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Author Topic: [0.97a] Terraforming and Station Construction (v9.0.8)  (Read 1092358 times)

raco12

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Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« Reply #2130 on: October 08, 2022, 09:50:19 PM »

Hello, your mod is amazing to enhance the Colony-System management!

I wanted to suggest if there's a possibility to make domain item crafts that come in this mod compatible with DIY planets terraform and other items, because that would be good too. I think that to craft any domain Era Artifact it would be good to add blueprints to lock the artifacts.

Also prices shouldn't be 2000 domain artifacts, I could suggest that each item should have a cost instead that universal 2000 artifacts per item.

For example a Pristine Nanoforge and a Corrupted Nanoforge cost the same but no one will  craft a Corrupted Nanoforge because the alternative is better and has the same cost.

Corrupted should cost 1250 artifacts and pristine 2500 artifacts to craft, doing so with each craftable item by this mod.

Each artifact should have an individual cost related to how rare or OP the item is and some of them maybe should be restricted to let's say a blueprint or maybe reverse engineering the artifacts you find via a industry or building on a Colony.

Example: to reverse engineer a Pristine Nanoforge and discover how to craft more Nanoforges, you will need at least 3 Pristine Nanoforges, 2 that you will have to sacrifice on reverse engineering and the 3rd one to craft them back.

This could add more balance to the mod and its features.

The mod is great! Keep the good work!
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boggled

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Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« Reply #2131 on: October 09, 2022, 08:12:53 AM »

Hello, your mod is amazing to enhance the Colony-System management!

I wanted to suggest if there's a possibility to make domain item crafts that come in this mod compatible with DIY planets terraform and other items, because that would be good too. I think that to craft any domain Era Artifact it would be good to add blueprints to lock the artifacts.

Also prices shouldn't be 2000 domain artifacts, I could suggest that each item should have a cost instead that universal 2000 artifacts per item.

For example a Pristine Nanoforge and a Corrupted Nanoforge cost the same but no one will  craft a Corrupted Nanoforge because the alternative is better and has the same cost.

Corrupted should cost 1250 artifacts and pristine 2500 artifacts to craft, doing so with each craftable item by this mod.

Each artifact should have an individual cost related to how rare or OP the item is and some of them maybe should be restricted to let's say a blueprint or maybe reverse engineering the artifacts you find via a industry or building on a Colony.

Example: to reverse engineer a Pristine Nanoforge and discover how to craft more Nanoforges, you will need at least 3 Pristine Nanoforges, 2 that you will have to sacrifice on reverse engineering and the 3rd one to craft them back.

This could add more balance to the mod and its features.

The mod is great! Keep the good work!

I'm glad you're enjoying the mod!

I'll look into rebalancing some of the crafting costs for the next patch. The nanoforges in particular could probably use adjusting.

I don't want to allow crafting of special items from other mods because it could cause compatibility issues if the other mod author makes changes to their mod.

I'm not going to require blueprints or disassembly to craft items because the purpose of this feature is to allow players to obtain the special items they want without having to spend hours exploring. If they need to obtain the item before they can use crafting, that would defeat the purpose.
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raco12

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Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« Reply #2132 on: October 09, 2022, 03:57:06 PM »

Hello, your mod is amazing to enhance the Colony-System management!

I wanted to suggest if there's a possibility to make domain item crafts that come in this mod compatible with DIY planets terraform and other items, because that would be good too. I think that to craft any domain Era Artifact it would be good to add blueprints to lock the artifacts.

Also prices shouldn't be 2000 domain artifacts, I could suggest that each item should have a cost instead that universal 2000 artifacts per item.

For example a Pristine Nanoforge and a Corrupted Nanoforge cost the same but no one will  craft a Corrupted Nanoforge because the alternative is better and has the same cost.

Corrupted should cost 1250 artifacts and pristine 2500 artifacts to craft, doing so with each craftable item by this mod.

Each artifact should have an individual cost related to how rare or OP the item is and some of them maybe should be restricted to let's say a blueprint or maybe reverse engineering the artifacts you find via a industry or building on a Colony.

Example: to reverse engineer a Pristine Nanoforge and discover how to craft more Nanoforges, you will need at least 3 Pristine Nanoforges, 2 that you will have to sacrifice on reverse engineering and the 3rd one to craft them back.

This could add more balance to the mod and its features.

The mod is great! Keep the good work!

I'm glad you're enjoying the mod!

I'll look into rebalancing some of the crafting costs for the next patch. The nanoforges in particular could probably use adjusting.

I don't want to allow crafting of special items from other mods because it could cause compatibility issues if the other mod author makes changes to their mod.

I'm not going to require blueprints or disassembly to craft items because the purpose of this feature is to allow players to obtain the special items they want without having to spend hours exploring. If they need to obtain the item before they can use crafting, that would defeat the purpose.

I do understand hat this could help to craft items without exploring but is Also too OP, like if you have 4mil credits you can purchase 8000 artifacts and with a pristine Nanoforge you can craft other 4 Nanoforges, that's 5 Nanoforges for the player faction, very op and you can craft as many as you want and be more powerful than any other faction in the sector.

I'm just saying some items should be more hard to craft because you can get too strong if you got the money and the Nanoforge.

Maybe lock in the most powerful items via a requirement or maybe a bar quest.

Thanks for you hard work! I will be checking on updates!

Have a great day!
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boggled

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Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« Reply #2133 on: October 10, 2022, 06:06:47 AM »

Hello, your mod is amazing to enhance the Colony-System management!

I wanted to suggest if there's a possibility to make domain item crafts that come in this mod compatible with DIY planets terraform and other items, because that would be good too. I think that to craft any domain Era Artifact it would be good to add blueprints to lock the artifacts.

Also prices shouldn't be 2000 domain artifacts, I could suggest that each item should have a cost instead that universal 2000 artifacts per item.

For example a Pristine Nanoforge and a Corrupted Nanoforge cost the same but no one will  craft a Corrupted Nanoforge because the alternative is better and has the same cost.

Corrupted should cost 1250 artifacts and pristine 2500 artifacts to craft, doing so with each craftable item by this mod.

Each artifact should have an individual cost related to how rare or OP the item is and some of them maybe should be restricted to let's say a blueprint or maybe reverse engineering the artifacts you find via a industry or building on a Colony.

Example: to reverse engineer a Pristine Nanoforge and discover how to craft more Nanoforges, you will need at least 3 Pristine Nanoforges, 2 that you will have to sacrifice on reverse engineering and the 3rd one to craft them back.

This could add more balance to the mod and its features.

The mod is great! Keep the good work!

I'm glad you're enjoying the mod!

I'll look into rebalancing some of the crafting costs for the next patch. The nanoforges in particular could probably use adjusting.

I don't want to allow crafting of special items from other mods because it could cause compatibility issues if the other mod author makes changes to their mod.

I'm not going to require blueprints or disassembly to craft items because the purpose of this feature is to allow players to obtain the special items they want without having to spend hours exploring. If they need to obtain the item before they can use crafting, that would defeat the purpose.

I do understand hat this could help to craft items without exploring but is Also too OP, like if you have 4mil credits you can purchase 8000 artifacts and with a pristine Nanoforge you can craft other 4 Nanoforges, that's 5 Nanoforges for the player faction, very op and you can craft as many as you want and be more powerful than any other faction in the sector.

I'm just saying some items should be more hard to craft because you can get too strong if you got the money and the Nanoforge.

Maybe lock in the most powerful items via a requirement or maybe a bar quest.

Thanks for you hard work! I will be checking on updates!

Have a great day!

If the player has 4 million credits, they're already at the late game stage and can already do whatever they want. I don't think letting them obtain more special items meaningfully impacts balance at that point.
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Shade255

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Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« Reply #2134 on: October 17, 2022, 02:52:44 AM »

Can this work along side DIY Planets Terraforming?
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boggled

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Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« Reply #2135 on: October 17, 2022, 05:50:20 AM »

Can this work along side DIY Planets Terraforming?

Yes, but only if you disable terraforming in TASC using the settings file.
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not a luddic path member

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Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« Reply #2136 on: October 20, 2022, 10:29:01 PM »

Hello great mod. Use it on every playthrough.

Can you make it so that if a planet that receives no light is equipped with a fusion lamp is able to build the stellar reflector array building? Even though the planet I'm colonizing has artificial light now, I can't build the building. Would love if you could make a small mini change to accommodate for this.
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is that an alpha core in your pocket or are you just excited to see me

boggled

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Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« Reply #2137 on: October 21, 2022, 06:25:45 AM »

Hello great mod. Use it on every playthrough.

Can you make it so that if a planet that receives no light is equipped with a fusion lamp is able to build the stellar reflector array building? Even though the planet I'm colonizing has artificial light now, I can't build the building. Would love if you could make a small mini change to accommodate for this.

I'm glad you're enjoying the mod!

I intend to implement terraforming of planets with no light in a future patch. I'm not going to make stellar reflectors buildable on those planets, but there will be some other system in place to allow for terraforming them.
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raptormother

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Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« Reply #2138 on: October 25, 2022, 12:18:49 AM »

Hi! I am really intrigued by this mod, and I wanted to ask your opinion! : )

So, I'm quite a lot of cycles into my campaign, and I'm growing steadily jealous of the main powers and their stations! Stations are so cool, they are so useful, and I have none of them, an no way to make them! So I decided to look around to correct that :p

I already read that the mod can be added mid save, which is amazing! But I was wondering, what would you think the best way to introduce the mod would be? I was already using DIY planets, so I guess the terraforming part will be out, but I'm especially looking at the "domain mining" part of the mod. My little republic's economy is based primarily on techmining, will that be distrupted in some way? Should I turn off the domain artifacts, or should I not worry about my existing industries and build new planets with them?

Thank you very much!
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boggled

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Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« Reply #2139 on: October 25, 2022, 03:42:46 AM »

Hi! I am really intrigued by this mod, and I wanted to ask your opinion! : )

So, I'm quite a lot of cycles into my campaign, and I'm growing steadily jealous of the main powers and their stations! Stations are so cool, they are so useful, and I have none of them, an no way to make them! So I decided to look around to correct that :p

I already read that the mod can be added mid save, which is amazing! But I was wondering, what would you think the best way to introduce the mod would be? I was already using DIY planets, so I guess the terraforming part will be out, but I'm especially looking at the "domain mining" part of the mod. My little republic's economy is based primarily on techmining, will that be distrupted in some way? Should I turn off the domain artifacts, or should I not worry about my existing industries and build new planets with them?

Thank you very much!

If you're using DIY Planets the terraforming portion of this mod should be disabled.

TASC doesn't delete or remove techmining buildings constructed by the player. Domain Archaeology is completely separate from them and doesn't change how they function in any way.
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JenkoRun

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Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« Reply #2140 on: October 26, 2022, 09:06:32 AM »

Hi Boggled, I have an idea/suggestion regarding mining stations and station expansion:

Right now cramped quarters if enabled can be countered with the expand station option, the thing is with that + alpha mining drones and a mantle bore allows mining stations to outpace planets by a huge amount at little cost.

What do you think about changing the expand station structure so that it both is required to stay in the built structures screen to allow the station to stay at the increased colony size, and another must be built to expand again? This way you can turn your mining station into a mining monster but at the cost of losing however many slots are required to reach size 6 based on the cramped quarters size config. The more crew quarters are built, the less space for structures and the more specialised the station becomes.

This could potentially allow mining drones to be brought into balance and require compromise, at least if the player wants their super mining station to be anything else except just that, and this also would make building a single multi-purpose super station impractical compared to multiple stations or astropolis's for the desired function.

TLDR: The idea is to make the expand station structure stay after being built, require it to stay to keep the increased colony size, and require multiple to be built and stay to keep expanding.
« Last Edit: October 26, 2022, 09:11:48 AM by JenkoRun »
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boggled

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Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« Reply #2141 on: October 26, 2022, 03:47:43 PM »

Hi Boggled, I have an idea/suggestion regarding mining stations and station expansion:

Right now cramped quarters if enabled can be countered with the expand station option, the thing is with that + alpha mining drones and a mantle bore allows mining stations to outpace planets by a huge amount at little cost.

What do you think about changing the expand station structure so that it both is required to stay in the built structures screen to allow the station to stay at the increased colony size, and another must be built to expand again? This way you can turn your mining station into a mining monster but at the cost of losing however many slots are required to reach size 6 based on the cramped quarters size config. The more crew quarters are built, the less space for structures and the more specialised the station becomes.

This could potentially allow mining drones to be brought into balance and require compromise, at least if the player wants their super mining station to be anything else except just that, and this also would make building a single multi-purpose super station impractical compared to multiple stations or astropolis's for the desired function.

TLDR: The idea is to make the expand station structure stay after being built, require it to stay to keep the increased colony size, and require multiple to be built and stay to keep expanding.

The AI mining drones building is non-default for a reason - it's overpowered, especially when stations can grow to larger sizes.

I don't think making the station expansion building require multiple slots would be a good idea. I'm not aware of any buildings in vanilla or other mods that function this way, so it would be confusing to players at first. Also, many players use mods which increase the maximum number of buildings that can be constructed on a colony, which would negate the penalty of multiple slots being taken by the station expansion.
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Steampunkgears

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Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« Reply #2142 on: October 27, 2022, 01:30:38 AM »

Hey Boggled, I am a returning player and was trying to look up the differences between TASC and DIY planets. I noticed your initial comment on the mod forum and how people might prefer DIY over TASC. Anyways I was just trying to make an informed decision on what mod I wanted to utilize between the two. I also wanted to ask if they can both be installed and used at the same time or if there needs to be tinkering beforehand to get them to function.

From what I gather the best of both mods is to simply disable your terraforming options and thats it.
 Thanks for your time.
« Last Edit: October 27, 2022, 02:04:51 AM by Steampunkgears »
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boggled

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Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« Reply #2143 on: October 27, 2022, 03:39:58 AM »

Hey Boggled, I am a returning player and was trying to look up the differences between TASC and DIY planets. I noticed your initial comment on the mod forum and how people might prefer DIY over TASC. Anyways I was just trying to make an informed decision on what mod I wanted to utilize between the two. I also wanted to ask if they can both be installed and used at the same time or if there needs to be tinkering beforehand to get them to function.

From what I gather the best of both mods is to simply disable your terraforming options and thats it.
 Thanks for your time.

You can use them both at the same time so long as you disable terraforming in TASC.

I would encourage you to try both and let me know what you think!
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Steampunkgears

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Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« Reply #2144 on: October 27, 2022, 04:10:29 AM »

Thank you, Also can this be inserted into a save file or does it need to be a new save state? Literally have a new game I started and not started playing yet but wanted to keep that if possible. Was not seeing info on that or im blind.


EDIT: I found an answer 3 pages back. Thanks again.
« Last Edit: October 27, 2022, 04:19:34 AM by Steampunkgears »
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