Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 242 243 [244] 245 246

Author Topic: [0.97a] Terraforming and Station Construction (v9.0.10)  (Read 1421787 times)

Uther Phobos

  • Captain
  • ****
  • Posts: 303
    • View Profile
Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3645 on: January 02, 2025, 01:13:06 PM »

Has Stellar shaders been removed recently?

I've also seen in one or two faction mods that they have orbitals called security stations, that are near or directly around a hyperspace gate, if it possible to have something like that but limit it to say just one per system and only allows for a HQ with updates to it so you have a patrol that is guarding a system. Would be useful for systems that only have one or two planets in the system and are too small to support a  Astropolis station?
Shades and mirrors are the same thing.
Logged

ShadowWraith

  • Ensign
  • *
  • Posts: 40
    • View Profile
Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3646 on: January 02, 2025, 02:34:24 PM »

Has Stellar shaders been removed recently?

I've also seen in one or two faction mods that they have orbitals called security stations, that are near or directly around a hyperspace gate, if it possible to have something like that but limit it to say just one per system and only allows for a HQ with updates to it so you have a patrol that is guarding a system. Would be useful for systems that only have one or two planets in the system and are too small to support a  Astropolis station?
Shades and mirrors are the same thing.





Well that's something recent then cause they used to be two separate things.
Logged

Pizzarugi

  • Commander
  • ***
  • Posts: 152
    • View Profile
Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3647 on: January 02, 2025, 02:37:37 PM »

Has Stellar shaders been removed recently?

I've also seen in one or two faction mods that they have orbitals called security stations, that are near or directly around a hyperspace gate, if it possible to have something like that but limit it to say just one per system and only allows for a HQ with updates to it so you have a patrol that is guarding a system. Would be useful for systems that only have one or two planets in the system and are too small to support a  Astropolis station?
Shades and mirrors are the same thing.





Well that's something recent then cause they used to be two separate things.

Technically they are separate, but you get one or the other based on the planet. If the planet is hot, it'll be a shader. Otherwise, it's a reflector. Functionally speaking, they do the same thing in changing whatever temperature they're associated with while providing a bonus to food production.
Logged

boggled

  • Admiral
  • *****
  • Posts: 1254
    • View Profile
Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3648 on: January 07, 2025, 06:17:32 AM »

I've also seen in one or two faction mods that they have orbitals called security stations, that are near or directly around a hyperspace gate, if it possible to have something like that but limit it to say just one per system and only allows for a HQ with updates to it so you have a patrol that is guarding a system. Would be useful for systems that only have one or two planets in the system and are too small to support a  Astropolis station?

TASC used to have a feature where the player could build stations that both had a colony and served as a hyperspace gate. I removed that functionality once vanilla got the additional hyperspace gate features. I'm not planning on adding it back since I don't think it really improves the gameplay much, especially since NPC fleets never use the gate.
Logged

Dextixer

  • Ensign
  • *
  • Posts: 16
  • Here to help with writing in English
    • View Profile
Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3649 on: January 17, 2025, 03:53:41 PM »

Greetings, AotD module VoK adds the "Storm World" type as one of the possible planet types, it is new and as such is not able to be terraformed with your mod. Would you be able to include it in terraformable planets list?
Logged

ragarak

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3650 on: January 18, 2025, 04:57:47 AM »

I have noticed the AI Battlestation still requiring Domain-Era Artifacts, even though that feature is disabled in Luna.
No other Building seems to require them.

This is annoying because I both dislike the artifact mechanic and love the station.

I have tried reinstalling and fiddling with the mod files but have yielded no results.
Logged

Uther Phobos

  • Captain
  • ****
  • Posts: 303
    • View Profile
Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3651 on: January 18, 2025, 05:28:04 PM »

Greetings, AotD module VoK adds the "Storm World" type as one of the possible planet types, it is new and as such is not able to be terraformed with your mod. Would you be able to include it in terraformable planets list?
That's from Unknown Skies, not VoK. VoK does not add any planet types.
Logged

ragarak

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3652 on: January 19, 2025, 07:04:23 AM »

figured out my problem.
AOTD Vaults of Knowledge makes the toggle for archaeology not work for some reason.
hopefully fixable in the future, for now i've disabled it.
« Last Edit: January 19, 2025, 07:30:48 AM by ragarak »
Logged

jeffg10

  • Ensign
  • *
  • Posts: 46
  • Cheesus Crust
    • View Profile
Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3653 on: January 19, 2025, 11:29:19 AM »

Hey Boggled, can you make it so that astropoli / stations can be built around worlds of my commissioning faction and independent worlds? Currently you essentially can't build astropoli with AoTD test of loyalty because it sets all of your colony's to be your commissioning faction's world with you as the governor (and therefor not a valid target for construction). If you have the time a way to remove colony conditions such as cold for stations (which are apparently not valid reflector locations) would also be nice, but the other thing is more my concern.
Logged
"Someone else might have wept or screamed in frustration or even given up right there and perished. But I didn't have the right to do any of those things, not while my people were in danger. Like it or not, I would have to explore this harsh world on my own."

boggled

  • Admiral
  • *****
  • Posts: 1254
    • View Profile
Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3654 on: January 20, 2025, 11:12:34 AM »

figured out my problem.
AOTD Vaults of Knowledge makes the toggle for archaeology not work for some reason.
hopefully fixable in the future, for now i've disabled it.

My next patch (coming soon) will overhaul the Vaults of Knowledge tech tree, and in the future I plan to do another overhaul to avoid things like you've encountered occurring. Sorry for the inconvenience!

Greetings, AotD module VoK adds the "Storm World" type as one of the possible planet types, it is new and as such is not able to be terraformed with your mod. Would you be able to include it in terraformable planets list?
That's from Unknown Skies, not VoK. VoK does not add any planet types.

Noted, I will add support. Thanks for letting me know about this!

Hey Boggled, can you make it so that astropoli / stations can be built around worlds of my commissioning faction and independent worlds? Currently you essentially can't build astropoli with AoTD test of loyalty because it sets all of your colony's to be your commissioning faction's world with you as the governor (and therefor not a valid target for construction). If you have the time a way to remove colony conditions such as cold for stations (which are apparently not valid reflector locations) would also be nice, but the other thing is more my concern.

I'll have to take a look at the code for astropolis construction, but I think I decided to prevent them from being built around governed worlds because if control of the planet reverts to the owner, the astropolis will still be in the hands of the player and it wouldn't make sense from a lore standpoint.

Getting a crash when opening up the terraforming menu.

Code
om.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getCustomEntitySpec()" because the return value of "boggled.scripts.BoggledTerraformingRequirement$RequirementContext.getStation()" is null

Happened after I took over some VRI home worlds.

Are you using a fresh install of TASC (meaning you deleted the old folder and pasted in the new one)? What mod adds the VRI home worlds? Are any of the VRI planets station markets?
Logged

ragarak

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3655 on: January 21, 2025, 08:19:41 AM »

My next patch (coming soon) will overhaul the Vaults of Knowledge tech tree, and in the future I plan to do another overhaul to avoid things like you've encountered occurring. Sorry for the inconvenience!
Glad to hear it, I am looking forward to a proper VoK playthrough.
Wasn't much of an inconvenience, my modlist is extensive and incompatibilities are to be expected.

Thanks for all the hard work.
Logged

Uther Phobos

  • Captain
  • ****
  • Posts: 303
    • View Profile
Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3656 on: January 21, 2025, 02:31:22 PM »

Hey Boggled, can you make it so that astropoli / stations can be built around worlds of my commissioning faction and independent worlds? Currently you essentially can't build astropoli with AoTD test of loyalty because it sets all of your colony's to be your commissioning faction's world with you as the governor (and therefor not a valid target for construction). If you have the time a way to remove colony conditions such as cold for stations (which are apparently not valid reflector locations) would also be nice, but the other thing is more my concern.

I'll have to take a look at the code for astropolis construction, but I think I decided to prevent them from being built around governed worlds because if control of the planet reverts to the owner, the astropolis will still be in the hands of the player and it wouldn't make sense from a lore standpoint.
With Test of Loyalty active, those stations should also be governed anyway.
Logged

Pumpknight

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3657 on: January 21, 2025, 05:03:07 PM »

I have encountered an issue with domain archaeology, improving the industry by spending story points does not increase artifact production by 1 even though the tooltip says that it would.
Logged

Vocation

  • Ensign
  • *
  • Posts: 35
    • View Profile
Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3658 on: January 24, 2025, 01:51:05 AM »

This is the full error. Game crashes when trying to use the terraforming menu.

Code
10322857 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getCustomEntitySpec()" because the return value of "boggled.scripts.BoggledTerraformingRequirement$RequirementContext.getStation()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getCustomEntitySpec()" because the return value of "boggled.scripts.BoggledTerraformingRequirement$RequirementContext.getStation()" is null
at evangel.tascui.CommandUIIntelK.createPlanetsNamePanel(CommandUI.kt:598) ~[?:?]
at evangel.tascui.CommandUIIntelK.populatePlanetsPanel(CommandUI.kt:718) ~[?:?]
at evangel.tascui.CommandUIIntelK.createPlanetsPanel(CommandUI.kt:780) ~[?:?]
at evangel.tascui.CommandUIIntelK.createPlanetList(CommandUI.kt:797) ~[?:?]
at evangel.tascui.CommandUIIntelK.init(CommandUI.kt:294) ~[?:?]
at lunalib.lunaUI.panel.LunaBaseCustomPanelPlugin.init(LunaBaseCustomPanelPlugin.kt:49) ~[?:?]
at lunalib.backend.ui.OpenCustomPanelFromDialog$VisualDelegate.init(OpenCustomPanelFromDialog.kt:73) ~[?:?]
at com.fs.starfarer.ui.newui.OOoO.<init>(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.o0Oo.showCustomVisualDialog(Unknown Source) ~[port_obf.jar:?]
at lunalib.backend.ui.OpenCustomPanelFromDialog.init(OpenCustomPanelFromDialog.kt:28) ~[?:?]
at com.fs.starfarer.ui.newui.o0Oo.void.void(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.o0Oo.<init>(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.o0Oo.<init>(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source) ~[port_obf.jar:?]
at lunalib.lunaExtensions.SectorExtensionsKt.openLunaCustomPanel(SectorExtensions.kt:13) ~[?:?]
at evangel.tascui.CommandUIAbilityK.activateImpl(CommandUIAbility.kt:31) ~[?:?]
at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.activate(BaseDurationAbility.java:226) ~[starfarer.api.jar:?]
at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.pressButton(BaseDurationAbility.java:189) ~[starfarer.api.jar:?]
at com.fs.starfarer.ui.newui.G.actionPerformed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) [port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) [port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) [port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1447) [?:?]

Logged

boggled

  • Admiral
  • *****
  • Posts: 1254
    • View Profile
Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3659 on: January 27, 2025, 12:33:51 PM »

I have encountered an issue with domain archaeology, improving the industry by spending story points does not increase artifact production by 1 even though the tooltip says that it would.

Hello, this is a known issue and I'm working on it. Sorry for the inconvenience!

This is the full error. Game crashes when trying to use the terraforming menu.

Code
10322857 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getCustomEntitySpec()" because the return value of "boggled.scripts.BoggledTerraformingRequirement$RequirementContext.getStation()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getCustomEntitySpec()" because the return value of "boggled.scripts.BoggledTerraformingRequirement$RequirementContext.getStation()" is null
at evangel.tascui.CommandUIIntelK.createPlanetsNamePanel(CommandUI.kt:598) ~[?:?]
at evangel.tascui.CommandUIIntelK.populatePlanetsPanel(CommandUI.kt:718) ~[?:?]
at evangel.tascui.CommandUIIntelK.createPlanetsPanel(CommandUI.kt:780) ~[?:?]
at evangel.tascui.CommandUIIntelK.createPlanetList(CommandUI.kt:797) ~[?:?]
at evangel.tascui.CommandUIIntelK.init(CommandUI.kt:294) ~[?:?]
at lunalib.lunaUI.panel.LunaBaseCustomPanelPlugin.init(LunaBaseCustomPanelPlugin.kt:49) ~[?:?]
at lunalib.backend.ui.OpenCustomPanelFromDialog$VisualDelegate.init(OpenCustomPanelFromDialog.kt:73) ~[?:?]
at com.fs.starfarer.ui.newui.OOoO.<init>(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.o0Oo.showCustomVisualDialog(Unknown Source) ~[port_obf.jar:?]
at lunalib.backend.ui.OpenCustomPanelFromDialog.init(OpenCustomPanelFromDialog.kt:28) ~[?:?]
at com.fs.starfarer.ui.newui.o0Oo.void.void(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.o0Oo.<init>(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.o0Oo.<init>(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source) ~[port_obf.jar:?]
at lunalib.lunaExtensions.SectorExtensionsKt.openLunaCustomPanel(SectorExtensions.kt:13) ~[?:?]
at evangel.tascui.CommandUIAbilityK.activateImpl(CommandUIAbility.kt:31) ~[?:?]
at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.activate(BaseDurationAbility.java:226) ~[starfarer.api.jar:?]
at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.pressButton(BaseDurationAbility.java:189) ~[starfarer.api.jar:?]
at com.fs.starfarer.ui.newui.G.actionPerformed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) [port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) [port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) [port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1447) [?:?]



Did you delete the TASC folder and redownload it? Did you create the save where the crash is occurring using the latest version of TASC?
Logged
Pages: 1 ... 242 243 [244] 245 246