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Messages - Kh0rnet

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46
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.1)
« on: March 10, 2020, 12:44:32 PM »


Oof, I feel mega dumb. I explicitly read THAT description in game to check and avoid asking on the forum, and the "radiation" word completely eluded me...
Cheers.

47
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.1)
« on: March 10, 2020, 09:41:56 AM »
Will MUD remove Irradiated?
I'd really like some kind of method of testing what it would do to a planet that doesn't take an in-game cycle of waiting...

48
First part is known and has been fixed for the next release. Second part is just me forgetting to update descriptions, which happens - thanks for pointing it out.
The Variable industry output used to gather locally, but I was asked to change this multiple times - so I did, cause ultimately vanilla does it as well with ship hulls and it is more convenient.

Good to know, thanks for the very cool mod.
Ideally the best solution would be to allow the player to choose where the goods are stored, but I've no idea how hard would that be to implement.

Do you have any plans/ideas to add more industries, by the way?

49
Mods / Re: [0.9.1a] Player Station Construction (v3.1.1)
« on: March 10, 2020, 08:01:35 AM »
Any chance of extending the mod slightly and letting us construct our own Nav Buoys, Comm Stations and Sensor Arrays? It's completely nonsensical that we cannot build our own orbiting around planets. Just add upkeep costs to them or something since they're not in those SUPER RARE AND ELUSIVE STABLE LOCATIONS and it makes perfect sense.

50
I've had this happen to me (screenshot) when switching a Variable Assembler from a drugs VPC to a luxury goods VPC.
Functionally it doesn't seem to break anything - it still generates luxury goods in the storage, just the "null" in the monthly notification is a bit odd.

EDIT: I've noticed another bug today: the Variable Assemblers and similar industries state in their description that they deposit "some of the local commodity in the local colony storage at the end of each month" - that is simply not true since the ALL additional goods from EVERY planet are automatically deposited in your faction's currently set 'production gathering point' instead of the 'local storage.' On one hand this is convenient since you don't have to fly around your planets to pick up everything, on the other, it makes sense if every surplus of VPC production was gathered locally.

[attachment deleted by admin]

51
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« on: March 09, 2020, 03:35:50 PM »
@Kh0rnet
I never had Boggled's player station construction in my run, yet the Legio bases in hyperspace are still there. So I don't think boggled's code is responsible for this....unless his AI core production industry/Terraforming mods alter station code somehow

The "invincible" bases are fine for the most part. I looked at the destroyed base for a month and it didn't do anything. I could still buy and sell stuff to them, however their items never restock/change. So as long as the "destroyed" bases don't spawn anymore siege fleets, they're not a problem.

They're annoying as hell though. And when will they stop spawning? Am I going to have three destroyed-but-not-destroyed bases flying around in hyperspace next to each other? Five?
I would like to ask again if it's possible to delete them the hard way somehow, via a console command or something.


52
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« on: March 09, 2020, 11:14:45 AM »
I disabled Station Construction and observed no immediate effects - the bases remain after destroying them in battle and/or saturation bombardment. Any method of dealing with this the hard way, like through the console mod perhaps?

Disabling sieges during a playthrough is sadly not an option.

53
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.1)
« on: March 09, 2020, 03:54:06 AM »
"Tectonic Activity" and "Pollution" modifiers somehow from a planet that's already Terran? Will the MUD solve that for me?

"Tectonic Activity" - NO. Same thing is to a "hight\low gravity" and "no light". You can not improve that.

"Pollution" - YES. You do not need a MUD to do this. "Atmosphere Adjuster" structure will do the job. Slow and costly, tho'.

Advice: you do not need to hunt "perfect" system. Hazard modifiers are no more than small upkeep increase. Hight "accessibility" grants huge income, able to overlap even 275% hazard rating penalty. Besides, it is boring to have all the planets of a same terran type. Where would you seed lobsters? Just choose "good enough" system.

I am aware of all that, of course, but WHAT IF I set up my colonies then one cycle later I find an even BETTER system? That thought doesn't let me sleep at night, I tell ya...

As for the "Dark" hazard, we are getting artificial suns in the core game next update... I can't wait for 2025!
"Tectonic Activity" honestly makes no sense to be logically fixable, which is something I hate because I'd love if terraforming provided a logical (if expensive/tedious) solution to every planetary hazard. How would you realistically stabilize a planet's tectonic plates though?

Same for gravity (I absolutely HATE "High Gravity", it ruined more than one terran world for me...). I imagine some kind of planet-wide, giant gravitational stabilizers wouldn't be considered more space magic than we already have?

Maybe, ultimately, for balance reasons, terraforming shouldn't eliminate the hazard conditions but reduce their hazard rating by some amount, like -15% or -10%? In lieu of this mechanic, it would also be cool if the already existing terraforming methods didn't eliminate the hazard outright one day, but reduced its hazard rating steadily over time. So, for example, the pollution doesn't just evaporate one day, but steadily decreases over the cycles.

54
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« on: March 09, 2020, 03:34:40 AM »
"This is getting out of hand, now there are two of them!"

Yes, this is Askonia. RIP Philip, nobody really liked you, as evidenced by the fifty pirate fleets in your system.
By the way, you can see on the right of the radar the base that just won't go away.

Maybe just add some kind of failsafe guaranteed base destruction on saturated bombardment?

Can you get it to reproduce with a minimal set of mods?  If so it can be debugged pretty easily, if it still happens when other mods are not present.

It would take a while for me to do that in a new playthrough.

One thing that I should have mentioned earlier though: I am using Boggled's Player Station Construction (http://fractalsoftworks.com/forum/index.php?topic=17094.0): since it fiddles with the way stations work, could it be directly or indirectly responsible for the permanent Legio siege stations?

55
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« on: March 08, 2020, 08:17:49 PM »
"This is getting out of hand, now there are two of them!"

Yes, this is Askonia. RIP Philip, nobody really liked you, as evidenced by the fifty pirate fleets in your system.
By the way, you can see on the right of the radar the base that just won't go away.

Maybe just add some kind of failsafe guaranteed base destruction on saturated bombardment?

[attachment deleted by admin]

56
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« on: March 08, 2020, 06:13:38 PM »
Still having some problems with the Legio siege bases. They just refuse to disappear after you destroy them, or ever (didn't check but I'm pretty sure one has lasted for like 5 cycles already with the siege long gone) I am on 0.3.14d.
Also you can spam bombardment on them and nothing happens.

57
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.1)
« on: March 08, 2020, 06:10:33 PM »
This is a great mod.
Terraforming was something that the game desperately needs considering colonization content.
The most tedious thing about Starsector playthroughs for me is hunting for "that" system that's good enough for me to finally settle in, and there's always something not right with every one I find. That terran planet has high gravity, that system has no volatiles, etc. Good to know I can finally get some tools at my disposal.

I would only like to know one thing: is it possible to remove the "Tectonic Activity" and "Pollution" modifiers somehow from a planet that's already Terran? Will the MUD solve that for me?


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