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Author Topic: [0.97a] Terraforming and Station Construction (v9.0.7)  (Read 1070176 times)

boggled

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Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
« Reply #870 on: September 21, 2020, 12:42:48 PM »

Now hit me with tomatoes! ©

The player can already adjust the maximum amount of mining stations allowed per system (default is only one mining station per system!) and the maximum number of astropoli per planet. I don't think adding convoluted rules with penalties and "soft caps" for the number of stations would really improve gameplay.

Besides, there's already a soft limit on the number of markets per system: performance. Even on a fast computer, building lots of markets in a single system will degrade performance badly enough to make the game unplayable.
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badamiral

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Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
« Reply #871 on: September 21, 2020, 03:01:20 PM »

I have all the qualifications to get penelopes secret,(level 40, exploring in non core hyperspace) but haven’t gotten the quest to trigger for almost a cycle. Is there a console command I can use to trigger the start of the quest?
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boggled

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Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
« Reply #872 on: September 21, 2020, 03:52:17 PM »

I have all the qualifications to get penelopes secret,(level 40, exploring in non core hyperspace) but haven’t gotten the quest to trigger for almost a cycle. Is there a console command I can use to trigger the start of the quest?

You need to reach level 45 to start the quest. There's a settings option to lower the level requirement if you want to start it right now.
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Retry

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Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
« Reply #873 on: September 21, 2020, 09:39:45 PM »

I'm really liking this mod.  Just finished putting 3 Astropoli on my now-capital world with a forge ring and terraformed the capital into an Arcology, connecting the system to the core with 2 Astral Gates.  Really enjoying this mod's features.

I currently have 2 questions:

Does terraforming impact temperature modifiers?  I transformed a Cryovolcano world to a frozen world, and then into a frozen world again with the Stellar Reflectors built, but it kept its supercold (50%) hazard modifier each time.  (Since the planet already had Plentiful volatiles, I basically accomplished nothing here)  Well, sure, a frozen planet should presumably be pretty cold, but I was still kinda hoping it'd be possible to lessen that hazard modifier somehow, since there's at least a few Vanilla cryovolcano/frozen worlds in the Core Worlds that only have the 25% cold hazard modifier which I was hoping to match (Ilm, for instance)

Spoiler
The special Olympus Conqueror is kinda amazing and might need extra DP cost for balance?  The upgrade to the flux systems and the shield effectiveness are huge, and with both of them the Cap is amazingly powerful.  I can take basically any ship in the Sim with it, including Paragons, and I'm absolutely dreadful with Broadside ships.  I'd roughly guess this upgrade conquest is around the effectiveness of SWP's Nike (Bounty Conquest), so I'd suggest to start putting the Deployment Point value of the Olympus Conquest around its cost of 50 DP.
[close]
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boggled

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Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
« Reply #874 on: September 22, 2020, 06:11:34 AM »

I'm really liking this mod.  Just finished putting 3 Astropoli on my now-capital world with a forge ring and terraformed the capital into an Arcology, connecting the system to the core with 2 Astral Gates.  Really enjoying this mod's features.

I currently have 2 questions:

Does terraforming impact temperature modifiers?  I transformed a Cryovolcano world to a frozen world, and then into a frozen world again with the Stellar Reflectors built, but it kept its supercold (50%) hazard modifier each time.  (Since the planet already had Plentiful volatiles, I basically accomplished nothing here)  Well, sure, a frozen planet should presumably be pretty cold, but I was still kinda hoping it'd be possible to lessen that hazard modifier somehow, since there's at least a few Vanilla cryovolcano/frozen worlds in the Core Worlds that only have the 25% cold hazard modifier which I was hoping to match (Ilm, for instance)

Spoiler
The special Olympus Conqueror is kinda amazing and might need extra DP cost for balance?  The upgrade to the flux systems and the shield effectiveness are huge, and with both of them the Cap is amazingly powerful.  I can take basically any ship in the Sim with it, including Paragons, and I'm absolutely dreadful with Broadside ships.  I'd roughly guess this upgrade conquest is around the effectiveness of SWP's Nike (Bounty Conquest), so I'd suggest to start putting the Deployment Point value of the Olympus Conquest around its cost of 50 DP.
[close]

Each type of planet the player can create using terraforming has an associated temperature condition. I want to keep the "very cold" modifier on frozen worlds because most (but not all) randomly generated frozen worlds are very cold, and this differentiates them from tundra worlds. The very cold modifier is also relevant for upkeep on the Kletka Simulator and some industries added by other mods, so it's not strictly worse than just "cold".

Spoiler
Regarding the balance on the custom ship, I don't think it's quite as strong as you make it out to be. The Paragon doesn't excel at 1v1 fights versus other capital ships, so the simulator results are probably not an accurate indication of the power level of the custom ship. Further, the Conquest is widely regarded as one of the weakest hulls in the game, and even with my custom bonuses I would argue that it's still not as good as the Paragon or the Onslaught in a large battle between two evenly matched fleets. You also have to consider the power level of the ship independent of the maxed out officer that comes with it.
[close]
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Mondaymonkey

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Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
« Reply #875 on: September 22, 2020, 10:00:40 AM »

Spoiler
Regarding to balance of Ody's ride, I can surely say it is not even close to Paragon in it's battle efficiency, please don't compare them. Especially based on a sim-duel, cos' you know, you can beat sim Onslaught with a Lasher, but it does not mean they are in a same line, right?

Is it better to original Conquest? Sure it is. But most of his weaknesses are still there, Conquest has a lot of them. And each potentially as lethal to Olympians Conquest just as to vanilla one, and they dies quite often.

Does it worth some DP boost? Perhaps. But not that 50, rather 42-45 to be fair. Assuming this ride is unique, and you can obtain more than one, not sure if that increase worth of effort in implementing.

To feel the difference, just try to give Olympians hullmod to something like Odyssey. I've tried this once, and that a real beast worth of ~80 DP, that can fight multiple Paragons or Radiants at the same time, and beat them. I believe, it is because it have much less weaknesses, as Conquest have.
Spoiler
[close]

Being honest, Olympians hullmod was created specially to Conquest, as it is one of the few ships, that can wear it without being OP beast.
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Retry

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Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
« Reply #876 on: September 22, 2020, 09:44:20 PM »

Each type of planet the player can create using terraforming has an associated temperature condition. I want to keep the "very cold" modifier on frozen worlds because most (but not all) randomly generated frozen worlds are very cold, and this differentiates them from tundra worlds. The very cold modifier is also relevant for upkeep on the Kletka Simulator and some industries added by other mods, so it's not strictly worse than just "cold".
Interesting.  Didn't know about the other mods having upkeep vary by heat.  I'd still have liked the ability to lessen the penalties (the +2 Volatiles are the reason why I colonized that system in the first place), but thanks for the info.
Quote
Spoiler
Regarding the balance on the custom ship, I don't think it's quite as strong as you make it out to be. The Paragon doesn't excel at 1v1 fights versus other capital ships, so the simulator results are probably not an accurate indication of the power level of the custom ship. Further, the Conquest is widely regarded as one of the weakest hulls in the game, and even with my custom bonuses I would argue that it's still not as good as the Paragon or the Onslaught in a large battle between two evenly matched fleets. You also have to consider the power level of the ship independent of the maxed out officer that comes with it.
[close]
That'd be news to me, actually.  Back when I was more active (.8, early .9), much of the playerbase felt the Conquest was a middling Cap; good sustained firepower due to its flux stats, and an effective Gauss platform, but struggled defensively due to the awful shield efficiency.  Contenders for the worst Caps in early .9 were usually Odyssey (Shield efficiency nerf, and Ship system changed to one with minimal defensive utility and the AI had/has a bad tendency to burn itself into certain death, player-utilized could do fine though), and of course the modified pirate/luddic caps.
Spoiler
Just to further clarify, the sim test with the Paragon vs Olympus Conquest wasn't done with the AI super captain, it was done with the player mostly specced for logistics stuff instead of combat.

I generally agree with a Paragon being somewhat useful in large fleet engagements, with two caveats.  One being that the Paragon is 50% more expensive in DP than the Conquest so it should probably be more useful, and the other being that the Paragon is the Anvil of the fleet, powerful but lacking the speed to chase and finish off targets that refuse to get too close.

Completely disagree with the claim that it's not as good as the Onslaught; if the Onslaught cannot destroy its opponent outright quickly, or fall back from the opponent's pressure and vent (hard to do with a slow cap), its flux stats will let it down, badly.  The Onslaught

With that said, it's a good point about judging the ship without officers.  I did run some more sim fights in that Olympus Conquest, but w/o captain:
Spoiler
vs Victory (SWP, 55 DP): Conquest win, light hull damage
vs Onslaught (40 DP): Conquest win, negligible armor damage
vs Astral (45 DP): Conquest win, negligible armor damage
vs Vendetta (42 DP, DaRa): Conquest win, virtually no armor damage
vs Dominus (45 DP, Imperium): Conquest win, negligible armor damage
vs Caesar (50 DP, Imperium): Conquest win, negligible armor damage
vs Matriarch (60 DP, Imperium): Matriarch win, moderate hull damage (Very long fight.  AI Conquest refused to use the PD side against the infinite waves of bombers and missiles as intended, though its performance was still decent considering the huge DP gap.  Player control of the Conquest to properly use the PD side results in a Conquest win w/o hull damage)
vs Atlatl (Coalition, 50 DP): Conquest win, light hull damage
vs Halberd (Coalition, 50 DP): Conquest win, light-moderate armor damage
vs Mokarran (Mayasura, 45 DP): Conquest win, very light hull damage
vs Javanicus (Mayasura, 50 DP): Conquest win, negligible armor damage
[close]
Anyways, my point wasn't that the Olympus Conquest can beat some higher-DP units in the sim.  That's just kind of an example that I can run in a somewhat controlled environment.  My main point is that it feels like a ~50 DP unit for the price of 40 DP in the campaign, and it definitely hangs with the best of the unique Bounty Boss Caps from the SWP mod.  If I ask it to kill a Hegemony XIV Onslaught, then there'll be a dead XIV Onslaught within a minute, as well as quite a few dead escort frigates/Destroyers.  With 2x the effective shield capacity (1.2(flux caps buff)/.6(flux/damage ratio buff)=2), I can and routinely do send it to hunt normal Capital Ships with little (or sometimes no) support in a way that a stock (or even a LG or XIV) Conquest just can't do.

It's not quite a Paragon killer, but it certainly is an Onslaught killer.  That's why I think its DP would be best at home somewhere in between the two.
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Mondaymonkey

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Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
« Reply #877 on: September 23, 2020, 09:54:54 AM »

@Retry, could you please run one more simulation? Use any ship available in simulator, using same loadout in your ship and make a mirror-match under AI control. No officers, no skills(start a new game and use CC to get ship&weapons and unlock hullmods to be sure no skills are used), same CR. Purely identical.

To get maximum of impressions, I recommend it be an Onslaught.

Spoiler
You also can add conquest_olympians_boggled to sim_opponents.csv list and run mirror match with that. Did not test, but something tells me result would be the same.
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« Last Edit: September 23, 2020, 10:04:17 AM by Mondaymonkey »
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boggled

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Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
« Reply #878 on: September 24, 2020, 05:06:42 PM »

Each type of planet the player can create using terraforming has an associated temperature condition. I want to keep the "very cold" modifier on frozen worlds because most (but not all) randomly generated frozen worlds are very cold, and this differentiates them from tundra worlds. The very cold modifier is also relevant for upkeep on the Kletka Simulator and some industries added by other mods, so it's not strictly worse than just "cold".
Interesting.  Didn't know about the other mods having upkeep vary by heat.  I'd still have liked the ability to lessen the penalties (the +2 Volatiles are the reason why I colonized that system in the first place), but thanks for the info.
Quote
Spoiler
Regarding the balance on the custom ship, I don't think it's quite as strong as you make it out to be. The Paragon doesn't excel at 1v1 fights versus other capital ships, so the simulator results are probably not an accurate indication of the power level of the custom ship. Further, the Conquest is widely regarded as one of the weakest hulls in the game, and even with my custom bonuses I would argue that it's still not as good as the Paragon or the Onslaught in a large battle between two evenly matched fleets. You also have to consider the power level of the ship independent of the maxed out officer that comes with it.
[close]
That'd be news to me, actually.  Back when I was more active (.8, early .9), much of the playerbase felt the Conquest was a middling Cap; good sustained firepower due to its flux stats, and an effective Gauss platform, but struggled defensively due to the awful shield efficiency.  Contenders for the worst Caps in early .9 were usually Odyssey (Shield efficiency nerf, and Ship system changed to one with minimal defensive utility and the AI had/has a bad tendency to burn itself into certain death, player-utilized could do fine though), and of course the modified pirate/luddic caps.
Spoiler
Just to further clarify, the sim test with the Paragon vs Olympus Conquest wasn't done with the AI super captain, it was done with the player mostly specced for logistics stuff instead of combat.

I generally agree with a Paragon being somewhat useful in large fleet engagements, with two caveats.  One being that the Paragon is 50% more expensive in DP than the Conquest so it should probably be more useful, and the other being that the Paragon is the Anvil of the fleet, powerful but lacking the speed to chase and finish off targets that refuse to get too close.

Completely disagree with the claim that it's not as good as the Onslaught; if the Onslaught cannot destroy its opponent outright quickly, or fall back from the opponent's pressure and vent (hard to do with a slow cap), its flux stats will let it down, badly.  The Onslaught

With that said, it's a good point about judging the ship without officers.  I did run some more sim fights in that Olympus Conquest, but w/o captain:
Spoiler
vs Victory (SWP, 55 DP): Conquest win, light hull damage
vs Onslaught (40 DP): Conquest win, negligible armor damage
vs Astral (45 DP): Conquest win, negligible armor damage
vs Vendetta (42 DP, DaRa): Conquest win, virtually no armor damage
vs Dominus (45 DP, Imperium): Conquest win, negligible armor damage
vs Caesar (50 DP, Imperium): Conquest win, negligible armor damage
vs Matriarch (60 DP, Imperium): Matriarch win, moderate hull damage (Very long fight.  AI Conquest refused to use the PD side against the infinite waves of bombers and missiles as intended, though its performance was still decent considering the huge DP gap.  Player control of the Conquest to properly use the PD side results in a Conquest win w/o hull damage)
vs Atlatl (Coalition, 50 DP): Conquest win, light hull damage
vs Halberd (Coalition, 50 DP): Conquest win, light-moderate armor damage
vs Mokarran (Mayasura, 45 DP): Conquest win, very light hull damage
vs Javanicus (Mayasura, 50 DP): Conquest win, negligible armor damage
[close]
Anyways, my point wasn't that the Olympus Conquest can beat some higher-DP units in the sim.  That's just kind of an example that I can run in a somewhat controlled environment.  My main point is that it feels like a ~50 DP unit for the price of 40 DP in the campaign, and it definitely hangs with the best of the unique Bounty Boss Caps from the SWP mod.  If I ask it to kill a Hegemony XIV Onslaught, then there'll be a dead XIV Onslaught within a minute, as well as quite a few dead escort frigates/Destroyers.  With 2x the effective shield capacity (1.2(flux caps buff)/.6(flux/damage ratio buff)=2), I can and routinely do send it to hunt normal Capital Ships with little (or sometimes no) support in a way that a stock (or even a LG or XIV) Conquest just can't do.

It's not quite a Paragon killer, but it certainly is an Onslaught killer.  That's why I think its DP would be best at home somewhere in between the two.
[close]

You're probably correct that the "true" DP value of the custom ship falls somewhere between the Onslaught and the Paragon, and I'll give this another look when the next vanilla update comes out and makes changes to ship balance. Perhaps someone with experience in the fleet building tournaments could weigh in as they'll likely know more about the power level of ships than I do.
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sakul1

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Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
« Reply #879 on: September 27, 2020, 07:50:25 AM »

I have terraformed a world to be arcology. But when i try to build new buidings the game keeps crashing and giving me this message.

Spoiler
56069 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.api.impl.campaign.procgen.PlanetGenDataSpec] with id [boggled_arcology] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.api.impl.campaign.procgen.PlanetGenDataSpec] with id [boggled_arcology] not found
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getSpec(Unknown Source)
   at kentington.diyplanets.WaterReceiver2.isAvailableToBuild(WaterReceiver2.java:43)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.updateTable(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.createUI(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.o00o.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.String.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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(Unknown Source)
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boggled

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Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
« Reply #880 on: September 27, 2020, 08:36:03 AM »

I have terraformed a world to be arcology. But when i try to build new buidings the game keeps crashing and giving me this message.

Spoiler
56069 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.api.impl.campaign.procgen.PlanetGenDataSpec] with id [boggled_arcology] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.api.impl.campaign.procgen.PlanetGenDataSpec] with id [boggled_arcology] not found
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getSpec(Unknown Source)
   at kentington.diyplanets.WaterReceiver2.isAvailableToBuild(WaterReceiver2.java:43)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.updateTable(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.createUI(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.o00o.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.String.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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(Unknown Source)
[close]

This is caused by an issue involving the DIY planets mod. There's a fix in this thread somewhere but ultimately Kentington has to update DIY planets because this crash also happens with other mods besides mine.
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rodder13

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Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
« Reply #881 on: September 28, 2020, 10:38:43 AM »

Guys, I might be dumb (quite possibly actually), but where are the cores produced by Kletka simulator are supposed to be picked up?
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boggled

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Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
« Reply #882 on: September 28, 2020, 02:58:05 PM »

Guys, I might be dumb (quite possibly actually), but where are the cores produced by Kletka simulator are supposed to be picked up?

They get placed in the storage of the colony where you have the Kletka Simulator (it's not guaranteed that a core will "drop" every month).
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Uhlang

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Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
« Reply #883 on: October 04, 2020, 03:54:30 AM »

REALLY minor issue: Cloning's in-game description says that it still gives just 1x(colony size) population growth. The actual effect seems to be the intended 5x, though.
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boggled

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Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
« Reply #884 on: October 04, 2020, 08:45:22 AM »

REALLY minor issue: Cloning's in-game description says that it still gives just 1x(colony size) population growth. The actual effect seems to be the intended 5x, though.

Thanks for letting me know about this! I'll fix it for the next release.
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