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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Terraforming and Station Construction (v9.0.7)  (Read 1070292 times)

Oni

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Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« Reply #1575 on: December 27, 2021, 05:41:49 PM »

.... I'll implement it in the next patch....

Should I hold off on starting my new game then?

Mods are best when added at the start, after all.
« Last Edit: December 27, 2021, 07:19:47 PM by Oni »
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boggled

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Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« Reply #1576 on: December 28, 2021, 05:16:35 AM »

.... I'll implement it in the next patch....

Should I hold off on starting my new game then?

Mods are best when added at the start, after all.

I wouldn't recommend waiting. It may be two or three weeks before I finish the next patch.
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Serenitis

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Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« Reply #1577 on: December 29, 2021, 01:46:12 PM »

I might be wrong about this, but I feel like mantle bores and fullerene spools shouldn't really work on stations.
What with them having neither mantles to bore through nor gravity wells to escape.

Digging the new text setup tho. Much more intuitive than the icon bar thing.
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boggled

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Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« Reply #1578 on: December 29, 2021, 04:41:56 PM »

I might be wrong about this, but I feel like mantle bores and fullerene spools shouldn't really work on stations.
What with them having neither mantles to bore through nor gravity wells to escape.

Digging the new text setup tho. Much more intuitive than the icon bar thing.


I think it's preferable from a gameplay standpoint that those items work on stations. From a lore standpoint, you can imagine that the mantle bore is being used to mine especially large asteroids, and the fullerene spool is being used for something like this: https://en.wikipedia.org/wiki/Space_tether. It's not ideal, but I think it makes enough sense to justify their use on stations.

I'm glad you like the new menu!
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Nox

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Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« Reply #1579 on: December 29, 2021, 06:44:54 PM »

Enjoying the mod, thanks for it.

I'm noticing that domed cities are not providing protection against regular hot colony condition.  Is this intentional?
 
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boggled

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Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« Reply #1580 on: December 30, 2021, 06:27:14 AM »

Enjoying the mod, thanks for it.

I'm noticing that domed cities are not providing protection against regular hot colony condition.  Is this intentional?
 

Yes, domed cities do not suppress temperature conditions.
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Sincronic

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Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« Reply #1581 on: December 31, 2021, 08:53:40 AM »

For me, escape button doesn't seem to work once you enter terraforming options, to go back one step.
Is it possible to make the terraform menu on number 5) instead of 4)? For sake of muscle memory for repairing ships  :)
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boggled

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Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« Reply #1582 on: December 31, 2021, 09:07:39 AM »

For me, escape button doesn't seem to work once you enter terraforming options, to go back one step.
Is it possible to make the terraform menu on number 5) instead of 4)? For sake of muscle memory for repairing ships  :)

I didn't set up the rules.csv to bind the escape key to go back. I'll try to do this for the next patch.

Sure, I'll try to move the terraform menu below the ship repair prompt. I didn't realize it was appearing above it - my bad!

Thanks for the good suggestions!
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Nox

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Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« Reply #1583 on: December 31, 2021, 02:59:37 PM »

Enjoying the mod, thanks for it.

I'm noticing that domed cities are not providing protection against regular hot colony condition.  Is this intentional?
 

Yes, domed cities do not suppress temperature conditions.

Thanks for the answer!  Looks like it doesn't counter pollution either.  Hm.

« Last Edit: December 31, 2021, 04:25:08 PM by Nox »
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boggled

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Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« Reply #1584 on: January 03, 2022, 03:06:22 PM »

Enjoying the mod, thanks for it.

I'm noticing that domed cities are not providing protection against regular hot colony condition.  Is this intentional?
 

Yes, domed cities do not suppress temperature conditions.

Thanks for the answer!  Looks like it doesn't counter pollution either.  Hm.



The tooltip lists the conditions it would counter or is countering.

Temperature conditions are dealt with using stellar reflectors or fusion lamps, and pollution is dealt with using the genelab.
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Nox

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Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« Reply #1585 on: January 03, 2022, 04:23:40 PM »

Enjoying the mod, thanks for it.

I'm noticing that domed cities are not providing protection against regular hot colony condition.  Is this intentional?
 

Yes, domed cities do not suppress temperature conditions.

Thanks for the answer!  Looks like it doesn't counter pollution either.  Hm.




The tooltip lists the conditions it would counter or is countering.

Temperature conditions are dealt with using stellar reflectors or fusion lamps, and pollution is dealt with using the genelab.

I get that.  The domes are listed as hermetically sealed and protect against vacuum.  just irritates my OCD that they don't protect against pollution.  i'll get over it
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Nox

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Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« Reply #1586 on: January 06, 2022, 07:52:49 AM »

Looking this over again, to me the domes seem to be a temporary solution with a huge downside.  .05 colony defense is a terrible penalty. 

I was going to just go ahead and add temperature, pollution, toxicity etc. to domes but unfortunately it's in the jar file and I don't yet know how to reverse engineer that. 

Love the mod.  I'll have to figure out a way forward.
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boggled

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Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« Reply #1587 on: January 06, 2022, 08:41:29 AM »

Looking this over again, to me the domes seem to be a temporary solution with a huge downside.  .05 colony defense is a terrible penalty. 

They're not as strong as they were in previous patches, but it's the only way (in this mod) to suppress Inimical Biosphere. They synergize well with the Mesozoic Park and Commerce industries, since they can suppress the hazard from Inimical Biosphere and increase stability to counteract the penalties from Commerce and having a free port.
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Nox

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Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« Reply #1588 on: January 06, 2022, 09:24:22 AM »

I love the idea of cloning also.  seems like you could do more with that.  instead of an industry slot i'd have it have significant downsides.

the basic cloning could say require one body part to run, produce modest growth and a lot of unrest
with a gamma AI, it produces body parts, growth, no unrest
with beta AI, produces +food, body parts, +growth, small stability
with alpha ai produces ++food (synth meat!), +body parts, ++growth, ++stability, +troopers also requires guns

something like that. 
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Uhlang

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Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« Reply #1589 on: January 06, 2022, 10:09:06 AM »

I was also thinking that more could be done with Cloning, but didn't suggest it because I felt it would've been less TASC and more IndEvo. Might as well do it now that someone else brought it up.

My idea was that it could be used to create pop 7 colonies. Of course, this function would have to be barred behind something like a quest, the abuse of story points, or a single-use colony item(like a "Pando Device," after the massive clonal colony of quaking aspen,) but it would certainly be nice to have more options to break the pop limit.
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