlPanelDialog.init(TerraformingControlPanelDialog.java:39)
   at com.fs.starfarer.ui.newui.Objectsuper.??0000(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source)
   at data.campaign.econ.abilities.Terraforming_Control_Panel.activateImpl(Terraforming_Control_Panel.java:36)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.activate(BaseDurationAbility.java:220)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.pressButton(BaseDurationAbility.java:187)
   at com.fs.starfarer.ui.newui.E.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Fixed in the 5.1.2 patch. Thanks for letting me know and sorry about this bug!

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