Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

Pages: 1 ... 18 19 [20]

Author Topic: [0.95a] DIY Planets - Terraforming and more!  (Read 197018 times)

SirFfuzzyLogik

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.95a] DIY Planets - Terraforming and more!
« Reply #285 on: April 16, 2022, 07:10:08 AM »

Seeing a lot of posts saying that this mod is dead, so I have little hope for a fix, but I think I discovered a new issue with the irradicator.

I built the infrastructure for the irradicator on a planet with the intent of removing transplutonic ore, but I built it before I had the irradicator core.
The infrastructure progressed until the core was required, so I figured it'd be fine until I found one.

Well, I finally find one, and now the infrastructure is gone, I can't build it again, and the ore is still on the planet.

Does anyone know how to add/remove industries from planets with console commands?
or, maybe just commands for removing the ore from the planet?
Logged

Pet_Mudstone

  • Ensign
  • *
  • Posts: 12
    • View Profile
Re: [0.95a] DIY Planets - Terraforming and more!
« Reply #286 on: April 17, 2022, 09:50:00 PM »

"Yes, use 'removeCondition <condition ID>' for that. You need to be at the market you're removing it from, IIRC."

For industries use 'removeIndustry <industry ID>'. As with the above you need to be at the market to properly use it.

You can use "add" instead of "remove" in the above commands to add industries or conditions instead, obviously.

As an aside, you can use 'list industries' and 'list conditions' to get a list of the IDs and in-game names of all industries and conditions respectively.

Logged

StaplesEasyButton

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.95a] DIY Planets - Terraforming and more!
« Reply #287 on: April 30, 2022, 12:40:06 PM »

Saw some comments earlier arguing over whether this mod is able to be uninstalled on an existing save, just wondering if anyone has actually been successful in doing so, and if so how. Since in theory I'd have to just remove all of the mod related content from wherever it might be, Im just running around trying to get rid of it all. Currently have no unique conditions on planets, no mod related items in my fleet cargo and colonies, and don't have any quests relating to the mod active. Yet Im still unable to get the save running without the mod. Currently Im just running through all the core worlds and double checking that there are no mod items in those markets. Thanks in advance.
Logged
Pages: 1 ... 18 19 [20]