So I have an error with Domed Cities being built on water/underwater worlds, even after changing this setting to true: "boggledDomedCitiesBuildableOnWaterWorlds":true
I restarted the game a few times, and every time this error shows up: "Error in getUnavailableReason() in Domed Cities. Please report this to boggled on the forums."
I'm assuming it's either because I've already discovered this world (and the code failed to re-check this particular colony(?)), or the function doesn't exactly work. Either way, I hope there's a quick fix for this soon!
I'll try to issue a patch this weekend to fix this. Thanks for the report and sorry for the inconvenience!
Regarding your proposed changes, I can see a few potential issues:
1. You write that the focus for Terran is farming - but since it starts with volatiles and therefore can't slot Soil Nanites, it's actually inferior for farming relative to Jungle and Arid despite their lower max farming values!
2. If the player suppresses the Hot or Cold condition, I think they'll have the expectation that they should be able to turn that planet into a Terran world. Stopping that wouldn't make sense from a lore standpoint. Also, I think all procedurally generated Arid/Desert planets are hot - allowing the player to create Arid/Desert worlds that are cold seems to be incongruent with how the vanilla system works, even if it makes sense from a realism standpoint.
3. The divergence in max values between planet types is less than the current system (even for farming, if you assume the player has access to Soil Nanites). If anything, this will make the planet types less distinct and more interchangeable.
1. I consider soil nanites as form of rare compensation for worse conditions - not a default bonus. I played many games without even finding one. But for compensation there has to be reason for it. I was able to create a jungle food +9 paradise (food +2 from bountiful farmland, another +2 from reflectors, and +2 from soil nanites, +1 from governor, +1 from alpha core, +1 from story point improvement) from barren extremely hot planet. It was hurting my eyes! I hate soil nanites.
2. Well, I was thinking about that too, but currently Arid type has little reason to exist, because it is outclassed by Jungle and Terran (no one cares about traces of volatiles). I was thinking about making Terran type a bit elite but... I got another idea! Terraforming points!
Each planet will have a pool of f.e. 120 terraforming points to spent. Every action will have a cost. Every planet and resource will have a preferred temperature condition:
Terran - normal, Water - normal, Jungle - hot, Arid - hot, Tundra - cold, Freezing - very cold
Food - normal, Organics - hot, Volatiles - cold
Base cost for resource improvement could be 12 points (12 is nice number; can be divided by 2,3,4,6), but if the action is taken outside of its preferred conditions, to the cost will be added another 12 points for every temperature difference step. Suppressing conditions by solar mirrors/reflectors will halve the penalty.
Example 1: Improving volatiles on hot Arid planet will cost base 12 + penalty for volatiles hot to cold difference + 12*2 = 36, but with reflectors: 12 + 24/2 =24 points.
Example 2: Improving food on hot Terran planet with solar mirrors will cost base 12 + 12/2 penalty for food normal to hot difference + 12/2 penalty for improving not normal Terran = 24 points
Example 3: Improving volatiles on very hot Jungle planet will cost: base 12 + 36 penalty for volatiles very hot to cold difference + 12 penalty for improving not on the hot Jungle (no suppression can be made) = 60 points
Example 4: Improving organics on very hot Jungle planet will cost: base 12 + 12 penalty for organics very hot to hot difference + 12 penalty for improving not on the hot Jungle (no suppression can be made) = 36 points
Example 5: Improving food on very hot Jungle planet will cost: base 12 + 24 penalty for food very hot to normal difference + 12 penalty for improving not on the hot Jungle (no suppression can be made) = 48 points
Atmospheric improvements also should have a cost f.e. 12 or 24 points?
Changing planet type - 48 points?
Terraforming points should prevent creating extremely hot/cold monstrosities that i mentioned before. A hope it is doable.
This is an interesting idea and could probably be implemented from a coding standpoint, but I'm not sure it would create a good gameplay experience. Players would be confused and frustrated that their planet can no longer be improved because they ran out of abstract terraforming points, instead of more tangible and realistic limitations based on factors like temperature or the type of planet.
So I'd like to weigh in on my opinion with terraforming. I've lost track how many times it's been changed to date but, I don't particular mind the new system. It's thought provoking in it's own way. That's good, what's a little bizarre to be is the flip from the colony buildings that either suppressed or removed a certain affliction(IE The Terraforming platform for mild and removing extreme weather) for the menu to another item in the interactive menu for planets(With as many mods as me I've actually hit Zero hotkey for options.). Personally I'd like to keep the new math's and strategizing different worlds for different jobs. Though, I would like to see a return of the terraforming platform(With the new limitations in mind IE No mild on jungle or Tundra worlds). I think implementing it in a modifier suppression way instead of just out right removing the problem is cool(Except maybe extreme weather). Like if you have a colony on toxic world, you need an atmosphere processor to keep the toxins away(Could work for pollution or hostile biosphere). I honestly wouldn't mind if completely terraforming a planet was locked behind the Gene labs, I mean when you get a colony it's pretty much game as soon after planet types are little more than an inconvenience. I'd settle the sun if it produced enough volatiles. Hell, I'd terraform it to boot.
You have a valid point - the terraforming menu feels sort of like a console command, while building structures such as the Terraforming Platform and seeing them improve conditions is more rewarding. The terraforming menu does have some advantages over buildings though, like being very straightforward and easy for newer players to grasp.
Something I'm considering is linking the subsections of the terraforming menu to specific buildings, and having the project options pop up when the player clicks on the building. For example, if the player clicks on the Atmosphere Processor building, instead of the menu options regarding installing items or AI cores, the various projects will pop up instead. This may not be feasible from a coding standpoint so I'll have to look into it more.