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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Terraforming and Station Construction (v9.0.10)  (Read 1425038 times)

YourLocalMairaaboo

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Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2445 on: April 16, 2023, 02:28:52 PM »

...
TASC supports adding lobsters to water worlds. See the mod guide on the original post.
Don't think it adds it to the demanded economy market though (ie making deficits to sell to), pity that.
Oh well, guess I'll have to live without.
If that is what you want, you may want to add "A small mod regarding lobster proliferation."
Link: https://fractalsoftworks.com/forum/index.php?topic=19933.0
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boggled

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Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2446 on: April 16, 2023, 03:00:49 PM »

I think he means the inner side of the jump point. You know, kinda like the Phrygian Immigration Checkpoint added to the Salus L4 Jump Point by Diktat Enhancement.

Oh, I understand now. I'm not sure this would be very interesting or improve gameplay, and the base game doesn't have any stations like this as far as I know.

Not sure, but I think they mean a way to choose the station sprite used, instead of it being either predetermined, or random. So one can "pick and choose" what fits the best, without going to the files each time to change the number setting.

I don't plan to add a GUI option to select the station sprite. I don't have any station sprites besides the ones included in the mod, so it would be pointless unless the player added their own sprites into the mod files.

So... I saw that there were plans for nebula terraforming with the fusion lamp, and for control over terraforming remotely. How is it going? Still a far fetched dream, or are you doing progress? (If nothing else worked for the latter, you COULD add a special contact for the world and do it via there. I used to do that before you patched it, since it was accidental.)

I do plan to add remote control for terraforming in an upcoming patch. I can't provide an ETA right now, but with the new version of the base game being released soon, I think you can expect some updates from me within the next few months.

As for nebula terraforming with the fusion lamp, I have some ideas about an interesting way to implement this, but I don't want to guarantee it will added. There might be technical or gameplay reasons why it doesn't work.

Hello, I've been playing with stable diffusion and found an okay workflow for industry images.
Since Kletka, Chamelion and Domain Arch. are still relying on images that don't fit well, I gave it a spin - feel free to use these if you wish.

https://imgur.com/a/jn3HJUX

Hey, those images are pretty good and match the Starsector art style, but I'm not sure they fit with the industries you mentioned. Something like server racks or network cables might be more appropriate for the Kletka Simulator and CHAMELEON, and an excavation site or a lab might fit Domain Archaeology.

I think they would work great for some other buildings in TASC. Are you OK with me using them for that purpose?

...
TASC supports adding lobsters to water worlds. See the mod guide on the original post.
Don't think it adds it to the demanded economy market though (ie making deficits to sell to), pity that.
Oh well, guess I'll have to live without.

TASC's lobsters function identically to the vanilla ones on Volturn. If you want different behavior, it will be necessary to use another mod for this.
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SirHartley

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Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2447 on: April 16, 2023, 03:36:13 PM »

two of those images are exploration/ruin scenes intended for DomArch, and I was going for a more "dark sci fi industrial supercomputer" look with the others, but it's your interpretation that matters in the end. Feel free to use em however you want!
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boggled

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Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2448 on: April 16, 2023, 03:54:48 PM »

two of those images are exploration/ruin scenes intended for DomArch, and I was going for a more "dark sci fi industrial supercomputer" look with the others, but it's your interpretation that matters in the end. Feel free to use em however you want!

Thank you!
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Gift-of-Life

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Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2449 on: April 16, 2023, 07:26:56 PM »

Thank you for the updates!  ;)
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Oni

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Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2450 on: April 16, 2023, 08:06:25 PM »

....If that is what you want, you may want to add "A small mod regarding lobster proliferation."
Link: https://fractalsoftworks.com/forum/index.php?topic=19933.0
Yes, I know.
That was the mod that had a conflict with Aquaculture.  ???
.... I doubt it. I think the vanilla/core implementation of farming/aquaculture isn't designed to handle situations like terraforming or custom planets with impossible conditions.
Think I tracked it down, the "farming" requirement is dropped and it can be built as normal when I deactivate the 'Lobster Proliferation' mod....
As you can see.

... TASC's lobsters function identically to the vanilla ones on Volturn. If you want different behavior, it will be necessary to use another mod for this.
I know, I'm merely lamenting inconvenient mod conflicts.
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boggled

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Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2451 on: April 17, 2023, 04:09:18 PM »

Thank you for the updates!  ;)

No problem! I'm glad you're enjoying the mod!
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Kaysaar

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Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2452 on: April 19, 2023, 05:01:22 PM »

Hi. I am author of Ashes of The Domain mod. I Must say i always enjoyed your mod and it inspired me in mamy things. Thus i come here cause mamy players reported me that TASC station causes bugs with Capitals structures that my mod implement, could you send me src file via Dsc, as i would like to see how your station spawning behaves and what it is their class or just tell me how it is working, so i could fix that bug , as i know that i got NullPointerExceptuon when trying to getPlanetEntity from station's market
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boggled

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Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2453 on: April 19, 2023, 05:28:27 PM »

Hi. I am author of Ashes of The Domain mod. I Must say i always enjoyed your mod and it inspired me in mamy things. Thus i come here cause mamy players reported me that TASC station causes bugs with Capitals structures that my mod implement, could you send me src file via Dsc, as i would like to see how your station spawning behaves and what it is their class or just tell me how it is working, so i could fix that bug , as i know that i got NullPointerExceptuon when trying to getPlanetEntity from station's market

Hello, please see https://github.com/boggled-starsector/boggled_modpack/raw/master/TASC-Source.zip for the source code. If you encounter any trouble fixing the bug I would be happy to help!
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MoyaOto

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Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2454 on: April 22, 2023, 02:58:44 AM »

Good day.

When I played this mod, I was always crippled by the presence of the siphon station and the astropolis station.
These two stations have no reason to exist.

In vanilla, when we colonize a gas giant, obviously we don't colonize its surface.
I believe that the orbit is colonized by building a number of stations in the orbit of the gas giant, which is exactly what the siphon station does.
It turns out that there is no point in it and it is an abuse for the sake of getting a 100% hazard rating.

Astropos is in vanilla, but I imagine it would fit more under the structure for a colony than as a standalone market.

If you're adding all +- vanilla stuff, then why don't you add a mining station to Al Gebbar to mine the surface of the planet?

The only station that really adds something is the mining station, because it creates a market in the asteroid belt, which is cool.
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boggled

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Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2455 on: April 22, 2023, 04:58:46 AM »

Good day.

When I played this mod, I was always crippled by the presence of the siphon station and the astropolis station.
These two stations have no reason to exist.

In vanilla, when we colonize a gas giant, obviously we don't colonize its surface.
I believe that the orbit is colonized by building a number of stations in the orbit of the gas giant, which is exactly what the siphon station does.
It turns out that there is no point in it and it is an abuse for the sake of getting a 100% hazard rating.

Astropos is in vanilla, but I imagine it would fit more under the structure for a colony than as a standalone market.

If you're adding all +- vanilla stuff, then why don't you add a mining station to Al Gebbar to mine the surface of the planet?

The only station that really adds something is the mining station, because it creates a market in the asteroid belt, which is cool.

You can disable those stations in the settings file if you think they shouldn't exist!
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Kaysaar

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Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2456 on: April 25, 2023, 04:33:20 AM »

Hi , once again Ashes of Domain author here , i come to Ask you about pottential collab between those 2 mods, as i want to create Industry Tech Tree and i want to include Terraforming and Station Construction as it is not only mod that i love but also its one of most used mods. As it will take time , a lot of to properly implement it  , would you want such interaction between our mods in future ( it would only reqiure few lines of code in every Industry so it could be researchable) Have a nice day ^^
« Last Edit: April 25, 2023, 04:34:53 AM by Kaysaar »
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boggled

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Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2457 on: April 25, 2023, 05:10:20 AM »

Hi , once again Ashes of Domain author here , i come to Ask you about pottential collab between those 2 mods, as i want to create Industry Tech Tree and i want to include Terraforming and Station Construction as it is not only mod that i love but also its one of most used mods. As it will take time , a lot of to properly implement it  , would you want such interaction between our mods in future ( it would only reqiure few lines of code in every Industry so it could be researchable) Have a nice day ^^

Hello,

I'm not against adding terraforming projects to the tech tree, but it would need to be done in a way that Ashes is not a dependency for TASC. If you can make it work that way, I would be happy to add support.
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Kaysaar

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Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2458 on: April 25, 2023, 08:22:47 AM »

Hi , once again Ashes of Domain author here , i come to Ask you about pottential collab between those 2 mods, as i want to create Industry Tech Tree and i want to include Terraforming and Station Construction as it is not only mod that i love but also its one of most used mods. As it will take time , a lot of to properly implement it  , would you want such interaction between our mods in future ( it would only reqiure few lines of code in every Industry so it could be researchable) Have a nice day ^^

Hello,

I'm not against adding terraforming projects to the tech tree, but it would need to be done in a way that Ashes is not a dependency for TASC. If you can make it work that way, I would be happy to add support.
I can
What you would need to do ( but not now as it would break AoD once TASC would be eneabled) is inserting those lines of code into method


  @Override
    public boolean isAvailableToBuild() {
        if(Global.getSettings().getModManager().isModEnabled("Cryo_but_better")){
            if (!Global.getSector().getPlayerFaction().knowsIndustry(AoDIndustries.PLANETARY_DEFENCE_FORCE)) {
                return false;
            }
            return true;
        }
       
       return true;
    }
   
And

  @Override
    public boolean showWhenUnavailable() {
        if(Global.getSettings().getModManager().isModEnabled("Cryo_but_better")){
            return Global.getSector().getPlayerFaction().knowsIndustry(AoDIndustries.PLANETARY_DEFENCE_FORCE);
        }
        return true;

    }
Those two methods together hide industry from industry list to build as long as AoD is eneabled And player does not researched it yet , so there would be no depedency from TASC or AoD that they would need each other to work, rather enhancing both mods when combined
Example here is from Planetary Defence Force of my mod
« Last Edit: April 25, 2023, 08:27:57 AM by Kaysaar »
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boggled

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Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2459 on: April 25, 2023, 08:39:39 AM »

Hi , once again Ashes of Domain author here , i come to Ask you about pottential collab between those 2 mods, as i want to create Industry Tech Tree and i want to include Terraforming and Station Construction as it is not only mod that i love but also its one of most used mods. As it will take time , a lot of to properly implement it  , would you want such interaction between our mods in future ( it would only reqiure few lines of code in every Industry so it could be researchable) Have a nice day ^^

Hello,

I'm not against adding terraforming projects to the tech tree, but it would need to be done in a way that Ashes is not a dependency for TASC. If you can make it work that way, I would be happy to add support.
I can
What you would need to do ( but not now as it would break AoD once TASC would be eneabled) is inserting those lines of code into method


  @Override
    public boolean isAvailableToBuild() {
        if(Global.getSettings().getModManager().isModEnabled("Cryo_but_better")){
            if (!Global.getSector().getPlayerFaction().knowsIndustry(AoDIndustries.PLANETARY_DEFENCE_FORCE)) {
                return false;
            }
            return true;
        }
       
       return true;
    }
   
And

  @Override
    public boolean showWhenUnavailable() {
        if(Global.getSettings().getModManager().isModEnabled("Cryo_but_better")){
            return Global.getSector().getPlayerFaction().knowsIndustry(AoDIndustries.PLANETARY_DEFENCE_FORCE);
        }
        return true;

    }
Those two methods together hide industry from industry list to build as long as AoD is eneabled And player does not researched it yet , so there would be no depedency from TASC or AoD that they would need each other to work, rather enhancing both mods when combined
Example here is from Planetary Defence Force of my mod


Seems easy enough. Just let me know when you're ready for me to add that code.
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