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Messages - Ced Riggs

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31
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: August 01, 2020, 12:21:24 PM »
Alright!

After about a week of testing the DIYPlanets [DEV] build, here's my report!

1) Preexisting Saves
It's save-compatible, and does not create bugs/issues with existing worlds, nor does it cause problems with new colonies. Seems to mesh seamlessly, as one might hope for. The ReEval option works flawlessly, and has saved all of my stuck colonies, and also worked on every Unknown Skies planet I colonized before, including Acid Worlds, Toxic Worlds, but not Irradiated Worlds. There seems to be no help for those.

2) New Games!
Almost flawless. I needed the ReEval tool to force a stuck barren-desert to desert transition, otherwise it just went from one step to the next without a stoppage like before. The "stuck" world in question was from a Genesis-created Barren World, and is now on the way to a Terran paradise, with that little snag. Not sure if the ReEval is needed in such a prominent menu position in this version, though; at least not in the colony dialog this far up. You may want to consider putting it into the "Special functions" menu, if Nexelerin allows additional items to be injected.

Thanks so much. I absolutely love this mod, and it's really augmenting my experience.

32
It is time for wild guesses.

Code
	"maxShipsInFleet":20,
"maxShipsInAIFleet":20,
"maxOfficersInAIFleet":10, # should match what a max-skill player can get

33
Mods / Re: [0.9.1a] Hostile Intercept 1.0.0
« on: July 29, 2020, 12:52:32 PM »
Looks like someone is way smarter than the rest of us. Nice work.

34
General Discussion / Re: A plea for more updates....
« on: July 27, 2020, 10:40:14 PM »
This has been a nine year ride so far, and we're not done yet.

Rest assured, this isn't over, and it isn't going to be fast. I for one see so many magical, lost traits of software/game developers preserved in Starsector, I don't give three hoots if it takes longer. If all else fails, I walk away for a bit and return. But Alex' teasing of "more" recently, plus some of the teaser stuff on his Twitter... Unf. Hotness.

35
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: July 27, 2020, 12:25:56 AM »
- set "reEvaluateMode" to true in the config file, then visit the planet.
You'll see an option to re-evaluate the planet's type.
This can also be used to affect certain vanilla planets that didn't conform to the usual planetary condition system - for example, a tundra world without the Cold condition.
---
Ced Riggs: Your planets should still be able to change their type via the option above.
Tried the current version offered in your first post, set "reEvaluateMode": true, and visited my colonies in question - the stubborn volcanic world, an acid planet, an irradiated planet. I haven't seen an option to ReEval the planet in the colony dialogue, nor in the colony management screen. Where should that button be? Could you show us a screenshot? Would it always be there, even on properly terraformed planets that act as they should?
---
Nevermind, I found it in the experimental version. It's part of the colony dialogue!



I have not seen this option in the stable, despite toggling ReEval on. I assume the [DEV] and null. is part of the experimental mod's experimentalinessitude.

Using the ReEval works like a charm, and all my stubborn volcanic/barren colonies are now desert worlds. Y'maybe ought to give a hint that ReEval works in steps and multiple clicks may be necessary if the terraform-chain got stuck down the lane. After roughly three clicks, I was all good, though. I am getting the waterhose as we speak, working those newly-minted deserts along. Additionally, this new change allowed me to add atmosphere and soil and all the good things to an acid, turning it into a desert world, too. Since acid has no unique qualifier, that change seemed reasonable; remove the acidic atmosphere, and you're golden. Same with barren-bombarded, just acted like bombarded and worked all goodly. The only planet I have not been able to interact with further so far is Irradiated, although it has no other negative factors and ostensibly has atmosphere and nice temperature. Not entirely sure if and how you can handle that one, barring Unknown Skies adding something or the Enviro Agency working on this one, too...
---
Will test further and start a new game, looking for weird planets to terraform. Metallic, artificial... I'll make it sexy.

36
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: July 26, 2020, 02:36:53 PM »
Today's update improves compatibility with Unknown Skies. Now when a terraforming project finishes on an US planet type, it will properly re-evaluate the planet's class.
I've got an experimental version that uses planet generation categories, rather than the planets themselves, to trigger terraforming changes.
You're a legend. Will test both the reEval and the experimental mode extensively across the week and report back. Thanks so much.

37
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: July 25, 2020, 12:02:05 AM »
Ced Riggs: Are you sure that's the right save file?
No, I am (now) sure it's the wrong save file, because I uploaded the wrong file. Here is the right one; apologies.

38
Suggestions / Codex: Sorting/Filters
« on: July 24, 2020, 01:16:55 AM »
Heya,

Suggesting some additions to the Codex filters:
  • Weapons: damage types
  • Weapons: PD
  • Weapons: range 0 - 400, 400 - 600, 600 - 800, 800 - Infinite
  • Weapons: 0 - 5 OP, 6 - 10 OP, 11 - 15 OP, 15 - 20, 21 - Infinite OP
  • Ships: Civilian, Carrier, Freighter, Crew Transport, Tanker
  • Ships: 0 - 10 DP, 11 - 20 DP, 21 - 30 DP, 31 - 40 DP, 41 - 50 DP, 55 - Infinite DP
  • Ships: Has Fighter Bays, Has Missile/Ballistic/Energy Mounts
  • Ships: Speed 0 - 30, 31 - 60, 61 - 90, 91 - Infinite
Thankies!

39
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: July 21, 2020, 11:15:44 PM »
At the moment planet types are hardcoded. When I have a moment, I'll see about either directly incorporating Unknown Skies types or at least putting the terraforming sequence into a csv file so users can edit it.

That'd be amazing, and I'd love that!

As a suggestion; you could create a quasi API for other mods to latch onto, so Unknown Skies could add terraforming structures and sequence of their planets as modules to your mod, such as Vayra's IBB has hooks for custom faction bounties, or Commissioned Crews allows for mod factions to add their own bonus.

Which other mods are you using, and in what order did you terraform the worlds in question?

... Yes. I am running this with ~84 mods. Weeding out faction and utility mods, these are the ones that are left:
  • Better Colonies
  • DIY Planets
  • Grand Sector
  • Industrial Evolution
  • Nexelerin
  • Planetary Shield Access Control
  • Ruthless Sector
  • Underworld
  • Unknown Skies
Terraforming sequence, to the best of my knowledge, mandated by when I found parts - because you need so many Stellar Reflectors, and those seem to have a disproportionate drop weight compared to their demand.

Markham (Volcanic World) - Tectonic, Atmosphere, Heat.
Mubala (Barren World) - Atmosphere, Heat.

If all else fails, send me your save file so I can poke directly at the planets' conditions and see what's causing it.

Save File

Thank you so much for your time and work, I absolutely love this mod - and it made the rounds in my circle of friends, to resounding success.

40
Is it compatible with nexerelin?

Yes.

41
I can give some limited but mayhaps still useful feedback.

The Verge & Skye cruisers are absolute workhorses. Initially, I was a bit apprehensive, but after fiddling with their loadouts and putting them through several battles, I can say with certainty that these are some of my most beloved supporting ships for capitals. The balance between DP, OP and what they can carry to the field, their standing power and their long breath really makes these reliable, if frill-less beauties. I like them because they don't do anything crazy, but they do their job extremely well. They don't offer insane alphas, or cheese, they are just, all around, grand additions to a fleet. My hat off to you for both seeing the value in an ostensible "boring" concept and leveling it out so these "boring" ships are worth their time and investment. This is a secret thank you for giving the simple fleet commander like me a worthwhile tool, and "boring" is in no way a comment on the visuals.

The Filament carrier has been another ship I was iffy on, given the drawback of her bays, and her 50 DP cost, but she also convinced with staying power, with being a durable weapons platform, and a weapon mount layout that lets me either go turtle or aggressive. She's another testament to the importance of a reliable ship that gets the job done, without any crazy teleportation flux-absorption hellgate opening tentacle system. Absolute love this one, too.

All of these ships look great, distinctive - and striking. You did well, Nia.

PS: I did not try the 'dread, or the dds/frigs yet.

42
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: July 20, 2020, 12:37:18 PM »
I also have a bug report, I think:


This is a Volcanic world, where I removed the Heat first, then other things. Now it has 75% hazard, habitable, but it's neither barren, barren desert or desert, but perpetually a habitable, cozy volcanic world. Additionally, I cannot hover over the hazards anymore - I get a perpetual "hover over" click, rapid-fire. No idea what that icon between the Pathers and the Freeport is, either, as I do not get onHover windows on this colony.

Any idea?


Edit: And a similar case here:


This is a Barren world, in prime 75% hazard condition. Habitable, but didn't go desert/barren-desert. There are no further terraforming options.

43
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: July 20, 2020, 12:19:46 PM »
Good news - it's already compatible with modded planet types!

A non-vanilla planet won't change its type, but terraforming is still worthwhile, since it can alter the planet's hazard rating by removing conditions.

Is there any way you could bridge that gap, and maybe coordinate with Unknown Skies? Because, I am sitting here with these Acid and Irradiated etc. pp. planets, and I am terraforming my butt off, but... you know. It ain't Earth-y. I feel like I tasted power, the power to change the sector into a Garden Eden, only to be stumped by a technicality.

Puppy eyes? Pretty please?

Alternatively, tell me in broad strokes how to do it myself. I am assuming I need a) know what the planet type is called and then b) copy some aspects of your mod for those planet types. But I would much rather not branch off of your code with constant need to merge after updates...

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