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); New blog post: New music for Galatia Academy (06/12/24)

Pages: [1] 2 3 ... 227

Author Topic: [0.97a] Terraforming and Station Construction (v9.0.8)  (Read 1173865 times)

boggled

  • Admiral
  • *****
  • Posts: 1156
    • View Profile
[0.97a] Terraforming and Station Construction (v9.0.8)
« on: October 28, 2019, 04:44:56 PM »

[0.97a] Terraforming and Station Construction (v9.0.8)



WARNING: There were significant rewrites to almost the entire codebase of this mod as part of 9.0.0. There may be bugs, especially with non-default content. Please consider this before updating to 9.0.X, and if you encounter any bugs, be sure to report them in this thread so they can be fixed!

The pre-9.0.0 version of TASC is located here.

To terraform planets and build stations using this mod, add the respective abilities to your ability bar!
(Unless you're using Ashes of the Domain, in which case you have to research terraforming first!)



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


Stellar Reflector Array
"An array of orbital reflectors that moderates temperatures and improves crop yields. Unable to counteract extreme heat, extreme cold and complete darkness."

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
"Genetic engineering has countless applications, such as remediating pollution using microbes that consume toxic waste, seeding oceans with delicious crustaceans, and creating more realistic copies of extinct Old Earth megafauna."

Removes pollution over time if there's no heavy industry currently emitting more pollution. Can also seed Volturnian lobsters on water worlds and increase income from the Mesozoic Park.


Domed Cities/Seafloor 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."

"It's not impossible to build a city at the bottom of the sea - in fact, it's advantageous when defending against raids and bombardment. Most space marines lack experience operating in an underwater environment, and kinetic weapons are ineffective against submerged targets. However, traders are also hampered by the underwater conditions, which makes the colony less accessible."

Suppresses the effects of No Atmosphere, Thin Atmosphere, Dense Atmosphere, Toxic Atmosphere, Extreme Weather, Inimical Biosphere and Water Surface. 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 accessibility. 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.


Ismara's Sling / Asteroid Processing
"Installs a network of gigantic mass drivers on the surface of the planet that can launch water-filled projectiles towards other worlds for terraforming purposes. It was designed by copying one of the few remaining mass drivers built on Ismara by the Eridani-Utopia Terraforming Corporation before the Collapse."

"Crashing asteroids rich in water-ice into planets is an effective means of terraforming - except when the asteroid is so large that the impact would be cataclysmic. In this case, the asteroid can be towed to a space station, where the water-ice is safely extracted and shipped to the destination planet. Can only help terraform worlds in the same system."

Supplies water-ice for terraforming purposes to other worlds in the same system. This is what you need to build to satisfy the water presence requirements for terraforming projects! Ismara's Sling can only be constructed on water and frozen worlds, and asteroid processing can only be constructed on stations.
[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 Collapse plunged the Sector into a dark age. Left without the means to replicate the most advanced Domain-era technology, inhabitants of the Sector have been reduced to excavating it from the ruins of Domain colonies."

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 with salvaged Domain-era components are used to train new AI cores in a virtual reality simulation. AI cores created 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 Domain-era cryptography chips capable of cracking most forms of encryption used in the Sector. Security forces can leverage the intelligence gleaned using this construct to eradicate decivilized subpopulations and rogue AI cores."

Removes Decivilized Subpopulation and/or Rogue AI Core conditions 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.

Inactive Gates
Allows the player to build inactive gates at stable locations. By default, the main questline must be completed before this option is enabled. How puzzling that this feature was added and Astral gates removed after vanilla updated to 0.95a...

Domain-Tech Crafting
Allows for crafting of special items (like nanoforges) using Domain-era artifacts. By default, it costs 2000 Domain-era artifacts and 2 story points to craft a special item, and the player must do so at a colony they control with size 5 or greater and an Orbital Works industry with a Pristine Nanoforge installed.


AI Battlestation
"This is a fully armed and operational autonomous AI battlestation. Stations such as this acted as fuel and supply depot, robotic factory, command nexus, and weapon platform in support of AI fleets operating on a strategic level."

Can be built by the player in place of a regular orbital station once they unlock the "Automated Ships" skill. Similar to a vanilla star fortress except it spawns Remnant patrol fleets to guard the colony.
[close]

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

Backwards compatibility: 9.0.8 through 9.0.1 are backwards compatible with 9.0.0. 9.0.0 is not backwards compatible with any previous version of this mod.

9.0.8 Changelog:
- Fixed a bug where Domed Cities could fail to suppress the Perpetual Dust Storms condition from the Unknown Skies mod. Thanks to zrx1000 for reporting this!
- Fixed a bug where if a planet with Seafloor Cities was terraformed, the -25% hazard bonus from Seafloor Cities would incorrectly remain in place.
- Fixed a bug where setting astroplis stations to always use a certain sprite variant would result in the wrong sprite being used. Thanks YourLocalMairaaboo for reporting this!
- Fixed a bug where Hydroponics could incorrectly be buildable even if it was disabled in the LunaLib settings if AotD is also enabled. Thanks Axisoflint for reporting this!
- Fixed a bug where the Genelab could incorrectly be buildable if AotD is enabled but the Genelab is not yet researched. Thanks Axisoflint for reporting this!

9.0.7 Changelog:
- Fixed a bug where stations might not be buildable around purchased planets. Thanks YourLocalMairaaboo for reporting this!
- Fixed a bug where a crash related to installable items could occur in very specific circumstances. Thanks Soric for reporting this!
- Fixed a bug where the terraforming menu couldn't be opened to craft item if terraforming is disabled in the settings. Thanks MagnaSonic3000 for reporting this!
- Fixed a bug where the setting to use only a certain type of station sprite did not work as expected. Thanks YourLocalMairaaboo for reporting this!
- Fixed a bug where Domed Cities incorrectly could not be built on gas giants with the Floating Continents condition from Unknown Skies. Thanks YourLocalMairaaboo for reporting this!
- Fixed a bug where a crash could occur after using the Ouyang Optimizer to improve a gas giant. Thanks Niten for reporting this!

9.0.6 Changelog:
- Made various improvements to the Ashes of the Domain integration. Thanks terminal, Baren, Erlkonig and others for reporting issues with this integration!
- Fixed a bug where a crash could occur if a coronal tap is installed on a station. Thanks Princess_of_Evil for reporting this!
- Fixed a bug where the terraforming menu couldn't be used on stations, thereby preventing Domain-tech crafting using those colonies. Thanks Princess_of_Evil for reporting this!

9.0.5 Changelog:
- Fixed a bug where star types from Unknown Skies could fail to be detected by the Perihelion Project. Thanks Bangchow for reporting this!
- Fixed a bug where Seafloor Cities fails to properly stop suppressing the hazard from water surface when it's removed from the colony. Thanks Morgan Rue for reporting this!
- Fixed multiple bugs related to certain settings not being used in-game to alter features as intended. Thanks Arrean and Princess_of_Evil for reporting these!
- Fixed a bug where CHAMELEON progress could get reset on game load. Thanks obj188 for reporting this!
- Fixed a bug where the Colonize Abandoned Station tooltip could display incorrect text.
- Fixed a bug where stations could be placed incorrectly if they were given custom names.
- Made various improvements to the Ashes of the Domain integration.
- Added a setting to toggle whether suppressing temperature conditions removes the upkeep modifier on the Kletka Simulator.
- Added a feature to show the roll for the Kletka Simulator to aid with debugging if an anomalous series of drops is occurring.

9.0.4 Changelog:
- Fixed a bug where the Remnant AI Battlestation could get stuck permanently in an "under repair" state. Thanks to Troika and Azina for reporting this!
- Fixed a bug related to input validation for planet types.
- Fixed a bug where changing the maximum number of mining stations per system in the LunaLib settings didn't actually change the construction limit. Thanks MRTL for reporting this!
- Fixed a bug where siphon stations could be incorrectly blocked from being constructed in orbit around a gas giant in certain circumstances. Thanks Chaotic Law for reporting this!
- Fixed a bug where stations built with TASC could incorrectly have a hazard rating of 150% due No Atmosphere not being suppressed properly. Thanks SaucyBagel for reporting this!

9.0.3 Changelog:
- Fixed a bug where the Cloning, Hydroponics and Limelight Network industries could be missing the option to install an AI core or make improvements. Thanks n3xuiz for reporting this!
- Stations built using TASC now correctly set the $startingFactionId memory flag. Thanks to sawert42 for reporting this and Histidine for explaining how to fix it!
- Fixed multiple bugs with the Kletka Simulator that prevented it from working properly. Thanks Moon Spirit for reporting this!
- Fixed a bug with the Cryosanctum where installing an AI core could incorrectly reduce the supply of organs by one. Thanks WyldMann for reporting this!

9.0.2 Changelog:
- Fixed a bug where not having LunaLib enabled could cause a crash when hovering over certain abilities. LunaLib is now a dependency for TASC. Thanks Arrean and andrro for reporting this!
- Fixed a bug where the Domain Archaeology, Remnant Station, and Cryosanctum industries could be missing the option to install an AI core or make improvements. Thanks Apocryphos and WyldMann for reporting this!

9.0.1 Changelog:
- Fixed a bug where a crash could occur upon interacting with certain markets while Grand Colonies is enabled. Thanks to Apocryphos, Saevarna and several others for reporting this and assisting with troubleshooting, and thanks to SirHartley for providing a workaround until a fix could be implemented!
- Fixed a bug where a crash could occur if a new game is started, and then another new game is started in the same session. Thanks to Benizakura and several others for reporting this!

9.0.0 Changelog:
- Added Terraforming Control Panel UI. It can be accessed via the ability bar. Thanks Evangel for your excellent work on this feature and the others below!
- Many features of TASC can now be modified via CSV files located at Starsector\mods\Terraforming and Station Construction\data\campaign\terraforming. See the documentation file for details.
- If Genelab or CHAMELEON is currently working on a project, it will be displayed with a progress bar under the building icon in the colony management screen.
- Many different tooltips were updated to be more descriptive.

Older changelogs:
Spoiler
8.4.6 Changelog:
- Fixed an issue where the version file was pointed at the old GitHub repo instead of the new one. Thanks INH_Raider for reporting this!
- Added support for a Lost Sector planet with type nskr_ice_desert. Thanks OmegaInfinita, JimminyCrimbles, and several others for reporting this!
- Added compatibility with Crew Replacer (https://fractalsoftworks.com/forum/index.php?topic=24249.0). Thanks alaricdragon for your code contributions adding this!

8.4.5 Changelog:
- Updated TASC to support compatibility with the 0.96a version of Illustrated Entities. Thanks Crimsteel for reporting a crash caused by TASC incompatibility with the latest version of IE!

8.4.4 Changelog:
- Added an option to the terraforming control panel to cancel the current terraforming project. Thanks scorpico69 for making me aware of this oversight!

8.4.3 Changelog:
- Fixed a bug where viewing a market in the terraforming control panel that the player governs but that is not part of the player faction could cause a crash. Big thanks to YourLocalMairaaboo for taking the time to upload their mods and saves folder to help me identify the cause of this crash!

8.4.2 Changelog:
- Fixed a bug where the terraforming control panel could fail to list governed colonies (from Nex). Thanks Spacegoat for reporting this!
- Added an option in the terraforming control panel to list the current resources and conditions on a colony. Thanks MikroPik for the suggestion!

8.4.1 Changelog:
- Fixed a bug where stations could appear on the terraforming menu (and cause a crash if clicked). Thanks to Hasufel and several others for reporting this!
- Fixed a bug where changing terraforming project duration settings via LunaLib was not reflected in-game. Thanks AERO for reporting this!
- A crash with Grand Colonies in the stack trace was reported. I did some testing and was unable to replicate this crash on my machine. I added some logic to fix what I suspect may have caused it, but if the crash persists please let me know. Thanks Malignantcookie and medKon for reporting this!

8.4.0 Changelog:
- The terraforming menu is now opened via an ability instead of via an interaction option when docked at a planet.
   - The ability can be used anywhere - this allows the player to control terraforming projects remotely.
- Crafting costs for some special items is increased or decreased depending on the power level of the item.
   - The player-configured Domain-era artifact cost (default: 2000) is multiplied by two for more powerful items and divided by two for less powerful items.
- Added a non-default terraforming project to remove the atmosphere from a planet.

8.3.3 Changelog:
- Fixed a bug where the colony name could be displayed incorrectly in terraforming dialogs. Thanks Spshamrocks3 for reporting this!
- Fixed a bug where the Planetary Agrav Field could fail to correctly suppress high or low gravity on gas giants. Thanks erik17 for reporting this!
- Added support for the terran_adapted planet type from the Volantian Reclamation Initiative mod. Thanks Lappers for letting me know about this!

8.3.2 Changelog:
- Added compatibility with the Ashes of the Domain mod. If Ashes and TASC are both enabled many of the buildings in TASC are included as part of the research system in Ashes. Thanks Kaysaar for all your help with adding compatibility!
   - Please be sure to download the latest version of Ashes with the compatibility changes from https://fractalsoftworks.com/forum/index.php?topic=26307.0.
- Categorized the Ecumenopolis planet type from the Star Wars 2020 mod as barren for terraforming purposes. Thanks Jac90876 for letting me know about this!
- Added a note to the settings file to clarify that LunaLib settings override the settings file if LunaLib is enabled.

8.3.1 Changelog:
- The artwork for several buildings has been updated. Big thanks to SirHartley for providing some very high quality images that match the art style of Starsector!
- Fixed a bug where building the Remnant Station could cause a crash if LunaLib is enabled. Thanks MonolithSF for reporting this!

8.3.0 Changelog:
- Added support for LunaLib. Please be sure to report any bugs or grammatical problems related to the LunaLib settings!
   - LunaLib is not a dependency for TASC. If LunaLib is enabled, the settings in LunaLib will take effect. If LunaLib is not enabled, the settings in the settings file will be used instead.
- Updated CHAMELEON building for 0.96a. The alpha core bonus now reduces Pather interest on the colony to zero, instead of simply subtracting 1000. Please post in this thread if you encounter a situation where the Pather interest on a colony is a value other than zero while an alpha core is installed.
- The bug where farming/aquaculture could be the wrong version after terraforming is resolved. Thanks Alex for the API change!
- Fixed a bug where the third astropolis constructed at a single planet could be placed at the wrong orbital angle. Thanks Meeplet for providing the log that helped me identify the cause of the bug, and to several others who had previously reported this bug!
- Fixed a bug where the planet-killer device could show up as an option from the historian. Thanks Vendral for reporting this!
- Added a settings toggle to disable the Domed Cities defense malus.
- Added a settings toggle to enable a terraforming project to clean up radiation.
- Added a settings toggle to prevent the Terran and tundra type change projects from adding volatiles deposits.
   - I decided against creating non-default terraforming projects to remove beneficial conditions from planets (ex. atmosphere, transplutonics deposits, volatiles deposits).
- If the player has the Everybody Loves KoC mod enabled, the Techmining industry on Agreus will not be replaced with Domain Archaeology. Instead, the Techmining industry (on Agreus only) will now supply five domain-era artifacts. Thanks to Serenitis and others for making me aware that my previous method of handling this issue was not adequate.
- The planet-killer device nows adds the irradiated condition to the targeted planet.
- Planets that are very hot can no longer be terraformed into arid or jungle worlds, and cannot be given the habitable condition. Thanks e for the suggestion!
- Planets that are very cold can no longer be terraformed into tundra worlds, and cannot be given the habitable condition. Same here - thanks e!
- Fixed a bug where Stellar Reflector Arrays could still be automatically created on NPC colonies even if terraforming is disabled in the settings file. Thanks Edix for making me aware of this!
- Made changes to prevent a crash if a market lacks a primary entity, has no faction ID or has certain other bugged/uncommon circumstances. Thanks to Histidine, alaricdragon and several others for reporting these crashes to me!
- Fixed a bug where a station market transferred to another faction via Nexerelin could have an open market with no tariff. The bug was caused by TASC, not Nexerelin. Thanks styxhelix for reporting this!
- Fixed a bug where Perihelion Project could fail to detect a type of blue giant star from Unknown Skies. Thanks MenacingCaptain for reporting this!
- The non-default building Planetary Agrav Field can now be constructed on gas giants even if Domed Cities is not built on that colony.
- Modified the description of the non-default building Ouyang Optimizer to make it clear that the effects are permanent, even if the building is deconstructed.
- The planet Vena from Blackrock Drive Yards is now correctly categorized. Thanks not a luddic path member for bringing this to my attention!
- CHAMELEON can now remove the "decivilized" condition (as well as the "decivilized subpop" condition) just in case the "decivilized" condition somehow gets onto a player market. Thanks Kh0rnet for bringing this to my attention!
- The Auroran Dimensional Nanoforge from the United Aurora Federation mod is now recognized as a Pristine Nanoforge for purposes of determining whether a market meets the requirements to enable crafting. Thanks YourLocalMairaboo for bringing this to my attention!
- Thanks to Blackclaw, TalRaziid and evilsmoo for posting log files that helped me identify the cause of the "AI core mouseover" crash!
- I investigated an alleged compatibility issue with the Space Truckin' mod. I was unable to replicate the issue. If someone can provide steps to replicate the problem I will take another look.
- I previously indicated I would investigate allowing the player to configure which special items can be crafted. Adding this would be involved and require a lot of development work, so I've decided not to implement it because relatively few players would end up using it. Sorry!
- There were some compatibility issues with Illustrated Entities reported. Once that mod updates for 0.96a I will investigate this.
- I understand the Remnant Station is still not compatible with the artillery station from IndEvo. Once IndEvo updates to 0.96a I will investigate this.

8.2.1 Changelog:
- Fixed a bug where the Perihelion Project could incorrectly display 1% construction progress in the UI even if the actual construction progress was higher. Thanks Nérévar42 for reporting this!
- Fixed a bug where the station population growth malus from Cramped Quarters could be calculated incorrectly. Thanks taerkar for reporting this!
- Markets with an Autonomous AI Battlestation no longer receive the MARKET_MILITARY memory flag. Thanks e for pointing this out!
- I was unable to replicate a bug where building multiple astropolis stations around a planet could cause two of the stations overlap in the same place instead of being placed at 120 degree intervals around the planet. I added logging statements to the astropolis construction code - if anyone experiences this bug in the future, please let me know and post your log file so I can identify the cause of the bug. Thanks Aran1 for reporting this!

8.2.0 Changelog:
- Coronal Hypershunts can now be constructed by the player. Enable the non-default building Perihelion Project using the settings file to build them.
- Fixed a bug where using the Planet-Killer with the Nexerlin mod enabled could cause a crash. Thanks for your help Histidine!
- Fixed multiple bugs caused by compatibility issues with the Illustrated Entities mod. Thanks YourLocalMairaaboo for reporting this!
- Fixed a bug where astropolis stations could not be constructed around colonies granted autonomy using the Nexerelin mod. Thanks Reshy for reporting this!
- The Remnant Station is now compatible with the Artillery Station from the Industrial.Evolution mod. Thanks SirHartley for providing instructions on how to do this!
- Domed Cities can now be built on planets with Extreme Tectonic Activity if a Harmonic Damper is present. Note that the Harmonic Damper is non-default content and will have to be enabled via the settings file.
- Added a settings option to control the amount by which Cramped Quarters reduces population growth.
- Added terraforming support for the planet Charkha from the ScalarTech Solutions mod. Thanks e for reporting this!
- Fixed a compatibility problem with the Everbody Loves KoC mod caused by replacing the Tech-mining industry on Agreus with Domain Archaeology. Now the replacement won't happen if the player has Everybody Loves KoC enabled. Thanks bodeshmoun for reporting this!

8.1.6 Changelog:
- Removed version checker and analytics reporting. I considered creating a popup to allow players to opt-in, but decided against this for a number of reasons, some of which I mentioned previously in posts in this thread.
- Friendly patrols from Remnant battlestations now have a unique dialogue message if the player interacts with them (instead of using the default friendly patrol dialogue).
- Added an option in the settings file to make all astropoli use low tech, midline or high tech sprites instead of alternating between them.
- Fixed a bug where if the player set a custom interaction image for a TASC station in the custom_entities.json file, the change would not show up in-game. Thanks Thoutzan for reporting this!
- Fixed a bug where the player could activate the Construct Astropolis ability even if the target planet already had the maximum number of astropoli in orbit.
- Added options in the settings file to modify the costs for building all Domain-tech stable location structures.
- Added a settings option to control reputation impact for upgrading a stable location structure.
- Made changes to the logic that determines the water level of a planet for terraforming purposes. Previously some Unknown Skies planets that visually are mostly covered in water did have not an appropriate water level. Thanks Grotez for bringing this issue to my attention!
- Players have reported a bug where a planet recently terraformed to or from a water world could incorrectly have the Farming or Aquaculture industry available to build. I checked with Alex and it's my understanding this bug cannot be fixed in the current version of the game, but an upcoming API change in the next vanilla release will address it. Until then, a workaround is to save and then reload the save after terraforming is complete. Once you reload the save, Farming and Aquaculture will behave correctly on that planet. Thanks Stormy Fairweather and AcaMetis for reporting this!
- Domed Cities can now be constructed on gas giants with the Floating Continent condition (from the Unknown Skies mod). Thanks Serenitis for the suggestion!
- Planetary Agrav Field (non-default building) can now only be constructed if the planet has high or low gravity. Thanks Mcgrolox for reporting this!
- Magnetoshield (non-default building) now suppresses radiation instead of removing it.
- Fixed various bugs and miscellaneous problems with the magnetoshield.
- Multiple players reported that they were unable to build mining stations because asteriod belts and fields were not being detected. I installed all the mods on their modlists and tried to replicate the issue but was unable to do so. If anyone encounters this problem in the future, please let me know.
- I previously indicated in a post in this thread I would add a settings option to control the base cost for station expansion. This is unnecessary as the cost for the Expand Station building can already be modified using industries.csv. My apologies for the confusion.
- ListenerUtil.reportSaturationBombardmentFinished(null, market, null) is now called when the player uses a planet-killer device.

8.1.5 Changelog:
- Fixed a bug where mousing over the Deploy Planet Killer ability in a system with no planets could cause a crash. Thanks TheHZDev (and several others) for reporting this!
- Fixed a bug where the Remnant battlestation could fail to repair over time after being destroyed in a battle. Thanks TheHZDev for reporting this!
- Fixed a bug where the terraforming menu and crafting menu options could appear during dialogs with characters when using the comm directory.
- Fixed a bug where the Kletka Simulator could fail to detect that it's located on a station market and set upkeep appropriately. Thanks TheGodUncle for reporting this!
- Fixed a bug where terraforming progress could get frozen on planets where the player granted autonomy (via Nexerelin). Thanks Hexxod for reporting this!
- Added support for prv Starworks. Thanks J2Greene for bringing this incompatibility to my attention!

8.1.4 Changelog:
- Remnant battlestations built by the player now spawn their own patrol fleets to guard the colony. The Remant battlestation patrols are separate from and in addition to any regular colony patrols.
- Added the Planet-Killer Device as a special item. I made this a non-default feature due to what I feel are significant gameplay problems associated with it.
    - Once enabled in the settings file, the Planet-Killer Device can be obtained through Domain-tech crafting under the Domain Restricted category.
    - The Planet-Killer Device is activated via an ability that can be added to the ability bar.
- By default all Cryosanctum buildings in the Sector will now demand Domain-era artifacts, not just the one on Nomios.

8.1.3 Changelog:
- Fixed a bug where a crash could occur if the player is using randomized core worlds. Thanks Whisena for reporting this!

8.1.2 Changelog:
- Added Limelight Network, a building unique to Fikenhild that demands Domain-era artifacts. There's a settings file option to allow the player to build it.
- By default, the Cryosanctum on Nomios will demand Domain-era artifacts.
- Added a settings option to allow the player build the Cryosanctum.
- Added GPA (Galatian Particle Accelerator), a building unique to Ancyra that demands Domain-era artifacts.
- By default, Volturn will start with a Genelab, which adds demand for Domain-era artifacts.
- Added an option to the terraforming menu to cancel the current project.
- Fixed a bug where the Genelab could remediate pollution even if an Orbital Works was currently generating pollution. Thanks TheHZDev for reporting this!
- Fixed a bug where a research station from the Arma Armatura mod could block construction of a siphon station at the gas giant Raven in the Nekki system. Thanks Aran1 for reporting this!
- Attempted to fix a bug involving a crash where the stack trace indicated the problem is related to data.scripts.terrain.MagicAsteroidFieldTerrainPlugin. I couldn't reproduce the crash on my system, but I think I fixed the cause, so let me know if it's still happening. Thanks DrTechman42 for reporting this!

8.1.1 Changelog:
- Fixed a bug where Domain-tech crafting didn't work on station markets. Thanks Noobishnoob for reporting this!
- Crafting Domain-tech items now costs two story points by default. This amount can be changed using the settings file, and setting boggledDomainTechCraftingStoryPointCost to zero will eliminate the story point cost.

8.1.0 Changelog:
- Implemented crafting of special items using Domain-era artifacts. This can be disabled using the settings file.
- Added Seafloor Cities building. It can only be built on water planets and has similar but not identical functionality to Domed Cities.
- Gates can only be built if there is a player-controlled colony of at least size 5 in the system. This can be modified using the settings file.
- Disabled gate construction in systems where a gate already exists.
- Fixed a visual bug where the amount of Domain-era artifacts the player has could be obscured when building Domain-tech stable location objectives.
- Reduced Stellar Reflector Array pather interest.
- When checking whether conditions for terraforming projects are met, a planet will be considered to have a Stellar Reflector Array based on whether it has the Orbital Reflector Array condition.

8.0.2 Changelog:
- Fixed a bug where Domed Cities couldn't be built on Water planets even if the appropriate setting was enabled.
- Fixed a bug where the Kletka Simulator could have an incorrect upkeep on station markets with a Fusion Lamp installed.
- Stations can no longer be constructed in systems without any jump points.
- Rebalanced the number of asteroid belts required for certain ore resource levels on mining stations if boggledMiningStationLinkToResourceBelts is set to true.
- Added options in the settings file to control the number of asteroid belts required for certain ore resource levels on mining stations.

8.0.1 Changelog:
- Fixed a bug where resource levels on Arid planets couldn't be improved via terraforming.
- Fixed a bug where gas giants could be terraformed.
- Reverted the change that removed the Domain-era artifact demand from stellar reflectors.
- The Escape key is now bound to going back in the terraforming menu.
- The terraforming menu will now appear below the ship repair menu in the colony interaction dialog.
- Added an option to the settings file to allow Domed Cities to be built on water worlds. If this proves popular, I may add unique effects and a special sprite for Domed Cities on water worlds.
- Added support for the built-in Version Checker in Nexerelin.
- Created my own update checker API to replace using Pastebin, which had caused issues for some players.

8.0.0 Changelog:
- Completely reworked the terraforming system (again). Terraforming is now controlled via a menu when you interact with your colony, not the Genelab. Please be sure to leave feedback regarding the options available and requirements for same!
- E.U.T.E.C.K. removed.
- Added an option in the settings file to enable/disable inactive gate construction.
- Added an option in the settings file to require completion of the main questline before inactive gates can be constructed.
- Added the Magnetoshield, a non-default structure that will remove radiation so long as it's active.
- Updated the tooltip on the Kletka Simulator to clarify that installing AI cores will improve drop chances.
- CHAMELEON can now remove the Rogue AI Core condition.
- Fixed a bug where CHAMELEON wouldn't inform the player that it was inactive if it became disrupted.
- Removed several AI core and improvement bonuses from structures to reduce complexity.
- Updated descriptions for several structures.
- Mining stations can no longer be constructed on top of jump points.

7.1.3 Changelog:
-Fixed a bug where terraforming a planet into a jungle world would incorrectly make it a paradise world instead. Thanks SenSayed for reporting this!

7.1.2 Changelog:
-Stellar Reflector Arrays now provide a ground defense bonus if improved.
-Added the Planetary Agrav Field building. This is a new non-default structure that suppresses high/low gravity if the colony also has the Domed Cities building. Thanks to ozemandea for the inspiration to create this!
-Harmonic Damper no longer suppresses high/low gravity.

7.1.1 Changelog:
-Fixed a bug where the open market from the Commerce industry would incorrectly have no tariffs on player-built stations. Thanks Vendral for reporting this!

7.1.0 Changelog:
-Added the Harmonic Damper building. Suppresses tectonic activity and high/low gravity, and adds some ground defense if improved and/or an AI core is installed. This is a non-default option for now, although I think a version that only suppresses tectonic activity might become default in the future.
-The Atmosphere Processor is back. It will permanently remove no/thin/dense/toxic atmosphere from the planet it's built on. It's a non-default option.
-The Terraforming Platform is back. It will permanently add Habitable and Mild Climate to the planet if it doesn't have no/thin/dense/toxic atmosphere. It's a non-default option.
-Added the Planet Cracker building. It can only be built on an astropolis station. It will improve the ore and rare ore resources by one level on the host planet of the astropolis, but add tectonic activity. It's a non-default option.
-Added the Ouyang Optimizer building. It can only be built on an astropolis station or siphon station orbiting a gas giant. It will improve the volatiles resources by one level on the host planet of the station, but add extreme weather. It's a non-default option.
-If a host gas giant has the volatiles resource improved using the Ouyang Optimizer, any orbiting siphon stations will also have their volatiles improved by the same amount.
-The terraforming menu now has a tooltip which states the number of days remaining until terraforming is complete.
-The conditions section of the terraforming menu has been removed because the functions have been replaced with the new non-default terraforming buildings listed above. If the player wants this menu back, simply uncomment the line in rules.csv that adds the condition section.

7.0.1 Changelog:
-Fixed multiple bugs relating to the Genelab/EUTECK and terraforming progress. Thanks to chrizeren, CrimsonPhalanx and Goldendragonfinn for reporting these issues!
-Fixed a bug where the farming/aquaculture script could set the wrong building type on Archipelago planets. Thanks Farya!
-The Remnant Battlestation will now be visible in the build menu if the player lacks the Automated Ships skill.
-Added a tooltip to CHAMELEON if there is a DEA shortage that clarifies the structure provides no benefits during the shortage.

7.0.0 Changelog:
-The E.U.T.E.C.K. has returned! It's a special item that can be installed in the Genelab to begin terraforming. By default, the E.U.T.E.C.K. is single-use and will create a Paradise world, which is essentially a Terran planet with bountiful farmland and mild climate. Terraforming takes 400 days to complete, which can be adjusted in the settings file.
-For those who want more options for terraforming (despite the lore and balance problems I feel are associated with them), the "boggledEnableAllTerraformingProjects" setting can be switched to true to enable the "old-style" terraforming. It's now controlled via an option on the colony interaction menu, and there are planet type change options for both vanilla planet types and Unknown Skies types. There are also miscellaneous projects to alter resources and conditions on the planet. Please let me know if there are any projects you want but aren't implemented - I will add more based on popular demand!
-Genelabs now seed lobsters on planets with a water-covered surface. This process takes 200 days.
-"Crustacean Job" quest removed.
-Genelabs can now install AI cores and be improved. The Alpha Core bonus and improvement bonus increase income from the Mesozoic Park.
-Inactive Gates can now be built at a stable location. After playing the main quest line, I'm sure the player will understand why Astral gates were removed and this feature was added.
-Remnant Station updated for 0.95a and is now a default option.
-Fixed a bug where the wrong variant was being used for the Remnant Station.
-The Remnant Station is now only buildable if the player has the "Automated Ships" skill unlocked.
-Modified the Mining Station resource deposits if the "boggledMiningStationLinkToResourceBelts" setting is enabled. Rich and Ultrarich ore deposits are now possible in cases where there is an extreme number of asteroid belts in the system.

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.

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.
[close]
Compatibility with other mods:
Spoiler
Ashes of the Domain - Compatible, with support for the Ashes research system.
Nexerelin - Compatible.
DIY Planets - Compatible if terraforming is disabled in TASC using the settings file or LunaLib settings.
Unknown Skies - Compatible.
Industrial Evolution - Compatible.
Crew Replacer - Compatible.

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!

Known issues:
-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. I tested this on 0.95.1a and the population growth bug still exists, and I can't find a way to fix it. Sorry!
[close]
Code Contributions/Collaborations:
Spoiler
The TASC GitHub repository is located at https://github.com/boggledstarsector/tasc. Please PM me for collaborator permissions.
[close]

Art stolen from other games (they're all very good IMO):
The Eisen Division, Domain Archaeology, Limelight Network and Seafloor Cities artwork is from Android: Netrunner TCG cards.
The Ismara's Sling artwork is from Deus Ex: Human Revolution.
« Last Edit: April 14, 2024, 08:07:08 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: 442
    • 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

  • Admiral
  • *****
  • Posts: 1156
    • 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

Yunru

  • Admiral
  • *****
  • Posts: 1567
    • 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.

boggled

  • Admiral
  • *****
  • Posts: 1156
    • 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

Yunru

  • Admiral
  • *****
  • Posts: 1567
    • 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.)

boggled

  • Admiral
  • *****
  • Posts: 1156
    • 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: 197
    • View Profile
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

  • Admiral
  • *****
  • Posts: 1156
    • 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

Yunru

  • Admiral
  • *****
  • Posts: 1567
    • 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.

boggled

  • Admiral
  • *****
  • Posts: 1156
    • 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

  • Admiral
  • *****
  • Posts: 1156
    • 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: 86
    • View Profile
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 ... 227