I like the mechanic of excavating ruins to supply tech to terraforming equipment. However, I would prefer to have one industry that performs the function of vanilla tech mining and domain arch. In the mod config I see an option that would appear to do just that: "boggledReplaceAgreusTechMiningWithDomainArchaeology":true, . However, I still see both vanilla tech mining and domain arch in game. What does that option actually do? Is there an option for the modded domain arch also performing the function of vanilla tech mining?
Thanks for your time.
Unfortunately I can't easily replace or remove vanilla functionality without breaking compatibility with other mods. Ideally I would remove the vanilla Tech Mining industry, but leaving it alone is the best option for compatibility reasons.
Yunru is correct. All that setting does is replace Tech Mining on Agreus with Domain Archaeology.
Edit: Also, while terraforming desert worlds I am not given the option to change into arid. Can I modify this somewhere in the mod?
This is functioning as intended, and there's no easy way to modify it. This is done to reduce complexity and confusion - newer players would be puzzled when they saw that they could terraform their planet into the same type it already is! Also, terraforming a desert planet into an arid planet would be purely cosmetic because the maximum resource levels are the same.
Last Edit!: Where can I modify the base starting conditions of a terraformed planet? Default trace volatiles on terran worlds prevents soil nanites from being used.
There's no setting to modify this. It would clog up the settings file and increase complexity to provide a way to change the base conditions.
In previous versions of this mod, it was a big problem that there was only one "ideal" terraforming end state. I deliberately tried to choose values for the base conditions that would give each planet type a valid reason for the player to create them - if you want to use soil nanites, you may have to select a jungle or arid transformation!
Terraforming logic is now spot on, however it feels like playing a text based game from the early 2000s and sorry, but its very clumsy and slow to navigate around, there are simply too many sublevels in the dialogue for a non-graphical UI.
Also requires docking with a colony that I don't like - can't I just call the administrator or secretary and say the word over hyperspace comms?
I don't resonate with the navigation complaint whatsoever.
You just open the terraforming menu, select terraforming type, then sub-type and that's it, literally as easy as 1-2-3. The text is even colored red/blue to make it glaringly obvious what you need and what you already have.
It was my first impression anyway. Did you already memorize the layout perhaps? In that case I can imagine its fast and simple.
And the need-to-dock thing has supposedly been an unfixable problem since like version 5.0. It's also somewhat justified when you consider that even in vanilla your subordinates are morons who need your presence to install colony items.
That is configurable via settings.json so lets not consider only one of the options vanilla.
I'm glad you like the new terraforming logic. Thanks for your feedback!
I agree that the terraforming menu is a little clunky, and the "need to dock" issue is also annoying for some players. I would add a new tab to the colony management screen to control terraforming (even remotely), but I'm not sure that's even possible, and if it is, it would likely take a substantial amount of work to implement. Eventually I want to work on this, but until then I think the terraforming menu is serviceable, especially since the player shouldn't need to use it all that frequently.