Irradiated planets without the irradiated condition shouldn't actually exist in the vanilla game. The core world generation is a somewhat special case because it inconsistently ignores planetgen rules for whatever inane reason.
It's fine if planetgen always adds the irradiated condition to irradiated worlds. I just want Hanan Pacha to be terraformable because I think it's satisfying for players to be able to "repair" the planet.
Hi, Boggled. Two questions.
One: When it says that worlds with an irradiated atmosphere cannot be terraformed, does it refer to the irradiated world type, or worlds with the irradiated market condition? If it refers to the latter, is it intended for them to be unterraformable with the recent changes to the magnetoshield?
I could see it either way, with it being set so the world type is doomed to represent why no one came back to Hanan Pasha, and why PK's are so bad, it being set to the condition to show the limits of domain terraforming, or it being an oversight you did not notice when doing a common sense fix.
Would love if someone cleared it up.
Two: Is there any way to supress or remove asteroid impacts? Does adding an atmosphere stop them, for example?
It wasn't my intention to prevent terraforming of Hanan Pacha. I'll take a look at the code later to see what's blocked and what isn't. I think the way I want it to work is that planets with the irradiated condition can't be terraformed, but planets without the irradiated condition but are of the irradiated planet type can be terraformed.
Asteroid impacts can be suppressed by a building that the player can unlock via a vanilla quest (not the main academy questline). In case you haven't completed that quest yet, I won't spoil it for you here!
Uhh, would you be talking about the planetary shield? If so, I may have a problem, as I have Planetary Shield:Access Control installed, and it may have overwritten that, or caused some incompatibility issue I did not notice.
Also, I see what is going on. The magnetoshield used to remove radiation outright, making Hanan Pasha (and worlds hit with your PK) terraformable. However, once you changed it to only supressing it, you did not change it so it checked if it was supressed, thus making all irradiated worlds impossible to terraform, even with the shield.
Yes, the planetary shield suppresses meteor impacts if you have TASC installed. I haven't tested it with the Access Control mod - let me know if it works, and if not, I can add support.
I double checked my code and I have it set up so that irradiated planets are classified as barren worlds, which are terraformable. It's only the irradiated condition that blocks terraforming, which Hanan Pacha doesn't have, so it can be terraformed.
You're correct that my change to the magnetoshield makes planets with the irradiated condition impossible to terraform. I'll consider making a change in the next patch to allow terraforming of planets with the irradiated condition so long as the magnetoshield is present.
I was unable to replicate the crash Truly experienced on my system. I downloaded Tahlan Shipworks, satbombed Adramalech Fortress twice so it was destroyed, saved, then reloaded - no crash. I also reviewed my code and I can't identify any obvious reason for the crash.
I created a special build of the mod that includes a bunch of log statements in the method that causes the exception. If you're still experiencing the issue, can you download this version and cause the crash, then send me the stack trace? That should help narrow down why the crash is happening so I can fix it.
https://www.dropbox.com/sh/s7es7tlfot87qi8/AADL2s_wBlUX5zehL5SdRZVMa?dl=0
Thanks again, and sorry about the crash!
Hi, I'm still getting the error, here is the log generated after destroying Adramalech Fortress then save/load again with your build:
https://www.dropbox.com/sh/yq0ljlhazdizf6d/AABHqKCAWkfVwfs-Omwg3EZKa?dl=0
Thanks for testing it! I can see from the logs that apparently that market doesn't have a faction ID after the bombardment, which is peculiar because I think it should be getting set to neutral after a colony is destroyed. I created another test build - this one should hopefully fix the crash. Let me know if it works!
https://www.dropbox.com/sh/f4hauxi0bnomsum/AADv0wEPy5C5GyXlvshLmdsRa?dl=0