- 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.
Older changelogs:Spoiler
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.
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.
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!
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.