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Messages - e

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1
Do you have any idea of when the update will be ready ?

Aaaaaaand the update was delayed another month, thanks for that. EDIT: Or a week or a day, i forgot how the in-joke goes.

2
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.4)
« on: June 22, 2023, 02:30:20 AM »
hence why organics are only found on rare habitable worlds

Organics are supposed to be more plentiful in toxic worlds, worlds like Salamanca are sought after for their organics extraction.
They occasionally exist in large quantities in toxic worlds, but this is the exception, not the rule.
The main source is habitable worlds, like how the hegemony gets the bulk of theirs from Jangala's Xenolife.
I always saw organics terraforming as you injecting some compounds into biological matter deposits to accelarate the formation of oil and coal, or stuff like that.

Still, there seems to be a correlation (at least in vanilla core worlds, not considering randomly generated worlds) between availability of organics and the danger it presents. Jangala and Salamanca are the two bigger sources of the resource and both of these present a type of additional hazard, Salamanca being obvious and Jangala while being habitable, it is hardly a safe place to be given it's conditions and xenolife.

Meanwhile, the tamer worlds, like Gilead, Tartessus or Volturn, they have a not insignificantly lower production of organics, maybe due to climate (colder worlds like Eochu Bres barely has any organics at all) or maybe because their focus is on food production. Random worlds don't seem to follow these conditions, so it is possible that plentiful organics can just grow on any habitable planet consequence-free, but the core worlds at least seem to indicate that max organic production come with an inherit risk.

3
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.4)
« on: June 21, 2023, 09:06:23 PM »
hence why organics are only found on rare habitable worlds

Organics are supposed to be more plentiful in toxic worlds, worlds like Salamanca are sought after for their organics extraction.

4
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.4)
« on: June 20, 2023, 10:06:55 PM »
FOUND OUT THE PROBLEM!

Apparently, the mod really doesn't like Mental Influence System (from HMI, I think) and that causes it to basically stack Cramped Infrastructure on top of each other. Now it's fine, I just had to not use it at all.

There goes 500k credit, le sigh.

Cramped Infrastructure is not from this mod, it's from Grand.Colonies. You're probably confusing it with Cramped Quarters which are completely different.

5
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.4)
« on: June 20, 2023, 08:47:02 PM »
Quite literally no hyper advanced technology is required to make a planet colder, just metal, time, and the means to put the metal into orbit.
Making a planet less cold isn't as simple but is still far easier than the game and you make it out to be.

Yeah, that tech exists in the game, it's called Stellar Reflectors/Mirrors, my dude.

But there is no proof in vanilla that these things can alter planets with extreme degrees of temperature as even for a planet to be eligible for terraforming in the lore, it has to have some conditions met beforehand because otherwise it would be either impossible or a huge waste of resources.

Also, don't turn this around. You're the one complicating things here.
Im not complicating anything, you're just acting like a religious zealot.

If your best defense for this argument is "no, u" as well as having a warped definition of "religious zealot" then i guess we're done here. You're a funny guy.

6
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.4)
« on: June 20, 2023, 02:51:56 PM »
Quite literally no hyper advanced technology is required to make a planet colder, just metal, time, and the means to put the metal into orbit.
Making a planet less cold isn't as simple but is still far easier than the game and you make it out to be.

Yeah, that tech exists in the game, it's called Stellar Reflectors/Mirrors, my dude.

But there is no proof in vanilla that these things can alter planets with extreme degrees of temperature as even for a planet to be eligible for terraforming in the lore, it has to have some conditions met beforehand because otherwise it would be either impossible or a huge waste of resources.

Also, don't turn this around. You're the one complicating things here.

7
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.4)
« on: June 20, 2023, 12:28:22 PM »
Looks at crioarithmetic engine description.
Only a rad-addled gremlin addict would think Alex cared about realism after that.

Yeah, I think the cryoarithmetic engine is cool from a gameplay standpoint, but the lore behind it appears to be unrealistic to a much greater degree than most of the other technology in starsector. It basically doesn't fit in the lore and I'm ignoring it for purposes of what's realistic/possible in the starsector universe.

I think it makes sense in the context of a world where there are stations that can harness the literal power of a star and flying crystal-like ships that split into independent beings. That said, all of these are follow the "ancient hyper advanced forgotten tech" trope, which is meant to justify why it's not widespread and why it can't be used to justify everything like the other guy suggests, basically. It's all about consistency.

8
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.3)
« on: June 19, 2023, 07:09:08 PM »
You can't convince me that people that can make ships fueled with antimatter and are capable of FTL travel, can't use relatively simple planetary heat management solutions that are in theory possible to make with current IRL technology.

Honestly, that sounds more like a "you" problem than an issue with the mod.
It's a problem of people only providing bad excuses for why X, Y, or Z can't be done when far harder things are done regularly in the same setting.

If by "bad excuses" you mean "starsector's lore" which is what Boggled's been using strictly then i don't know what to tell you.

Again, this is a "you" problem.
Sounds more like a scientific literacy problem on the part of the devs.

Yeah, it's crazy how video games don't have to necessarily obey the laws of physics, how weird is that? It's almost like i have to suspend my disbelief or something.

9
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.3)
« on: June 19, 2023, 04:57:07 PM »
You can't convince me that people that can make ships fueled with antimatter and are capable of FTL travel, can't use relatively simple planetary heat management solutions that are in theory possible to make with current IRL technology.

Honestly, that sounds more like a "you" problem than an issue with the mod.
It's a problem of people only providing bad excuses for why X, Y, or Z can't be done when far harder things are done regularly in the same setting.

If by "bad excuses" you mean "starsector's lore" which is what Boggled's been using strictly then i don't know what to tell you.

Again, this is a "you" problem.

10
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.3)
« on: June 19, 2023, 01:18:07 PM »
You can't convince me that people that can make ships fueled with antimatter and are capable of FTL travel, can't use relatively simple planetary heat management solutions that are in theory possible to make with current IRL technology.

Honestly, that sounds more like a "you" problem than an issue with the mod.

11
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.2)
« on: June 16, 2023, 09:51:17 AM »
I have a planet with tectonic activity and a nice vast ruin on it, and I want to build Cleanroom Manufactory from Ashes from The Domain mod, so I've build Harmonic Damper to counter the tectonic activity but still can't build Cleanroom Manufactory. Do I put this issue with TASC or AotD?

The damper doesn't remove the condition, it just takes away the hazard %.

12
Modding / Re: [0.96a] Hyper diving
« on: May 29, 2023, 07:41:53 PM »
Is this something like Exiled Space or the now useless Beyond The Sector?

I like the ideas set in this mod, but i gotta make sure you're not gonna repeat the same mistakes as Beyond The Sector did.
Yup, its the same idea behind Beyond the Sector. I've never used Exiled Space, so I cant confirm. But if it uses gates and random systems, then yeah.

About the mistakes, I guess you mean the 'bloat' after continuous uses, right? If so, I've dealt with the issue by constantly removing past systems.
The mod should only need at most 2 extra systems that are replaced sequentially.

That's good to hear, and yes, Exiled Space uses the same concept of random systems, but uses it's own gate and item that provide coordinates... It's a bit janky for me to be honest but it does the job. So i'm excited to try this mod that deals with random sector, specially random themed sectors.

I hope you stick around!

13
Modding / Re: [0.96a] Hyper diving
« on: May 29, 2023, 07:18:30 PM »
Is this something like Exiled Space or the now useless Beyond The Sector?

I like the ideas set in this mod, but i gotta make sure you're not gonna repeat the same mistakes as Beyond The Sector did.

14
"so, a week or two, at best."

Oh boy it's almost a week or two at best.
He delays update by 1 day every time some one asks when its coming out.

Is it now? Well...

Spoiler
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[close]

I'm not even playing 0.96 right now, so i don't actually care if this updates right now or in a million years, just wanna mess with y'all.

15
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 24, 2023, 02:34:15 PM »
I want to terraform a barren world, but turns out i have no water in the sector.

Is it possible to add a modifier on a planet with console commands so the requirement to have water for terraforming (Colony has a moderate amount of water present) is green?
Or turn another planet into a ice world and then have the ice slinging thingy.

I tried adding condition - Water or Terran but the text is still orange
Build asteroid mining station first and then asteroid mining, it will give water afaik.

This.
It gives enough water to turn that barren world straight into a waterworld.

No asteroids in the system, just 5 planets.
When i settled i thought the Rocky ice world was gonna have water, but no dice
https://i.imgur.com/OqNM98c.png
But i can guess i can rift a water world in the there and just terraform that way
Wait, Rocky Ice doesn't fulfill the ice requirements? I've not played in a while but shouldn't those also count like Frozen planets? Rocky Ice still has Ice right?

Would make sense, wouldnt it. But no, you cant build the ice slingy thingy, kind of ruined all my plans, coz food+organics is the only thing really missing here

Risking being corrected by Boggled here, i think the logic is that: The Sling is used to shoot out WATER into space, not ICE and rocky ice planets are either snowy or icy worlds, they are basically barren worlds that have a permanent snowstorm. In contrast, Frozen, Cryov and water worlds are described to have water in them, either by erupting water, being 100% water or having hidden oceans.

So no, it makes no sense that Rocky Ice worlds should be eligible for the sling, it's a fault of the name being too similar but just because it says "ICE" in the title doesn't instantly mean it can be launched by the sling, the sling doesn't launch ice it launches water, remember.
Nope, you load ice coated with heat-resistant materials into a railgun, then shoot it into space.
THEN you melt it in situ.

Not sure were you're getting your info from as neither the Sling in the mod or Ismara itself in vanilla make reference to ever launching ice. Ismara estates it launches "water filled projectiles" and the sling in the mod follows this logic accordingly.

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