Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95a is out! (03/26/21)

Pages: [1] 2 3 ... 76

Author Topic: [0.95a] Terraforming and Station Construction (v6.0.0)  (Read 254422 times)

boggled

  • Captain
  • ****
  • Posts: 478
    • View Profile
[0.95a] Terraforming and Station Construction (v6.0.0)
« on: October 28, 2019, 04:44:56 PM »

[0.95a] Terraforming and Station Construction (v6.0.0)



To build stations using this mod, add the respective abilities to your ability bar!
Video tutorial for adding abilities to the ability bar: https://i.imgur.com/ulvepTi.gif


Mod Features Guide:
Spoiler
Terraforming Features:
Spoiler
Terraforming buildings:


Stellar Reflector Array
"An array of orbital reflectors that can ameliorate suboptimal (but not extreme) temperatures. They do nothing on completely dark worlds, but can improve lighting conditions on worlds with poor but not absent light. A steady stream of scavenged Domain-era equipment will be necessary to maintain the reflectors - any shortage will drastically increase upkeep costs."

Once completed, adds the "Orbital Reflector Array" condition to the planet. This improves farming/aquaculture production by +2 and suppress the Hot, Cold and/or Poor Light conditions if they are present. If the structure is shut down, the reflectors in orbit will be removed and the benefits will disappear. Requires Domain-era artifacts to operate if Domain Archaeology is enabled.


Genelab
"Creating genetically-engineered microorganisms is the most efficient means of terraforming known to mankind. They can quickly proliferate over the entire surface of a world and convert colossal amounts of matter from one state to another. Microbes that consume toxic waste can also be created to remediate pollution. Requires salvaged Domain-era equipment to operate."

Removes pollution from the market over a period of 200 days if the Domain-era artifact demand is met. In the future, will have the ability to add Volturnian lobsters to water worlds.


Domed Cities
"Hermetically sealed domes dozens of kilometers across can enclose the bulk of a colony's population in a relatively Earth-like environment. Hazardous conditions imposed by atmospheric properties, extreme weather and dangerous fauna are mitigated inside the domes. Concentrating industrial and population centers under fragile domes makes the colony almost defenseless against raiding and bombardment, and is unacceptably risky on worlds with extreme tectonic activity or frequent meteor impacts."

Suppresses the effects of No Atmosphere, Thin Atmosphere, Dense Atmosphere, Toxic Atmosphere, Extreme Weather, and Inimical Biosphere. If Unknown Skies is enabled, also suppresses Dust Storms, Military Virus, Parasitic Spores and Psychoactive Fungus.

Has the potential to increase stability if AI cores are installed and/or the structure is improved.





Mesozoic Park
"Humans have long been fascinated by extinct Old Earth megafauna. Although no DNA from these creatures has survived to the present day, new organisms that resemble them can be created using genetic engineering. Wealthy tourists and trophy hunters are drawn to worlds where these ""terrible lizards"" roam the wilds, provided the colony is easily accessible and stable enough for visitors to feel safe. Living on a planet teeming with gigantic carnivorous lizards is hazardous, and once introduced, the dinosaurs will be almost impossible to eradicate."

Generates income for the colony based on market size and other factors. Adds the Inimical Biosphere condition upon construction (which can be suppressed by Domed Cities). Unique industry portrait for each planet type where it can be built.
[close]

Station Construction Features:
Spoiler

Construct Astropolis Station
"Construct a space habitat large enough to host its own market. Due to its size and mass, it can only achieve a stable orbit around larger worlds that dominate their orbital path. Expensive to build and has no natural resources."

Construct a station in orbit around the planet where the industry is built. By default, up to three can be constructed per planet. The station has no resources and 100% hazard by default. The hazard and accessibility can be modified in the settings file. "Cramped Quarters" can also be enabled in the settings file. This will put a growth penalty on the station once it grows beyond a certain size.



Construct Mining Station
"Construct a mining station in an asteroid belt or asteroid field."

Construct a mining station within an asteroid belt or an asteroid field. By default, only one can be built per system, but this can be modified using the settings file. Has 100% hazard by default, and moderate ore resources. The hazard and accessibility can be modified in the settings file. "Cramped Quarters" can also be enabled in the settings file. This will put a growth penalty on the station once it grows beyond a certain size.


Construct Siphon Station
"Construct a siphon station in orbit around a gas giant."

Construct a siphon station in orbit around a gas giant. Has volatiles resources equivalent to those of the host gas giant and 100% hazard by default. The hazard and accessibility can be modified in the settings file. "Cramped Quarters" can also be enabled in the settings file. This will put a growth penalty on the station once it grows beyond a certain size.



Colonize Abandoned Station
"Colonize an abandoned station."

Recolonize an abandoned station. Can target stations from this mod, stations from vanilla Starsector (ex. Port Tse Franchise Station) and certain stations from other mods.
[close]

Domain-tech Features:
Spoiler

Domain Archaeology
"The Sector was plunged into a dark age as a result of the Collapse. Terraforming projects, megascale engineering and artificial intelligence research can still be pursued using technology available in the modern-day Sector, but at a prohibitive cost. Employing refurbished Domain-era equipment for these tasks is much more economical than using crude post-Collapse methods."

Industry that can only be built on planets with ruins. Supplies Domain-era Artifacts (), a commodity which is contraband according to Luddic factions. They can be sold for a high price on the open market.

If the player disables this industry in the settings file, buildings that demand Domain-era artifacts will no longer demand them. Note that in a randomized sector, no NPC colonies produce Domain-era artifacts at the start of the game.


Kletka Simulator
"Supercomputers built using salvaged Domain-era components are used to train new AI cores in a virtual reality simulation. AI cores trained in this manner can never really know whether this universe is real or just another training simulation. They usually remain loyal to their human masters so as to avoid punishment or deletion in case it is the latter."

Demands four Domain-era artifacts. Builds a new AI core every month, and the probabilities of which type of AI core will be produced are shown on the in-game tool tip. Installing AI cores or improving this industry will increase the chances of producing a higher quality core. Upkeep is heavily influenced by market temperature by default (stations have the highest upkeep due to heat dissipation problems in space). Note that the temperature upkeep modifier remains active even if the temperature condition is suppressed.


CHAMELEON
"CHAMELEON is a supercomputer composed of specialized Domain-era quantum cryptography chips that can crack most forms of encryption used in the Sector. Security forces can leverage the intelligence gleaned using this construct to eradicate decivilized subpopulations, and in the more capable hands of an Alpha Core, even Pather terrorist cells can be exposed and eliminated. Demands a steady supply of Domain-era artifacts to operate, and shutting down transplanetary terrorist networks will require an installed Alpha Core."

Removes Decivilized Subpopulation from the market over a period of 200 days if the Domain-era artifact demand is met. If an Alpha core is installed, will remove Pather cells as well. Please note that Pather cells are created and dissolved every few in-game weeks, so installing an Alpha core will not immediately remove the cells.

Domain-tech Comm Relays, Nav Buoys and Sensor Arrays
Allows the player to build the above mentioned Domain-tech stable location structures using Domain-era artifacts they've bought and/or produced with a Domain Archaeology industry. Can be disabled in the settings file. If Domain Archaeology is disabled, the structures don't require Domain-era artifacts.
[close]

As a reminder, all features shown above can be enabled/disabled individually using the settings file. If you don't want to use a certain piece of content, disable it!
[close]

Settings file options (can be used to enable/disable features individually):
Spoiler
To access the settings file, navigate to C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Terraforming and Station Construction\data\config\settings.json.

   #################
   ##VERSION CHECKER
   #################

   #Setting this to false will disable checking for updates.
   #This is (hopefully) a temporary feature, to be removed
   #if/when Lazywizard updates his Version Checker mod for 0.95a
   #Version Checker is here: https://fractalsoftworks.com/forum/index.php?topic=8181.0
   "boggledCheckForUpdates":true,
   
   #######################
   ##TERRAFORMING SETTINGS
   #######################

   #Setting this to false will completely disable any terraforming content
   "boggledTerraformingContentEnabled":true,
   
   #Brings back the old-style planet type changes
   #Use the terraforming menu during colony interaction to select the desired project
   #This will introduce balance problems and make the gameplay less fun (in my opinion)
   #DOES NOTHING IN 6.0.0. WILL BE IMPLEMENTED IN FUTURE PATCH
   "boggledAllowTerraformingPlanetTypeTransformations":false,

   #If disabled, prevents the E.U.T.E.C.K. from being consumed after a terraforming project is completed
   #Introduces balance problems, especially if combined with removing terraforming restrictions
   #DOES NOTHING IN 6.0.0. WILL BE IMPLEMENTED IN FUTURE PATCH
   "boggledEuteckIsConsumed":true,

   #Controls how long terraforming takes
   #DOES NOTHING IN 6.0.0. WILL BE IMPLEMENTED IN FUTURE PATCH.
   "boggledTerraformingTime":300,

   #Controls whether the lobster quest can be obtained. Disabling this quest will
   #immediately unlock the ability to seed lobsters. Note that the quest cannot be obtained if the player is using randomized core worlds.
   #Not updated for 0.95a. Should still work without bugs, but not recommended for now.
   "boggledLobsterQuestEnabled":false,
   "boggledIgnorePlanetTypeAndAllowSeedingLobstersAnywhere":false,

   #Can be used to disable the Stellar Reflector Array structure
   "boggledStellarReflectorArrayEnabled":true,
   #Automatically adds the structure to markets that start the game with reflectors in orbit
   #Disabling this will cause Eventide, Eochu Bres and some other planets to have the market condition "for free" without needing to keep this structure
   "boggledStellarReflectorArrayMarketAutoPlacementEnabled":true,

   #Can be used to disable the Genelab structure
   "boggledGenelabEnabled":true,

   #Can be used to disable the Ismara's Sling/Asteroid Processing structure
   #DOES NOTHING IN 6.0.0. WILL BE IMPLEMENTED IN FUTURE PATCH
   "boggledIsmaraSlingEnabled":false,

   #Can be used to disable the Mesozoic Park industry
   "boggledMesozoicParkEnabled":true,

   #Can be used to disable the Domed Cities structure
   "boggledDomedCitiesEnabled":true,

   ##################
   ##STATION SETTINGS
   ##################

   #Setting this to false will completely disable all station construction content
   "boggledStationConstructionContentEnabled":true,

   #Setting this to true will cause station construction to take the specified number of days
   "boggledStationConstructionDelayEnabled":false,
   "boggledStationConstructionDelayDays":90,

   #Enables construction of astropoli in orbit around planets.
   #Three astropoli can be built around each planet by default.
   "boggledAstropolisEnabled":true,
   "boggledMaxNumAstropoliPerPlanet":3,
   "boggledCanBuildAstropolisOnPurchasedGovernorshipPlanets":false,
   
   #Astropli can only be built around large planets with a relatively clear orbit.
   #Setting this to true will remove those restrictions.
   "boggledAstropolisIgnoreOrbitalRequirements":false,

   #Controls the costs for building astropolis stations
   "boggledAstropolisStationBuildCreditCost":500000,
   "boggledAstropolisStationBuildCrewCost":1000,
   "boggledAstropolisStationBuildHeavyMachineryCost":250,
   "boggledAstropolisStationBuildMetalCost":1000,
   "boggledAstropolisStationBuildTransplutonicsCost":250,

   #Setting this to false will disable mining station construction
   "boggledMiningStationEnabled":true,
   
   #Set the maximum number of mining stations per system.
   #This number can be arbitrarily large but balance and performance problems will result with extreme values.
   "boggledMaxNumMiningStationsPerSystem":1,

   #Controls how the ore resource levels for mining stations are assigned
   #If linked to the system resource belts, the mining station ore resources will be higher if there are a lot of asteroid belts in the system
   #If boggledMiningStationLinkToResourceBelts is set to false, the ore resource amounts will be set based on boggledMiningStationStaticAmount
   #1 = Sparse, 2 = Moderate, 3 = Abundant, 4 = Rich, 5 = Ultrarich, Any other value = set to moderate
   "boggledMiningStationLinkToResourceBelts":false,
   "boggledMiningStationStaticAmount":2,

   #Controls the costs for building mining stations
   "boggledMiningStationBuildCreditCost":500000,
   "boggledMiningStationBuildCrewCost":1000,
   "boggledMiningStationBuildHeavyMachineryCost":250,
   "boggledMiningStationBuildMetalCost":1000,
   "boggledMiningStationBuildTransplutonicsCost":250,

   #Setting this to false will disable siphon station construction
   "boggledSiphonStationEnabled":true,

   #Controls how the volatiles resource level for siphon stations is assigned
   #If linked to the host gas giant, the siphon station will inherit the same volatiles level as the gas giant
   #If boggledSiphonStationLinkToGasGiant is set to false, the volatiles amount will be set based on boggledSiphonStationStaticAmount
   #1 = Trace, 2 = Diffuse, 3 = Abundant, 4 = Plentiful, Any other value = set to diffuse
   "boggledSiphonStationLinkToGasGiant":true,
   "boggledSiphonStationStaticAmount":2,

   #Controls the costs for building siphon stations
   "boggledSiphonStationBuildCreditCost":500000,
   "boggledSiphonStationBuildCrewCost":1000,
   "boggledSiphonStationBuildHeavyMachineryCost":250,
   "boggledSiphonStationBuildMetalCost":1000,
   "boggledSiphonStationBuildTransplutonicsCost":250,

   #Setting this to false will disable colonization of abandoned stations
   "boggledStationColonizationEnabled":true,

   #Controls the costs for colonizing an abandoned station
   "boggledStationRecolonizeCreditCost":250000,
   "boggledStationRecolonizeCrewCost":1000,
   "boggledStationRecolonizeHeavyMachineryCost":125,
   "boggledStationRecolonizeMetalCost":500,
   "boggledStationRecolonizeTransplutonicsCost":125,

   #Enables the cramped quarters setting that greatly reduces station population growth starting at the chosen value.
   "boggledStationCrampedQuartersEnabled":false,
   "boggledStationCrampedQuartersSizeGrowthReductionStarts":3,

   #Enables the 'Expand Station' industry to increase the population soft limit set above.
   #The base cost of this industry can be modified using industries.csv.
   "boggledStationCrampedQuartersPlayerCanPayToIncreaseStationSize":false,
   "boggledStationProgressiveIncreaseInCostsToExpandStation":true,

   #Adds an accessibility bonus to player-constructed stations. Leaving this at zero means no boost.
   "boggledStationAccessibilityBoost":0,

   #Configures the base hazard rating for stations by offsetting the base hazard of 100 by the value the player inputs.
   #Negative values can be used to decrease hazard.
   "boggledStationHazardRatingModifier":0,
   
   #Applies Cramped Quarters (if enabled), hazard and accessibility modifiers (if enabled), and
   #enables "no atmosphere" special items on all stations sector-wide
   #If set to false, only stations created using this mod will have the above features applied to them
   "boggledApplyStationSettingsToAllStationsInSector":true,

   #Enable the AI Mining Drones station-exclusive structure.
   #Balanced around stations being capped at 3 or 4 market size by cramped quarters.
   #Strongly recommended to keep disabled unless cramped quarters is enabled.
   "boggledEnableAIMiningDronesStructure":false,
   
   ######################
   ##DOMAIN-TECH SETTINGS
   ######################

   #Setting this to false will completely disable any Domain-tech content
   "boggledDomainTechContentEnabled":true,

   #Can be used to disable the Domain Archaeology industry
   #Buildings that require Domain-era artifacts simply won't anymore
   "boggledDomainArchaeologyEnabled":true,
   "boggledReplaceAgreusTechMiningWithDomainArchaeology":true,

   #Can be used to disable the Kletka Simulator (AI core production) industry
   "boggledKletkaSimulatorEnabled":true,
   #Toggle whether the Kletka Simulator upkeep changes based on planet temperature
   "boggledKletkaSimulatorTemperatureBasedUpkeep":true,

   #Can be used to disable CHAMELEON (anti-Pather Cell and anti-Decivilized Subpop) structure
   "boggledCHAMELEONEnabled":true,

   #Can be used to disable building of the Domain-tech stable location structures
   "boggledDomainTechObjectivesEnabled":true,

   ########################
   ##MISCELLANEOUS SETTINGS
   ########################

   #Remnant battlestation can be constructed as an orbital station type on player colonies
   "boggledRemnantStationEnabled":false,

   #Can be used to enable the Hydroponics industry
   "boggledHydroponicsEnabled":false,

   #Can be used to enable the Cloning industry
   "boggledCloningEnabled":false,
[close]

Backwards compatibility: 6.0.0 is not backwards compatible with prior versions of this mod.

6.0.0 Changelog:
-Terraforming and Domain-tech content has been re-enabled by default.
-Planet type transformations have been removed temporarily. Between the new 0.95a special items and the hazard-suppressing buildings in this mod, the old-style planet type transformations are largely unnecessary. Planet type transformations (and the EUTECK) will be back in a future update once I've reworked the system to be worthwhile in 0.95a. Players who don't like the new 0.95a suppression mechanic and prefer the old-style system are encouraged to check out the DIY Planets mod.
-Wildlife Exploitation replaced by Mesozoic Park industry. See the mod guide for details on how this industry works. It is a default option for now, but may be converted to non-default based on player feedback.
-Stellar Reflector Array structure updated for 0.95a. Functionality has changed somewhat. See the mod guide for more details.
-Domed Cities structure added. This building suppresses hazardous conditions related to the atmosphere, weather and biosphere. See the mod guide for more details.
-Military Police Headquarters replaced by CHAMELEON. Can still remove Decivilized Subpop, but now also counters Luddic Path cells. See the mod guide for more details.
-Domain Archaeology production changed from static amount to market size minus two. Ruins now add or subtracts production from Domain Archaeology like other resource deposits. Added improvement bonus.
-Minor changes made to Kletka Simulator industry. See the mod guide for more details.
-Eisen Division renamed to Genelab and function has been reworked. See the mod guide for more details.
-The Planetary Shield structure now suppresses the Meteor Impacts condition.
-All Astral gate content has been removed from the mod due to new features present in 0.95a.
-In order to enable various features in this mod, several vanilla market conditions have been overwritten. I'm not aware of any conflicts with other mods, but it may occur in the future if another mod also overwrites the same conditions. Disabling features from this mod will not eliminate the potential for a conflict to occur.
-Arcology worlds and the unique buildings for that planet type have been removed.
-Spice Harvesting has been removed.
-Atmosphere Processor has been removed.
-Terraforming Platform has been removed.
-Skyhook Anchor has been removed due to the addition of the Fullerene Spool in vanila.
-Cloning (non-default industry) can now be improved.
-Hydroponics (non-default industry) can now be improved.
-Hydroponics can now be built on both station markets and planet markets.
-Fixed a bug where building multiple astropoli around one planet would cause the orbital path to be set incorrectly. Thanks bragonfly1 for reporting this!
-Fixed a bug where the second and third astropolis built around a single planet would not use the construction timer (if enabled).
-I understand there have been requests to allow for turning gas giants into stars as part of terraforming. This will not be implemented because the fusion lamp makes this largely unnecessary in 0.95a, and because of lore compatibility problems.

Future plans:
-Terraforming planet type transformations will return.
-The Genelab will be able to create Volturnian lobsters, replacing the current lobster quest.
-The AI Battlestation will be modified to be unlocked based on the skill tree, and receive an overhaul for 0.95a.
-Derelict Gates will be constructible using Domain-era artifacts similar to the other Domain-tech stable location structures.

Older changelogs:
Spoiler
5.5.0 Changelog:
-All Terraforming, Domain-Tech, Astral Gate and Miscellaneous features have been disabled by default while I update them for 0.95a. Astral gates will likely be removed from the mod in 6.0.0 due to new content in vanilla.
-The settings file has been reorganized by content type.
-Added a "check for updates" feature to this mod. I copied a bunch of code from Version Checker, so thanks LazyWizard! If Version Checker is updated for 0.95a I will remove this feature. It can also be disabled using the settings file.
-When a station is created, the spaceport and mining industry (if applicable) are queued up for construction rather than being already built.
-Added a non-default setting to cause stations to be "under construction" for a certain amount of time before they become a market. The amount of construction time required is configurable by the player.
-Station sprite change adjusted to occur at lower market sizes to account for 0.95a restrictions to maximum market size.
-Astropolis stations are now built using an ability (like mining and siphon stations) rather than using a colony building.
-Astropolis stations can now be built in orbit around uncolonized planets.
-The "clear orbital path" and planet size requirements for astropolis stations can now be toggled off using the settings file.
-AI Mining Drones (non-default station-exclusive building) now has a story point improvement option.
-Added separate enable/disable toggles in the settings file for astropolis stations, mining stations, siphon stations and the recolonization ability.
-Added separate resource cost options in the settings file for astropolis stations, mining stations, siphon stations and the recolonization ability.
-Added settings to control how mining station resources are assigned. Default is moderate ore and rare ore, but this can be changed to any flat amount, or it can be based off the number of asteroid belts in the system.
-Added settings to control how siphon station resources are assigned. Default is to have the same richness as the gas giant the station orbits, but alternatively it can be set to a flat amount.
-Station settings (ex. base hazard and base accessibility modifications) are now applied to all stations in the sector by default, rather than just stations created using this mod. This can be toggled off in the settings file.
-Added sound effects when stations are constructed.
-Astropolis stations and siphon stations cannot be constructed in orbit around planets with four or more moons. This restriction was implemented to prevent a visual bug from occurring. Unfortunately I cannot fix the visual bug because it's hardcoded in vanilla. Thanks TiberQ for reporting this!
-Fixed various misspellings and grammatical problems. Thanks to Outlander for catching one of them!
-I have been unable to reproduce several bugs related to Nexerelin outposts and Lights Out moons after making updates to the astropolis construction logic. Please be sure to let me know if the bugs persist. Thanks Serenitis and wanderer3421 for reporting these issues!
-Fixed a bug where Ismara's Sling and Asteroid Breaking colony buildings could show up in the build menu even if they were disabled in the settings file. Thanks TiberQ for reporting this!
-It has been suggested that mining stations should be constructible in accretion disks around black holes. After reviewing the in-game description of ring systems, it appears that mining these ring systems would not make sense from a lore standpoint, so I have not made this change.
-I have become aware that certain individual(s) are extremely displeased with my failure to release the source code for this mod. The source code will now be available for download here going forward.

5.4.6 Changelog:
-Implemented a change that prevents the DIY Planets mod from causing a crash when the structure build menu is opened on an arcology world. Thanks Orochi for explaining how to fix this!
-Fixed a bug with the Cloning industry tooltip that caused an erroneous population growth bonus value to be displayed. Thanks Uhlang for reporting this!

5.4.5 Changelog:
-Fixed a bug where under certain circumstances the astropolis structure could cause a crash when opening the colony management screen. Thanks Koruthaiolos and Demiurge for reporting this!

5.4.4 Changelog:
-Fixed a bug where the continental planet type terraforming project failed to complete properly. Thanks DarkOmegaMK2!
-Upgrading makeshift stable location structures will no longer improve your relations with pirates or the Luddic Path. Factions can be added or removed from this blacklist using the text file in the data/config/boggled folder.
-Fixed a bug where the abandoned astropolis orbiting Mairaath wasn't being counted towards the three astropoli per planet limit. Thanks Xobra!
-Astropoli can no longer be constructed on planets where the player has purchased governorship.
-Added a setting that will enable building astropoli on governed planets. They will be fully owned by the player.
-Fixed a bug where unintended behavior could occur if a player colony is captured while an astropolis is under construction.
-Changed the starting level of an officer associated with the Penelope's Secret quest to better match their characteristics. Thanks Xobra!

5.4.3 Changelog:
-Makeshift stable location structures can now be upgraded to Domain-tech without destroying them first. Upgrading a makeshift structure will improve your relations by 5 with the owner. Thanks for the suggestion Xobra!
-Added the AI Mining Drones station-unique structure. Increases mining industry output by 1, 2 or 3 based on the level of AI core installed. Disabled by default. This should be enabled if the player has cramped quarters enabled, otherwise it should be left disabled due to balance reasons.
-Added a non-default setting to enable transformation terraforming projects to create Terran Eccentric, toxic, volcanic, auric (if US enabled), archipelago (if US enabled) and continental (if US enabled) planets.
-Added a non-default setting to enable seeding of lobsters on any planet type (even ones that clearly lack water). Regarding the archipelago world type from Unknown Skies, it doesn't have the "water surface" condition by default, which means it will have the farming industry instead of the aquaculture industry. Adding water surface to archipelago worlds is outside the scope of this mod, and should be addressed with the author of Unknown Skies if it's unintended. However, the farming industry will actually produce Volturnian lobsters just fine, so it's purely a cosmetic issue.
-Fixed a bug where archipelago worlds were classified as water for terraforming purposes, when in fact they do not have the "water surface" condition by default. Reclassified as Terran.
-Fixed a bug where some same-type transformation terraforming projects weren't receiving the correct point discount.
-Added a non-default setting to allow construction of arcology-unique structures on non-arcology planets. Thanks for the suggestion IradT!

5.4.2 Changelog:
-Added the Autonomous AI Battlestation orbital station type. Allows the player to build the fully operational variant of the [REDACTED] station as an orbital station for their colonies. Disabled by default and can be enabled using the settings file.
-Mining station resources now correspond to the number of asteroid belts in the system. See the tooltip for more information. The lowest possible resources are sparse level, and the highest possible resources are abundant level. Thanks for the suggestion Uhlang!
-There is now a setting to enable type change terraforming projects for gas giants. Disabled by default and must be enabled using the settings file.
-The Tech-Mining industry on Agreus is now replaced by Domain Archaeology automatically. This will allow the player to obtain Domain-era artifacts for their industries and structures without first having to build a Domain Archaeology themselves. This script is enabled by default and can be disabled using the settings file. Doesn't swap the buildings if the player owns Agreus.
-Fixed a bug where the "Gift Astral Gate" ability could be enabled even if the player disabled Astral gate content using the settings file.
-Fixed a bug where a tooltip about station size expansions could be shown even if station expansions are disabled in the settings file.
-Significantly reduced the default upkeep on a number of buildings, including the Atmosphere Processor, the Stellar Reflector Array, and the Pheromone Splicer. These values can be adjusted by the player using the industries.csv file.
-Eisen Division now requires eight Domain-era artifacts for upkeep instead of ten.
-Removed a temporary debug tooltip on the Seed Lobsters ability.
-Fixed some miscellaneous spelling/grammar/formatting issues.
-Adjusted the Pather interest on several buildings. I will revisit this again if/when Pathers actually become a threat.

5.4.1 Changelog:
-Fixed a bug where the arcology glow texture could appear on non-arcology terraformed planets. Bugged planets are not retroactively fixed, but the glow texture can be overwritten by simply terraforming the planet again. Thanks Mr_8000 and Serenitis for the bug report!
-Fixed a bug where the arcology glow texture was visible on the day side of the planet. Thanks Serenitis!
-Replaced the arcology glow texture with a much better one provided by Serenitis.
-Replaced the Construct Astropolis industry icon.
-Added an option to the settings file to make the upkeep for the Kletka Simulator dependent on the temperature of the world it's built on. This is a non-default option for now, but will be made default in the future. Thanks for the suggestion Uhlang!

5.4.0 Changelog:
-Added the Krill Harvesting arcology-only industry. Supplies a large amount of food but reduces market stability by 3.
-Balance changes:
    *Smart Grid now increases industry production by +1 for all commodities.
    *Pheromone Splicer now reduces market stability by 3.
    *Aquarius Protocol now generates a moderate amount of credit income.
    *Spice Harvesting can now only be constructed on desert-like worlds that are hot or very hot.
-Fixed a bug where other factions would never install an administrator in the gatekeeper station if the player gifts them an Astral gate.
-Added a unique glow texture for arcology worlds. My artwork is passable but if someone more talented would like to contribute a higher quality glow overlay texture I would be happy to replace it. I've also included a blank overlay texture that the player can rename to remove the glow if they don't want to use my new texture.

5.3.1 Changelog:
-Fixed a bug where the terraforming progress point requirement for Arcology worlds could show an incorrect value.

5.3.0 Changelog:
-Added the Arcology world type to the terraforming options. Has no farmland, no volatiles and no organics, but can host some powerful infrastructure buildings unique to this world type. See the mod guide above for more information on those three buildings. The Arcology world terraforming project is enabled by default but can be disabled using the settings file. Depending on the feedback I receive on this planet type, it may become a non-default option.
-Removed the desert world type terraforming option and replaced it with the arid world type. Note: Updating this mod while you have a desert transformation terraforming project in progress will cause a bug. Wait until the project finishes (or cancel it) before updating.
-The crashed terraforming drone market condition from Unknown Skies now contributes 4 terraforming progress points per day.
-Each Astral Gate in the Sector now has a marker quest under the "Astral Gates" category in the intel menu. Selecting that category will display the location of all Astral Gates in the Sector on the map.
-The player now must be at least level 45 to start the Penelope's Secret quest. This can be adjusted using the settings file.
-Added loading tips.
-The unique Eridani-Utopia Terraforming Corporation Ship now has "(EUTCS)" in the hull class.
-Fixed a bug where The Crustacean Job quest could reappear on Umbra even if the player already completed it.

5.2.1 Changelog:
-Fixed a bug where planet cracking could add duplicate resources if a planet already had ultrarich ore and/or rare ore. Thanks frozentoes!
-Fixed a bug where Ouyang optimization could add duplicate resources if a planet already had plentiful volatiles.
-The unique ship from the Penelope's Secret quest no longer appears in the codex.
-The unique ship from the Penelope's Secret quest turret covers no longer use the standard midline color.
-The unique ship from the Penelope's Secret quest engines now use the high tech engine trails.
-Changed the default name of the Penelope's Secret quest unique ship. The player can still change it themselves after acquiring the ship if they wish.

5.2.0 Changelog:

Content additions/changes:
-Temperature is now considered for purposes of terraforming point requirements. The magnitude of the effect can be modified using the settings file.
-Added a new ability to construct and gift an Astral gate to another faction. There's no immediate payoff but you will receive monthly payments (similar to the Galatian academy stipend) for 3 cycles. The total value of the monthly payments will greatly exceed the upfront cost of building the gate.
-Added a new ship skin for the unique ship that is unlocked via the Penelope's Secret quest.
-Added the planet cracking terraforming condition modification. The tooltip explains it in-detail, but basically it will improve/create ore resources on a market, but also add the tectonic activity condition.
-Added the Ouyang optimization terraforming condition modification. The tooltip explains it in-detail, but basically it will improve/create volatiles resources on a gas giant, but also add the extreme weather condition.
-Added the Spice Harvesting industry for desert planets. This is a non-default setting and will have to be enabled by the player if they wish to use it.
-The Cloning industry now gives a population growth bonus equal to five times the current market size. It was previously just one times the current market size. The Cloning industry is a non-default setting and will have to be enabled in the settings file before the player can build it.
-If the player talks to the pirates in the bar in connection with the Crustacean Job quest, leaving the conversation before accepting/rejecting the mission will no longer cause the pirates to disappear from the bar.

Bug fixes:
-Fixed a crash caused by the player taking control of Prism Freeport and trying to build certain structures there. Thanks Alluvian!
-Fixed a bug where gates controlled by friendly factions would incorrectly be unusable for Astral gate jumps. Thanks 00lewnor for identifying this problem! Please let me know if there is any more unexpected behavior with this feature.
-Fixed a crash caused by the player obtaining the unique ship from the Penelope's Secret quest while they have Archaen Order enabled. Now the player just won't get the ship and will receive a notification stating same. Thanks to GorGor for letting me know about this!

Features that were previously planned but were not implemented:
-The Construction Rig ship is included in the mod files but not implemented. This is because it does not appear possible at the moment to use a settings switch to enable/disable individual ship hulls. If I implement the Construction Rig, it would need to be a non-default feature, which is impossible right now given this limitation.
-Astral gate construction quests are not included. I didn't think this feature would really add anything compelling to the mod given the new gate gifting ability. That ability gives the player an economic incentive to build an Astral gate network across the core worlds, and a quest that just gives extra credits on top of the monthly payments doesn't seem necessary or interesting.

5.1.4 Changelog:
-Fixed a bug where procurement quests for Domain-era artifacts could still fire even if the player disabled Domain Archaeology in the settings file. Thanks GamerRoman!

5.1.3 Changelog:
-Worlds with the "dark" condition can now initiate the frozen terraforming project. The other five type change projects remain unavailable.
-Fixed a bug where building a mining station in an asteroid field in a nebula could cause a crash. Thanks Uhlang!

5.1.2 Changelog:
-Renamed the Asteroid Processing structure to Asteroid Breaking so the name isn't too similar to the Atmosphere Processor structure.
-Fixed a bug where the Asteroid Breaking industry could cause a crash. Thanks Pro1ooLLo!

5.1.1 Changelog:
-Fixed a bug where the cloning industry would demand Domain-era artifacts even if Domain Archaeology was disabled in the settings file.
-Fixed a bug where the Penelope's Secret quest could fire even if it was disabled in the settings file.
-Attempted fix for a problem related to Starsector being unable to find the JPG for the cloning industry on load. I was unable to replicate this problem on my system, so if you were experiencing this please let me know whether the patch fixes it.

5.1.0 Changelog:
-Added the Asteroid Processing terraforming structure. It's functionally identical to Ismara's Sling, except it can only be built on stations.
-Added the Hydroponics industry. Analogous to farming except it can only be built on stations. This industry is disabled by default and can be enabled using the settings file.
-Added the Cloning industry. Produces organs if the Domain-era artifacts demand is met. This industry is disabled by default and can be enabled using the settings file.
-Added the Wildlife Exploitation industry. Generates credit income. Jungle worlds only. This industry is disabled by default and can be enabled using the settings file.
-Added an intel notification when condition modification (mild climate, pollution remediation, etc.) terraforming is completed.
-Added options in the settings file to modify the accessibility boost provided by the Astral Gate industry on the gatekeeper station.
-Default accessibility boost from Astral Gate to gatekeeper station market reduced from 200% to 50%
-Default accessibility boost from Astral Gate to allied markets in-system reduced from 50% to 25%
-Ismara's Sling/Asteroid Processing now provides 8 terraforming points per day instead of 3.
-Atmosphere Processor construction cost reduced by 50%
-Atmosphere Processor build time reduced from 60 days to 45 days
-Eisen Division no longer requires an industry slot

5.0.5 Changelog:
-Fixed a bug where if the player saves the game right as a dialog opens during the Penelope's Secret quest there could be a crash. Thank you rashiakas for letting me know about this!

5.0.4 Changelog:
-Updated the tool tip on the Terraforming Control Panel to indicate how terraforming will impact the resources on the planet.
-Modified the resource changes from terraforming for some planet types. See the tool tip for details.
-Mild climate can now be added to desert-like, jungle and tundra planets provided they don't have extreme weather.
-Fixed a bug where stellar reflectors couldn't be built on planets that already have stellar reflectors in orbit.
-Fixed a bug where the Penelope's Secret quest couldn't be completed if a quest-related planet became decivilized.

5.0.3 Changelog:
-Desert terraforming project now adds habitable and extreme weather conditions. Thanks again for your help Serenitis and Uhlang!
-Desert terraforming project default difficulty multiplier changed from 40% to 60%.
-Attempted fix for several bugs related the internal list of active gates becoming inconsistent. This could result in a crash and/or being unable to jump to certain gates. I couldn't reproduce the bug on my system before or after this patch, but if you experienced it please update and let me know if it still happens. Thank you!

5.0.2 Changelog:
-Another attempt to fix the bug where the wrong planet could trigger the dialog message in Penelope's Secret. I am now unable to reproduce it on my computer, but please let me know if you encounter it on your computer after updating to 5.0.2. Thanks to those who reported this!

5.0.1 Changelog:
-Fixed a bug that could cause a crash while terraforming structures were building. Thanks Uhlang!

5.0.0 Changelog:
-Integrated terraforming into this mod. Terraforming has been completely reworked. Please view the mod guide for more information.
-The Miller-Urey Device (MUD) has been cut from the terraforming rework. It may return at a later date, but for now it is not obtainable.
-Fixed a bug where the Skyhook Anchor could be constructed on station markets.
-Domain-era artifacts are now considered contraband by the Luddic factions.
-Tooltips updated to provide more information about the industry.
[close]
Known Issues and Compatibility:
Spoiler
Known issues:
-There is a graphical bug where the industry portrait for farming and aquaculture can get swapped incorrectly on terraformed water worlds. If you see this bug, please allow one in-game day to pass so my trigger can set the correct industry portrait. This is caused by limitations with the vanilla API (as far as I can tell). I will update this post when I do testing to confirm whether the bug still exists in 0.95a.
-The colony interaction menu is automatically opened for the player when a new station is constructed. If the player uses console commands to build stations in such a way that my trigger to open the interaction menu is skipped, there can sometimes be a bug related to population growth.
-Sometimes a graphical bug can occur where a planet that has been terraformed will appear as the old type in the background of the combat view if the player fights a battle near the planet. This will likely require an API update to fix. I will update this post when I do testing to confirm whether the bug still exists in 0.95a.

Compatibility with other mods:
Nexerelin - Compatible.
Unknown Skies - Compatible.
Shadowyards - Compatible.
Secrets of the Frontier - Compatible.
Fringe Defense Syndicate - Compatible.
Hazard Mining Incorporated - Compatible.
SCY - Compatible.
Galaxy Tigers - Compatible.
Dassault-Mikoyan Engineering - Compatible.
Kadur Remnant - Compatible.

Archaen Order- Untested on 0.95a. I will update this if/when Archaen Order supports 0.95a.

If your mod adds any new planet types to Starsector, they will be incompatible with this mod until I issue an update to include those new types. Please send me a PM and I will add your planet types right away. Thank you!
[close]

Art stolen from other games (they're both very good IMO):
The warp bubble sprite is artwork from Stars in Shadow, a space 4X game.
The Eisen Division and Domain Archaeology artwork is from Android: Netrunner TCG cards.
« Last Edit: April 13, 2021, 05:23:15 PM by boggled »
Logged

Supplius Maximus

  • Ensign
  • *
  • Posts: 25
    • View Profile
Re: [0.9.1a] Player Station Construction (v0.9)
« Reply #1 on: October 29, 2019, 06:04:56 AM »

When I go into hyperspace the mod crashes my game. Here's the error:


 734446 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.campaign.econ.abilities.Construct_Station.isUsable(Construct_Station.java:159)
   at com.fs.starfarer.ui.newui.o0OO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0Oo.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.if.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)

I haven't made a station yet. I just had the ability in my skill slot.

EDIT:Ok so I went into hyperspace without the ability being in my skill slot and it worked fine. But when I put it in my skill slot it crashed. So it has something to do with that.
« Last Edit: October 29, 2019, 06:13:03 AM by Supplius Maximus »
Logged

Ed

  • Captain
  • ****
  • Posts: 440
    • View Profile
Re: [0.9.1a] Player Station Construction (v0.9)
« Reply #2 on: October 29, 2019, 02:39:16 PM »

That sounds really nice, how does it work around worlds you don't own? Does the owner faction react?
Also can you build it in any stage of colonization? would be interesting to have an Industry related to the stations orbiting it to improve them.
Logged
Check out my ships

boggled

  • Captain
  • ****
  • Posts: 478
    • View Profile
Re: [0.9.1a] Player Station Construction (v0.9.1)
« Reply #3 on: October 29, 2019, 04:38:25 PM »

When I go into hyperspace the mod crashes my game. Here's the error:


 734446 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.campaign.econ.abilities.Construct_Station.isUsable(Construct_Station.java:159)
   at com.fs.starfarer.ui.newui.o0OO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0Oo.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.if.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)

I haven't made a station yet. I just had the ability in my skill slot.

EDIT:Ok so I went into hyperspace without the ability being in my skill slot and it worked fine. But when I put it in my skill slot it crashed. So it has something to do with that.


As soon as I saw this I immediately realized what I did wrong! I just tested the new version and this should be fixed now. Sorry!

That sounds really nice, how does it work around worlds you don't own? Does the owner faction react?
Also can you build it in any stage of colonization? would be interesting to have an Industry related to the stations orbiting it to improve them.

The astopoli are constructed via an industry, so you can only build them near your own planets. You can build the mining station in any system regardless of who controls the planets there.

What kind of industry did you have in mind that could improve orbiting stations?
Logged

Crimson Sky Gaurdian

  • Captain
  • ****
  • Posts: 484
    • View Profile
Re: [0.9.1a] Player Station Construction (v0.9.1)
« Reply #4 on: October 30, 2019, 01:06:47 PM »

Is it possible to add a config for those costs? Because they're currently, well... they seem high for the sake of being high, let's leave it at that.
Logged

boggled

  • Captain
  • ****
  • Posts: 478
    • View Profile
Re: [0.9.1a] Player Station Construction (v0.9.1)
« Reply #5 on: October 30, 2019, 04:29:49 PM »

Is it possible to add a config for those costs? Because they're currently, well... they seem high for the sake of being high, let's leave it at that.

Building new markets is a very powerful effect so I want to price things so the player cannot spam them before ultra late game (when the player is already so powerful that additional power won't break the balance of the game). Maybe I will reduce the costs for the initial release, and raise them later if the general opinion is that they are too low.

I don't think starsector allows access to the computer file system, so I can't just put a configuration text file in the mod to change the costs. If anyone has a good idea about how to do this, please let me know.
Logged

Crimson Sky Gaurdian

  • Captain
  • ****
  • Posts: 484
    • View Profile
Re: [0.9.1a] Player Station Construction (v0.9.1)
« Reply #6 on: October 30, 2019, 04:52:42 PM »

It definitely does, as evident by the Settings.json, alas as to how it does, that is a mystery to me.

For building a new market, I would argue the cost should be as marginal as finding a planet to colonise, as that is all that's required elsewhere. Maybe slightly higher for being able to stick it in the same system as other planets rather than the rest.
(Honestly the current one looks somewhat reasonable with just the credit cost removed.)
Logged

boggled

  • Captain
  • ****
  • Posts: 478
    • View Profile
Re: [0.9.1a] Player Station Construction (v0.9.1)
« Reply #7 on: November 01, 2019, 02:49:19 PM »

It definitely does, as evident by the Settings.json, alas as to how it does, that is a mystery to me.

For building a new market, I would argue the cost should be as marginal as finding a planet to colonise, as that is all that's required elsewhere. Maybe slightly higher for being able to stick it in the same system as other planets rather than the rest.
(Honestly the current one looks somewhat reasonable with just the credit cost removed.)

The reason building these stations is much more powerful than colonizing a regular planet is (1) they always have 100% hazard, (2) you can build them right next to other colonies, which results in a large number of defensive fleets in close proximity, making raids very unlikely to succeed.

That being said, I think you have a point and I will be lowering the costs greatly for the release.
Logged

dk1332

  • Commander
  • ***
  • Posts: 182
    • View Profile
    • Email
Re: [0.9.1a] Player Station Construction (v0.9.1)
« Reply #8 on: November 01, 2019, 10:08:08 PM »

It definitely does, as evident by the Settings.json, alas as to how it does, that is a mystery to me.

For building a new market, I would argue the cost should be as marginal as finding a planet to colonise, as that is all that's required elsewhere. Maybe slightly higher for being able to stick it in the same system as other planets rather than the rest.
(Honestly the current one looks somewhat reasonable with just the credit cost removed.)

I agree with Sky Gaurdian, the stations are too expensive and will take a while to earn back what you spent. 10 million is more than enough to colonize a system with 9 planets or fund enough fleets to take over several core systems (in nex).


The reason building these stations is much more powerful than colonizing a regular planet is (1) they always have 100% hazard, (2) you can build them right next to other colonies, which results in a large number of defensive fleets in close proximity, making raids very unlikely to succeed.

That being said, I think you have a point and I will be lowering the costs greatly for the release.

stations are OP if they are treated the same as colonies. I have some few suggestions if you want.

-stations should have size cap, like 4-5 size at max. It starts at the lowest (1) rather than (3). Making it quite vulnerable at the start.
-stations can only have 2-3 industry slots and like the standard planet colonies are capped by the size. Thus, you can make a station into a dedicated industrial station or a military station.
-it also demands more supplies and crew, I think there's some vanilla market conditions that has this. This way, players can't spam lots of stations in a single system with out having the enough supply production needed.
-once reaching max size it will have a negative impact to the stability since it has reached it population limit, but in turn, more crew will be available for export.

I think those I suggested above have been posted by someone else in the suggestions section. Anyway, thats all I can think off.
Logged

boggled

  • Captain
  • ****
  • Posts: 478
    • View Profile
Re: [0.9.1a] Player Station Construction (v0.9.1)
« Reply #9 on: November 02, 2019, 04:24:35 AM »

It definitely does, as evident by the Settings.json, alas as to how it does, that is a mystery to me.

For building a new market, I would argue the cost should be as marginal as finding a planet to colonise, as that is all that's required elsewhere. Maybe slightly higher for being able to stick it in the same system as other planets rather than the rest.
(Honestly the current one looks somewhat reasonable with just the credit cost removed.)

I agree with Sky Gaurdian, the stations are too expensive and will take a while to earn back what you spent. 10 million is more than enough to colonize a system with 9 planets or fund enough fleets to take over several core systems (in nex).


The reason building these stations is much more powerful than colonizing a regular planet is (1) they always have 100% hazard, (2) you can build them right next to other colonies, which results in a large number of defensive fleets in close proximity, making raids very unlikely to succeed.

That being said, I think you have a point and I will be lowering the costs greatly for the release.

stations are OP if they are treated the same as colonies. I have some few suggestions if you want.

-stations should have size cap, like 4-5 size at max. It starts at the lowest (1) rather than (3). Making it quite vulnerable at the start.
-stations can only have 2-3 industry slots and like the standard planet colonies are capped by the size. Thus, you can make a station into a dedicated industrial station or a military station.
-it also demands more supplies and crew, I think there's some vanilla market conditions that has this. This way, players can't spam lots of stations in a single system with out having the enough supply production needed.
-once reaching max size it will have a negative impact to the stability since it has reached it population limit, but in turn, more crew will be available for export.

I think those I suggested above have been posted by someone else in the suggestions section. Anyway, thats all I can think off.

I don't think I can modify the amount of crew and supplies demanded or produced by the "Population and Infrastructure" industry of a market without introducing incompatibilities with many other mods. I don't think the balance/lore benefits of implementing this is worth making people choose between my mod and the ones it would be incompatible with.

I like the idea of capping the maximum population of the stations. I will look into implementing this. Question for anyone with lots of experience with Nex: if the player takes over one of the vanilla stations (ex. Port Tse Franchise Station), is there any cap on the population or other differences relative to regular planet colonies?
Logged

Crimson Sky Gaurdian

  • Captain
  • ****
  • Posts: 484
    • View Profile
Re: [0.9.1a] Player Station Construction (v0.9.1)
« Reply #10 on: November 02, 2019, 05:46:41 AM »

Stations, vanilla or Nex, have no cap.
They are literally just 100% hazard colonies with no resources.

Which would make a cap even more jarring now non-player colonies grow in Nex.

I'd also like to point out that it's not as overpowered as some seem to think.
For one thing, you can only build one per system (which I personally disagree with, but not to the point where it bothers me), and for a second, it has to be in an asteroid belt, yes?

So it's no different than if that belt had decided to generate as a barren planet instead.
« Last Edit: November 02, 2019, 05:48:44 AM by Crimson Sky Gaurdian »
Logged

boggled

  • Captain
  • ****
  • Posts: 478
    • View Profile
Re: [0.9.1a] Player Station Construction (v0.9.1)
« Reply #11 on: November 02, 2019, 06:38:15 AM »

Stations, vanilla or Nex, have no cap.
They are literally just 100% hazard colonies with no resources.

Which would make a cap even more jarring now non-player colonies grow in Nex.

I'd also like to point out that it's not as overpowered as some seem to think.
For one thing, you can only build one per system (which I personally disagree with, but not to the point where it bothers me), and for a second, it has to be in an asteroid belt, yes?

So it's no different than if that belt had decided to generate as a barren planet instead.

If vanilla stations in Nex grow with no cap, then I probably should not cap my stations because it might confuse the player why some stations grow to 10 and others less. If Nex/Vanilla ever change this, I will then change my mod. I don't think I should have my mod override the Nex behavior, even though I think for gameplay/lore reasons stations should be capped at 5 or 6.

Mining stations have to be in an asteroid belt. This does make the power level lower.
Logged

Grizzwold

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.9.1a] Player Station Construction (v1.0.0)
« Reply #12 on: November 05, 2019, 02:22:39 PM »

Is it possible to add volatiles mining stations around gas giants?
Logged

boggled

  • Captain
  • ****
  • Posts: 478
    • View Profile
Re: [0.9.1a] Player Station Construction (v1.0.0)
« Reply #13 on: November 06, 2019, 02:48:14 PM »

Is it possible to add volatiles mining stations around gas giants?

Nope. I considered this but I think it would infringe on the purpose of colonizing the gas giant itself to get the volatiles, unlike an asteroid belt which has no planet associated with it.
Logged

ZeCaptain

  • Lieutenant
  • **
  • Posts: 67
    • View Profile
    • Email
Re: [0.9.1a] Player Station Construction (v1.0.1)
« Reply #14 on: November 18, 2019, 07:17:10 PM »

I found a bug concerning nexerlin and this mod. If you colonize a planet, put an astropolis in the build quene, then give it away, the astropolis after it's constructed will belong to the faction the planet belongs to, but you will have full control of the astropolis.

Also thank you for the mod!
Logged
Pages: [1] 2 3 ... 76