Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 17 18 [19]

Author Topic: [0.95a] DIY Planets - Terraforming and more!  (Read 162244 times)

Zr0Potential

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.95a] DIY Planets - Terraforming and more!
« Reply #270 on: January 12, 2022, 03:24:25 PM »

I have an irradicator core, i have the radiation removal building built and waiting for a core, but i cant add the core to the building
anyone know what causes this?

Are you using the most recent version of the mod? Afaik that bug has been fixed with the latest update.
Logged

Ande

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.95a] DIY Planets - Terraforming and more!
« Reply #271 on: January 14, 2022, 10:32:23 AM »

The Mission about the terraform Rig, does it spawn endless or is there a limit how often I can get this mission in space bar?
Logged

QuinnDexter

  • Ensign
  • *
  • Posts: 10
    • View Profile
    • Email
Re: [0.95a] DIY Planets - Terraforming and more!
« Reply #272 on: January 15, 2022, 12:47:45 AM »

Mod review (v1.0.14): I want to make a post to thank the mod author because of very positive experience I've had with this mod so far. I appreciate the way it seamlessly integrates with vanilla systems, to the point where you can barely tell that these features are due to the mod and not default features. It is very well balanced; terraforming planets requires a hefty investment of credits, time, and exploration effort. Of note are the gradual decrease in hazard rating as the terraforming process progresses instead of a gigantic leap as soon as it is done. Additionally, the way the structures are only shown in the planet menu when they actually do something is a subtle but neat way to reduce menu clutter and make it easier for the user to understand what the possibilities are. I also like how you can build the structure to give mixed bonus effects such as low gravity, which increases accessibility at the cost of hazard rating. The structure self removal works perfectly: the AI cores you installed are returned to your designated production planet and a notification is displayed to show that the terraforming process is done. Every structure and item description gives some lore and every item for the structure give a brief summary of what it is for, very neat. While I personally assume the graphics for the items are the hardest to get looking good as a modder, they are all unique and don't look out of place despite being derived from other vanilla items (from what I can tell).

To summarize, this mod does everything right. I can tell the author put a lot of thought into very minute details, which all add up to create a very vanilla experience, which is much to my liking. I love mods, but I hate being constantly aware of the fact that I modded the game, which is the case for most mods (but not this mod), where seamless integration and attention to detail are usually afterthoughts.

Questions: I have not yet tested what happens to conditional items such as the mantle bore which require planetary conditions such as no atmosphere when the terraforming process finishes. Could somebody update me on that? Does updating the planet type also include removing conditional items and sending them to your designated production planet?

Suggestions for future improvement: I don't have experience with modding so I do not know if it is possible, but a potential way to modify the spawn issues some posters mentioned (without using a separate spawning pool) is to include an option in the config file that increases the spawn rate of all items in the special pool by a factor of 1. That way the setting does nothing if it is not modified, so the game doesn't get changed without massively without users noticing. Users could then adjust this setting to their personal liking. An additional setting I would appreciate is one for the frequency of the scarred spacer terraforming rig sidequest, which does not happen frequently enough for my personal liking. Another workaround for the spawn issue you could use via the config is to add the setting to remove the terraforming items from the special item spawning pool altogether by adding a true/false toggle, and allow users to increase the spacer side quest frequency to compensate.
Logged

Anexgohan

  • Ensign
  • *
  • Posts: 29
    • View Profile
    • Email
Re: [0.95a] DIY Planets - Terraforming and more!
« Reply #273 on: January 15, 2022, 05:54:00 AM »

For anyone having trouble finding Items or Scarred spacer.
go inside any solar system and bring up console with ctrl+backspace (need console commands mod for this)
and paste and enter this :

Code
runcode SectorEntityToken fleet = Global.getSector().getPlayerFleet();
      StarSystemAPI sys = (StarSystemAPI)fleet.getContainingLocation();
      SectorEntityToken stable = fleet.getContainingLocation().addCustomEntity(null, null, "derelict_terraformer", "neutral");
      float orbitRadius = com.fs.starfarer.api.util.Misc.getDistance(fleet, sys.getCenter());
      float orbitDays = orbitRadius / (20f + new Random().nextFloat() * 5f);
      float angle = com.fs.starfarer.api.util.Misc.getAngleInDegrees(sys.getCenter().getLocation(), fleet.getLocation());
      stable.setCircularOrbit(sys.getCenter(), angle, orbitRadius, orbitDays);

This will generate an "Eridani-Utopia Terraforming Rig" to your location


for Genesis Project Station use this"

Code
runcode SectorEntityToken fleet = Global.getSector().getPlayerFleet();
      StarSystemAPI sys = (StarSystemAPI)fleet.getContainingLocation();
      SectorEntityToken stable = fleet.getContainingLocation().addCustomEntity(null, null, "terraform_genesis_station", "neutral");
      float orbitRadius = com.fs.starfarer.api.util.Misc.getDistance(fleet, sys.getCenter());
      float orbitDays = orbitRadius / (20f + new Random().nextFloat() * 5f);
      float angle = com.fs.starfarer.api.util.Misc.getAngleInDegrees(sys.getCenter().getLocation(), fleet.getLocation());
      stable.setCircularOrbit(sys.getCenter(), angle, orbitRadius, orbitDays);

Its a single player game cheat however you like.
Logged

Ande

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.95a] DIY Planets - Terraforming and more!
« Reply #274 on: January 15, 2022, 01:41:46 PM »

Thanks Anexgohan. So you know If the scared spacer mission can spawn endless times by default?
Logged

lyravega

  • Ensign
  • *
  • Posts: 35
    • View Profile
Re: [0.95a] DIY Planets - Terraforming and more!
« Reply #275 on: January 16, 2022, 12:41:28 AM »

Oh boy, I'm laughing my ass off! So I used the Genesis device, and created a new planet out of an asteroid field; not a ring. A few rocks orbiting a point in the center. When the planet was created, it started doing the same motion :D It basically shifts its orbit, following the same motion of the asteroid you interacted with. Funny :D

By the way, mind if I suggest something? Heating planets up, in order to take advantage of Cryo...whatever Engine (fleet size +25% on Hot, +100% on Extreme Heat), just like how we can alter the gravity or remove the atmosphere to benefit from other items. We can create brown dwarves, but I think it's more for rogue / starless systems, though not every system has a gas giant to begin with =/

Anyway, thank you very much for the mod. Makes planet selection less of a hassle!
Logged
Pages: 1 ... 17 18 [19]