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Author Topic: [0.97a] Terraforming and Station Construction (v9.0.7)  (Read 1071581 times)

Gundamfan

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Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« Reply #2280 on: December 27, 2022, 04:04:23 AM »

Hello it's been a while when i mention that i am unable to build the mining stations here is the config i messed with, please help me find the problem, I just lower the cost of the build and it been like that ever since...

{
   "ruleCommandPackages":[
      "data.scripts"
   ],

   #################
   # VERSION CHECKER
   #################

   # Only checks for updates if Nexerlin is not active, since Nexerelin now includes Version Checker.
   # If Nexerelin is not active, this mod uses boggled's API to check for updates. It also reports
   # what settings the player has enabled in this file to assist boggled with developing the mod.
   # Changing this setting to false will disable all networking to boggled's API.
   "boggledCheckForUpdates":true,
   
   #######################
   # TERRAFORMING SETTINGS
   #######################

   # Setting this to false will completely disable any terraforming content
   "boggledTerraformingContentEnabled":true,

   # Controls how long planet type changes take (in days)
   "boggledTerraformingTime":4,

   # Controls how long resource improvements take (in days)
   "boggledResourceImprovementTime":2,

   # Controls how long condition improvements take (in days)
   "boggledConditionImprovementTime":2,

   # Can be used to disable the Stellar Reflector Array structure
   # Note that this will make many terraforming projects impossible to complete.
   "boggledStellarReflectorArrayEnabled":true,
   # Automatically adds the structure to markets that start the game with reflectors in orbit.
   # Disabling this will cause Eventide, Eochu Bres and some other planets to have the market condition "for free"
   # without needing to keep this structure.
   "boggledStellarReflectorArrayMarketAutoPlacementEnabled":true,

   # Can be used to disable the Genelab structure
   "boggledGenelabEnabled":true,

   # Can be used to disable the Mesozoic Park industry
   "boggledMesozoicParkEnabled":true,

   # Can be used to disable the Domed Cities/Seafloor Cities structure
   "boggledDomedCitiesEnabled":true,

   # Can be used to enable the Harmonic Damper structure
   # This building suppresses tectonic activity.
   "boggledHarmonicDamperEnabled":true,

   # Can be used to enable the Planetary Agrav Field structure
   # This building suppresses high/low gravity if Domed Cities is built on the colony.
   "boggledPlanetaryAgravFieldEnabled":true,

   # Can be used to enable the Magnetoshield structure
   # This building remove the "Irradiated" condition, but it will return if
   # the building is deconstructed.
   "boggledMagnetoshieldEnabled":true,

   # Can be used to enable the Planet Cracker structure
   # Only buildable on stations orbiting a planet.
   # This will permanently improve ore and rare ore resources by one level on the planet but
   # adds tectonic activity - can't be used if planet already has tectonic activity.
   "boggledPlanetCrackerEnabled":true,

   # Can be used to enable the Ouyang Optimizer structure
   # Only buildable on stations orbiting a planet.
   # This will permanently improve volatiles resources by one level on the planet but
   # adds extreme weather - can't be used if planet already has extreme weather.
   "boggledOuyangOptimizerEnabled":true,

   ##################
   # STATION SETTINGS
   ##################

   # Setting this to false will completely disable all station construction content
   "boggledStationConstructionContentEnabled":true,

   # Setting this to true will cause station construction to take the specified number of days
   "boggledStationConstructionDelayEnabled":false,
   "boggledStationConstructionDelayDays":90,

   # Enables construction of astropoli in orbit around planets.
   # Three astropoli can be built around each planet by default.
   "boggledAstropolisEnabled":true,
   "boggledMaxNumAstropoliPerPlanet":3,
   "boggledCanBuildAstropolisOnPurchasedGovernorshipPlanets":false,
   
   # Astropli can only be built around large planets with a relatively clear orbit.
   # Setting this to true will remove those restrictions.
   "boggledAstropolisIgnoreOrbitalRequirements":false,

   # Controls the costs for building astropolis stations
   "boggledAstropolisStationBuildCreditCost":5000,
   "boggledAstropolisStationBuildCrewCost":100,
   "boggledAstropolisStationBuildHeavyMachineryCost":200,
   "boggledAstropolisStationBuildMetalCost":100,
   "boggledAstropolisStationBuildTransplutonicsCost":200,

   # Controls the sprites used for astropolis stations.
   # 0 - Alternates between low tech, midline and high tech sprites.
   # 1 - All low tech sprites.
   # 2 - All midline sprites.
   # 3 - All high tech sprites.
   "boggledAstropolisSpriteToUse":0,

   # Setting this to false will disable mining station construction
   "boggledMiningStationEnabled":true,
   
   # Set the maximum number of mining stations per system.
   # This number can be arbitrarily large but balance and performance problems will result with extreme values.
   "boggledMaxNumMiningStationsPerSystem":3,

   # Controls how the ore resource levels for mining stations are assigned
   "boggledMiningStationLinkToResourceBelts":false,

   # If boggledMiningStationLinkToResourceBelts is set to false above, the following option will control ore resources
   # on mining stations:
   # 1 = Sparse, 2 = Moderate, 3 = Abundant, 4 = Rich, 5 = Ultrarich, Any other value = set to moderate
   "boggledMiningStationStaticAmount":2,

   # If boggledMiningStationLinkToResourceBelts is set to true above, the following options will control ore resources
   # on mining stations. Resources are based on the number of asteroid belts in the system, with the number for each resource
   # level being the minimum number of belts required for that resource level.
   "boggledMiningStationSparseOre":0,
   "boggledMiningStationModerateOre":2,
   "boggledMiningStationAbundantOre":5,
   "boggledMiningStationRichOre":7,
   "boggledMiningStationUltrarichOre":9,

   # Controls the costs for building mining stations
   "boggledMiningStationBuildCreditCost":5000,
   "boggledMiningStationBuildCrewCost":100,
   "boggledMiningStationBuildHeavyMachineryCost":2.0,
   "boggledMiningStationBuildMetalCost":100,
   "boggledMiningStationBuildTransplutonicsCost":200,

   # Setting this to false will disable siphon station construction
   "boggledSiphonStationEnabled":true,

   # Controls how the volatiles resource level for siphon stations is assigned
   # If linked to the host gas giant, the siphon station will inherit the same volatiles level as the gas giant
   # If boggledSiphonStationLinkToGasGiant is set to false, the volatiles amount will be set based on boggledSiphonStationStaticAmount
   # 1 = Trace, 2 = Diffuse, 3 = Abundant, 4 = Plentiful, Any other value = set to diffuse
   "boggledSiphonStationLinkToGasGiant":true,
   "boggledSiphonStationStaticAmount":2,

   # Controls the costs for building siphon stations
   "boggledSiphonStationBuildCreditCost":5000,
   "boggledSiphonStationBuildCrewCost":100,
   "boggledSiphonStationBuildHeavyMachineryCost":200,
   "boggledSiphonStationBuildMetalCost":100,
   "boggledSiphonStationBuildTransplutonicsCost":200,

   # Setting this to false will disable colonization of abandoned stations
   "boggledStationColonizationEnabled":true,

   # Controls the costs for colonizing an abandoned station
   "boggledStationRecolonizeCreditCost":200,
   "boggledStationRecolonizeCrewCost":100,
   "boggledStationRecolonizeHeavyMachineryCost":150,
   "boggledStationRecolonizeMetalCost":500,
   "boggledStationRecolonizeTransplutonicsCost":150,

   # Enables the cramped quarters setting that greatly reduces station population growth starting at the chosen value.
   "boggledStationCrampedQuartersEnabled":false,
   "boggledStationCrampedQuartersSizeGrowthReductionStarts":3,

   # Enables the 'Expand Station' industry to increase the population soft limit set above.
   # The base cost of this industry can be modified using industries.csv.
   "boggledStationCrampedQuartersPlayerCanPayToIncreaseStationSize":false,
   "boggledStationProgressiveIncreaseInCostsToExpandStation":true,

   # Adds an accessibility bonus to player-constructed stations. Leaving this at zero means no boost.
   "boggledStationAccessibilityBoost":9990,

   # Configures the base hazard rating for stations by offsetting the base hazard of 100 by the value the player inputs.
   # Negative values can be used to decrease hazard.
   "boggledStationHazardRatingModifier":-9990,
   
   # Applies Cramped Quarters (if enabled), hazard and accessibility modifiers (if enabled), and
   # enables "no atmosphere" special items on all stations sector-wide.
   # If set to false, only stations created using this mod will have the above features applied to them.
   "boggledApplyStationSettingsToAllStationsInSector":true,

   # Enable the AI Mining Drones station-exclusive structure.
   # Balanced around stations being capped at 3 or 4 market size by cramped quarters.
   # Strongly recommended to keep disabled unless cramped quarters is enabled.
   "boggledEnableAIMiningDronesStructure":false,
   
   ######################
   # DOMAIN-TECH SETTINGS
   ######################

   # Setting this to false will completely disable any Domain-tech content
   "boggledDomainTechContentEnabled":true,

   # Can be used to disable crafting of special items using Domain-era artifacts
   "boggledDomainTechCraftingEnabled":true,
   # Controls the cost in terms of Domain-era artifacts to craft a special item
   "boggledDomainTechCraftingArtifactCost":20,
   # Controls the number of story points required to craft a special item
   "boggledDomainTechCraftingStoryPointCost":2,

   # Can be used to enable the planet-killer device.
   "boggledPlanetKillerEnabled":false,
   # By default, the planet-killer cannot be used on markets designated as essential for the story quests. The below setting will override that
   # and allow the planet-killer to destroy those markets anyway. Destroying story essential markets may result in bugs, crashes or the inability to complete a quest.
   "boggledPlanetKillerAllowDestructionOfColoniesMarkedAsEssentialForQuests":true,

   # Can be used to disable the Domain Archaeology industry
   # Buildings that require Domain-era artifacts simply won't anymore.
   # Domain-tech crafting requires Domain-era artifacts and will be automatically disabled.
   "boggledDomainArchaeologyEnabled":true,
   "boggledReplaceAgreusTechMiningWithDomainArchaeology":true,

   # Adds buildings that demand Domain-era artifacts to several vanilla colonies.
   # This includes: Genelab on Volturn, Limelight Network on Fikenhild, GPA on Ancyra, DAE demand on Cryosanctum on Nomios.
   "boggledAddDomainTechBuildingsToVanillaColonies":true,

   # Can be used to disable the Kletka Simulator (AI core production) industry.
   "boggledKletkaSimulatorEnabled":true,
   # Toggle whether the Kletka Simulator upkeep changes based on planet temperature.
   "boggledKletkaSimulatorTemperatureBasedUpkeep":true,

   # Can be used to disable CHAMELEON structure.
   "boggledCHAMELEONEnabled":true,

   # Can be used to allow the player to build the Limelight Network building.
   "boggledLimelightNetworkPlayerBuildEnabled":true,

   # Can be used to allow the player to build the Cryosanctum building.
   "boggledCryosanctumPlayerBuildEnabled":true,
   # Toggle to make all Cryosanctum buildings demand DAE
   "boggledCryosanctumReplaceEverywhere":true,

   # Can be used to disable building of the Domain-tech stable location structures
   "boggledDomainTechObjectivesEnabled":true,
   "boggledDomainTechObjectivesUpgradeRelationshipImpact":5,

   # Can be used to disable building of inactive gates
   "boggledDomainTechInactiveGateConstructionEnabled":true,
   # Requires completion of main questline to build inactive gates
   "boggledDomainTechInactiveGateConstructionMainQuestCompletionRequired":true,
   # Requires the player to have a colony in-system to build an inactive gate
   "boggledPlayerMustHaveMarketInSystemToBuildInactiveGate":true,
   # Player must have a market of this size or greater in-system to build an inactive gate
   # If boggledPlayerMustHaveMarketInSystemToBuildInactiveGate is set to false, this does nothing
   "boggledMarketSizeRequiredToBuildInactiveGate":5,

   # Configure costs for Inactive Gate construction
   "boggledStableLocationGateCostHeavyMachinery":500,
   "boggledStableLocationGateCostMetals":200,
   "boggledStableLocationGateCostTransplutonics":200,
   "boggledStableLocationGateCostDomainEraArtifacts":200,

   # Configure costs for Domain-tech stable location structures
   "boggledStableLocationDomainTechStructureCostHeavyMachinery":500,
   "boggledStableLocationDomainTechStructureCostMetals":200,
   "boggledStableLocationDomainTechStructureCostTransplutonics":200,
   "boggledStableLocationDomainTechStructureCostDomainEraArtifacts":200,

   ########################
   # MISCELLANEOUS SETTINGS
   ########################

   # Remnant battlestation can be constructed as an orbital station type on player colonies
   "boggledRemnantStationEnabled":true,

   # Can be used to enable the Hydroponics industry
   "boggledHydroponicsEnabled":true,

   # Can be used to enable the Cloning industry
   "boggledCloningEnabled":true,

   "graphics":
   {
      "boggled":
      {
         "stellar_mirror":"graphics/icons/industry/stellar_mirror.jpg",
         "stellar_shade":"graphics/icons/industry/stellar_shade.jpg",
         "asteroid_processing":"graphics/icons/industry/asteroid_processing.jpg",
         "seafloor_cities":"graphics/icons/industry/boggled_seafloor_cities.png",

         "mesozoic_park_terran":"graphics/icons/industry/mesozoic_park_terran.jpg",
         "mesozoic_park_water":"graphics/icons/industry/mesozoic_park_water.jpg",
         "mesozoic_park_jungle":"graphics/icons/industry/mesozoic_park_jungle.jpg",
         "mesozoic_park_desert":"graphics/icons/industry/mesozoic_park_desert.jpg",

         "stellar_mirror_condition":"graphics/icons/conditions/stellar_mirror.png",
         "stellar_shade_condition":"graphics/icons/conditions/stellar_shade.png",
      },
   }   
}
Logged

boggled

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  • Posts: 1127
    • View Profile
Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« Reply #2281 on: December 27, 2022, 05:57:21 AM »

Spoiler
Hello it's been a while when i mention that i am unable to build the mining stations here is the config i messed with, please help me find the problem, I just lower the cost of the build and it been like that ever since...

{
   "ruleCommandPackages":[
      "data.scripts"
   ],

   #################
   # VERSION CHECKER
   #################

   # Only checks for updates if Nexerlin is not active, since Nexerelin now includes Version Checker.
   # If Nexerelin is not active, this mod uses boggled's API to check for updates. It also reports
   # what settings the player has enabled in this file to assist boggled with developing the mod.
   # Changing this setting to false will disable all networking to boggled's API.
   "boggledCheckForUpdates":true,
   
   #######################
   # TERRAFORMING SETTINGS
   #######################

   # Setting this to false will completely disable any terraforming content
   "boggledTerraformingContentEnabled":true,

   # Controls how long planet type changes take (in days)
   "boggledTerraformingTime":4,

   # Controls how long resource improvements take (in days)
   "boggledResourceImprovementTime":2,

   # Controls how long condition improvements take (in days)
   "boggledConditionImprovementTime":2,

   # Can be used to disable the Stellar Reflector Array structure
   # Note that this will make many terraforming projects impossible to complete.
   "boggledStellarReflectorArrayEnabled":true,
   # Automatically adds the structure to markets that start the game with reflectors in orbit.
   # Disabling this will cause Eventide, Eochu Bres and some other planets to have the market condition "for free"
   # without needing to keep this structure.
   "boggledStellarReflectorArrayMarketAutoPlacementEnabled":true,

   # Can be used to disable the Genelab structure
   "boggledGenelabEnabled":true,

   # Can be used to disable the Mesozoic Park industry
   "boggledMesozoicParkEnabled":true,

   # Can be used to disable the Domed Cities/Seafloor Cities structure
   "boggledDomedCitiesEnabled":true,

   # Can be used to enable the Harmonic Damper structure
   # This building suppresses tectonic activity.
   "boggledHarmonicDamperEnabled":true,

   # Can be used to enable the Planetary Agrav Field structure
   # This building suppresses high/low gravity if Domed Cities is built on the colony.
   "boggledPlanetaryAgravFieldEnabled":true,

   # Can be used to enable the Magnetoshield structure
   # This building remove the "Irradiated" condition, but it will return if
   # the building is deconstructed.
   "boggledMagnetoshieldEnabled":true,

   # Can be used to enable the Planet Cracker structure
   # Only buildable on stations orbiting a planet.
   # This will permanently improve ore and rare ore resources by one level on the planet but
   # adds tectonic activity - can't be used if planet already has tectonic activity.
   "boggledPlanetCrackerEnabled":true,

   # Can be used to enable the Ouyang Optimizer structure
   # Only buildable on stations orbiting a planet.
   # This will permanently improve volatiles resources by one level on the planet but
   # adds extreme weather - can't be used if planet already has extreme weather.
   "boggledOuyangOptimizerEnabled":true,

   ##################
   # STATION SETTINGS
   ##################

   # Setting this to false will completely disable all station construction content
   "boggledStationConstructionContentEnabled":true,

   # Setting this to true will cause station construction to take the specified number of days
   "boggledStationConstructionDelayEnabled":false,
   "boggledStationConstructionDelayDays":90,

   # Enables construction of astropoli in orbit around planets.
   # Three astropoli can be built around each planet by default.
   "boggledAstropolisEnabled":true,
   "boggledMaxNumAstropoliPerPlanet":3,
   "boggledCanBuildAstropolisOnPurchasedGovernorshipPlanets":false,
   
   # Astropli can only be built around large planets with a relatively clear orbit.
   # Setting this to true will remove those restrictions.
   "boggledAstropolisIgnoreOrbitalRequirements":false,

   # Controls the costs for building astropolis stations
   "boggledAstropolisStationBuildCreditCost":5000,
   "boggledAstropolisStationBuildCrewCost":100,
   "boggledAstropolisStationBuildHeavyMachineryCost":200,
   "boggledAstropolisStationBuildMetalCost":100,
   "boggledAstropolisStationBuildTransplutonicsCost":200,

   # Controls the sprites used for astropolis stations.
   # 0 - Alternates between low tech, midline and high tech sprites.
   # 1 - All low tech sprites.
   # 2 - All midline sprites.
   # 3 - All high tech sprites.
   "boggledAstropolisSpriteToUse":0,

   # Setting this to false will disable mining station construction
   "boggledMiningStationEnabled":true,
   
   # Set the maximum number of mining stations per system.
   # This number can be arbitrarily large but balance and performance problems will result with extreme values.
   "boggledMaxNumMiningStationsPerSystem":3,

   # Controls how the ore resource levels for mining stations are assigned
   "boggledMiningStationLinkToResourceBelts":false,

   # If boggledMiningStationLinkToResourceBelts is set to false above, the following option will control ore resources
   # on mining stations:
   # 1 = Sparse, 2 = Moderate, 3 = Abundant, 4 = Rich, 5 = Ultrarich, Any other value = set to moderate
   "boggledMiningStationStaticAmount":2,

   # If boggledMiningStationLinkToResourceBelts is set to true above, the following options will control ore resources
   # on mining stations. Resources are based on the number of asteroid belts in the system, with the number for each resource
   # level being the minimum number of belts required for that resource level.
   "boggledMiningStationSparseOre":0,
   "boggledMiningStationModerateOre":2,
   "boggledMiningStationAbundantOre":5,
   "boggledMiningStationRichOre":7,
   "boggledMiningStationUltrarichOre":9,

   # Controls the costs for building mining stations
   "boggledMiningStationBuildCreditCost":5000,
   "boggledMiningStationBuildCrewCost":100,
   "boggledMiningStationBuildHeavyMachineryCost":2.0,
   "boggledMiningStationBuildMetalCost":100,
   "boggledMiningStationBuildTransplutonicsCost":200,

   # Setting this to false will disable siphon station construction
   "boggledSiphonStationEnabled":true,

   # Controls how the volatiles resource level for siphon stations is assigned
   # If linked to the host gas giant, the siphon station will inherit the same volatiles level as the gas giant
   # If boggledSiphonStationLinkToGasGiant is set to false, the volatiles amount will be set based on boggledSiphonStationStaticAmount
   # 1 = Trace, 2 = Diffuse, 3 = Abundant, 4 = Plentiful, Any other value = set to diffuse
   "boggledSiphonStationLinkToGasGiant":true,
   "boggledSiphonStationStaticAmount":2,

   # Controls the costs for building siphon stations
   "boggledSiphonStationBuildCreditCost":5000,
   "boggledSiphonStationBuildCrewCost":100,
   "boggledSiphonStationBuildHeavyMachineryCost":200,
   "boggledSiphonStationBuildMetalCost":100,
   "boggledSiphonStationBuildTransplutonicsCost":200,

   # Setting this to false will disable colonization of abandoned stations
   "boggledStationColonizationEnabled":true,

   # Controls the costs for colonizing an abandoned station
   "boggledStationRecolonizeCreditCost":200,
   "boggledStationRecolonizeCrewCost":100,
   "boggledStationRecolonizeHeavyMachineryCost":150,
   "boggledStationRecolonizeMetalCost":500,
   "boggledStationRecolonizeTransplutonicsCost":150,

   # Enables the cramped quarters setting that greatly reduces station population growth starting at the chosen value.
   "boggledStationCrampedQuartersEnabled":false,
   "boggledStationCrampedQuartersSizeGrowthReductionStarts":3,

   # Enables the 'Expand Station' industry to increase the population soft limit set above.
   # The base cost of this industry can be modified using industries.csv.
   "boggledStationCrampedQuartersPlayerCanPayToIncreaseStationSize":false,
   "boggledStationProgressiveIncreaseInCostsToExpandStation":true,

   # Adds an accessibility bonus to player-constructed stations. Leaving this at zero means no boost.
   "boggledStationAccessibilityBoost":9990,

   # Configures the base hazard rating for stations by offsetting the base hazard of 100 by the value the player inputs.
   # Negative values can be used to decrease hazard.
   "boggledStationHazardRatingModifier":-9990,
   
   # Applies Cramped Quarters (if enabled), hazard and accessibility modifiers (if enabled), and
   # enables "no atmosphere" special items on all stations sector-wide.
   # If set to false, only stations created using this mod will have the above features applied to them.
   "boggledApplyStationSettingsToAllStationsInSector":true,

   # Enable the AI Mining Drones station-exclusive structure.
   # Balanced around stations being capped at 3 or 4 market size by cramped quarters.
   # Strongly recommended to keep disabled unless cramped quarters is enabled.
   "boggledEnableAIMiningDronesStructure":false,
   
   ######################
   # DOMAIN-TECH SETTINGS
   ######################

   # Setting this to false will completely disable any Domain-tech content
   "boggledDomainTechContentEnabled":true,

   # Can be used to disable crafting of special items using Domain-era artifacts
   "boggledDomainTechCraftingEnabled":true,
   # Controls the cost in terms of Domain-era artifacts to craft a special item
   "boggledDomainTechCraftingArtifactCost":20,
   # Controls the number of story points required to craft a special item
   "boggledDomainTechCraftingStoryPointCost":2,

   # Can be used to enable the planet-killer device.
   "boggledPlanetKillerEnabled":false,
   # By default, the planet-killer cannot be used on markets designated as essential for the story quests. The below setting will override that
   # and allow the planet-killer to destroy those markets anyway. Destroying story essential markets may result in bugs, crashes or the inability to complete a quest.
   "boggledPlanetKillerAllowDestructionOfColoniesMarkedAsEssentialForQuests":true,

   # Can be used to disable the Domain Archaeology industry
   # Buildings that require Domain-era artifacts simply won't anymore.
   # Domain-tech crafting requires Domain-era artifacts and will be automatically disabled.
   "boggledDomainArchaeologyEnabled":true,
   "boggledReplaceAgreusTechMiningWithDomainArchaeology":true,

   # Adds buildings that demand Domain-era artifacts to several vanilla colonies.
   # This includes: Genelab on Volturn, Limelight Network on Fikenhild, GPA on Ancyra, DAE demand on Cryosanctum on Nomios.
   "boggledAddDomainTechBuildingsToVanillaColonies":true,

   # Can be used to disable the Kletka Simulator (AI core production) industry.
   "boggledKletkaSimulatorEnabled":true,
   # Toggle whether the Kletka Simulator upkeep changes based on planet temperature.
   "boggledKletkaSimulatorTemperatureBasedUpkeep":true,

   # Can be used to disable CHAMELEON structure.
   "boggledCHAMELEONEnabled":true,

   # Can be used to allow the player to build the Limelight Network building.
   "boggledLimelightNetworkPlayerBuildEnabled":true,

   # Can be used to allow the player to build the Cryosanctum building.
   "boggledCryosanctumPlayerBuildEnabled":true,
   # Toggle to make all Cryosanctum buildings demand DAE
   "boggledCryosanctumReplaceEverywhere":true,

   # Can be used to disable building of the Domain-tech stable location structures
   "boggledDomainTechObjectivesEnabled":true,
   "boggledDomainTechObjectivesUpgradeRelationshipImpact":5,

   # Can be used to disable building of inactive gates
   "boggledDomainTechInactiveGateConstructionEnabled":true,
   # Requires completion of main questline to build inactive gates
   "boggledDomainTechInactiveGateConstructionMainQuestCompletionRequired":true,
   # Requires the player to have a colony in-system to build an inactive gate
   "boggledPlayerMustHaveMarketInSystemToBuildInactiveGate":true,
   # Player must have a market of this size or greater in-system to build an inactive gate
   # If boggledPlayerMustHaveMarketInSystemToBuildInactiveGate is set to false, this does nothing
   "boggledMarketSizeRequiredToBuildInactiveGate":5,

   # Configure costs for Inactive Gate construction
   "boggledStableLocationGateCostHeavyMachinery":500,
   "boggledStableLocationGateCostMetals":200,
   "boggledStableLocationGateCostTransplutonics":200,
   "boggledStableLocationGateCostDomainEraArtifacts":200,

   # Configure costs for Domain-tech stable location structures
   "boggledStableLocationDomainTechStructureCostHeavyMachinery":500,
   "boggledStableLocationDomainTechStructureCostMetals":200,
   "boggledStableLocationDomainTechStructureCostTransplutonics":200,
   "boggledStableLocationDomainTechStructureCostDomainEraArtifacts":200,

   ########################
   # MISCELLANEOUS SETTINGS
   ########################

   # Remnant battlestation can be constructed as an orbital station type on player colonies
   "boggledRemnantStationEnabled":true,

   # Can be used to enable the Hydroponics industry
   "boggledHydroponicsEnabled":true,

   # Can be used to enable the Cloning industry
   "boggledCloningEnabled":true,

   "graphics":
   {
      "boggled":
      {
         "stellar_mirror":"graphics/icons/industry/stellar_mirror.jpg",
         "stellar_shade":"graphics/icons/industry/stellar_shade.jpg",
         "asteroid_processing":"graphics/icons/industry/asteroid_processing.jpg",
         "seafloor_cities":"graphics/icons/industry/boggled_seafloor_cities.png",

         "mesozoic_park_terran":"graphics/icons/industry/mesozoic_park_terran.jpg",
         "mesozoic_park_water":"graphics/icons/industry/mesozoic_park_water.jpg",
         "mesozoic_park_jungle":"graphics/icons/industry/mesozoic_park_jungle.jpg",
         "mesozoic_park_desert":"graphics/icons/industry/mesozoic_park_desert.jpg",

         "stellar_mirror_condition":"graphics/icons/conditions/stellar_mirror.png",
         "stellar_shade_condition":"graphics/icons/conditions/stellar_shade.png",
      },
   }   
}
[close]

If you're having trouble with your config file being invalid, please delete your TASC folder and redownload it, then make changes to the config file one at a time and undo the latest change if it causes a crash.
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e

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Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« Reply #2282 on: December 28, 2022, 04:27:04 PM »

A planet type from ScalarTech Solutions is unsupported by TASC, namely the capital, Charkha, which is listed as a "jungle world" but will not allow for any terraforming and the Mesozoic Park reports the error, the planet type given by the industry is:
Code
jungle_charkha
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boggled

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Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« Reply #2283 on: December 29, 2022, 06:03:38 AM »

A planet type from ScalarTech Solutions is unsupported by TASC, namely the capital, Charkha, which is listed as a "jungle world" but will not allow for any terraforming and the Mesozoic Park reports the error, the planet type given by the industry is:
Code
jungle_charkha

Thanks for letting me know about this! I'll add support in the next patch (which I plan to release in the next couple days!).
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e

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Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« Reply #2284 on: December 30, 2022, 05:35:04 PM »

A planet type from ScalarTech Solutions is unsupported by TASC, namely the capital, Charkha, which is listed as a "jungle world" but will not allow for any terraforming and the Mesozoic Park reports the error, the planet type given by the industry is:
Code
jungle_charkha

Thanks for letting me know about this! I'll add support in the next patch (which I plan to release in the next couple days!).

Thanks for the update, now it works correctly!
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Snake

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Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
« Reply #2285 on: December 31, 2022, 01:05:47 PM »

- Coronal Hypershunts can now be constructed by the player
oooh sweet! Was waiting for this one.
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eat the doritos

YourLocalMairaaboo

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Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
« Reply #2286 on: December 31, 2022, 02:03:42 PM »

Nice, I helped out!
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FatalStrings

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Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
« Reply #2287 on: January 01, 2023, 04:49:37 PM »

is Odysseus still around? Ive been hanging around Penelope for a while now, still no odysseus.
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boggled

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Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
« Reply #2288 on: January 01, 2023, 06:37:49 PM »

is Odysseus still around? Ive been hanging around Penelope for a while now, still no odysseus.

No, that quest was removed from the mod a long time ago. The vanilla main questline made it obsolete. Sorry!
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FatalStrings

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Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
« Reply #2289 on: January 01, 2023, 07:40:23 PM »

aww :'(,  can I atleast get the ship? either as a derelict salvage or console spawn? or was it completely  removed from the mod?
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boggled

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Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
« Reply #2290 on: January 02, 2023, 07:07:26 AM »

aww :'(,  can I atleast get the ship? either as a derelict salvage or console spawn? or was it completely  removed from the mod?

It's been completely removed from the mod.
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Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
« Reply #2291 on: January 02, 2023, 04:11:34 PM »

I'd like to share a detail that has bothered me about terraforming that you maybe want to address later: It's a little bit off when planets with extreme hot/cold conditions can also have access to the habitable condition when a planet transforms, considering that these conditions by themselves are considered so extreme in the text that unprotected humans can't survive them. (as they are similar to volcanic heat and sub zero polar cold.)

The more obvious solution is to gate these extreme conditions from terraforming, but i understand that this might make a lot of people angry, unfortunately, i don't really have something to propose.

When this happens in my games i usually try to avoid terraforming them, or terraforming them to somewhat more sensible options, like arid for extreme heat and frozen for extreme cold, though i usually just leave them be.

I'd like to hear your point of view on this matter.
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boggled

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Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
« Reply #2292 on: January 02, 2023, 05:23:35 PM »

I'd like to share a detail that has bothered me about terraforming that you maybe want to address later: It's a little bit off when planets with extreme hot/cold conditions can also have access to the habitable condition when a planet transforms, considering that these conditions by themselves are considered so extreme in the text that unprotected humans can't survive them. (as they are similar to volcanic heat and sub zero polar cold.)

The more obvious solution is to gate these extreme conditions from terraforming, but i understand that this might make a lot of people angry, unfortunately, i don't really have something to propose.

When this happens in my games i usually try to avoid terraforming them, or terraforming them to somewhat more sensible options, like arid for extreme heat and frozen for extreme cold, though i usually just leave them be.

I'd like to hear your point of view on this matter.

You're right that allowing planets with extreme hot or extreme cold to become habitable is somewhat unrealistic. However, extreme hot and extreme cold cannot be suppressed by stellar reflectors, so the player will have to deal with the extra 50% hazard (unless they have a fusion lamp for extreme cold).

It appears that vanilla doesn't generate habitable planets with extreme heat or extreme cold - perhaps I should mimic that. I'll consider this for the next patch. Thanks for the suggestion!
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Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
« Reply #2293 on: January 02, 2023, 06:05:59 PM »

I'd like to share a detail that has bothered me about terraforming that you maybe want to address later: It's a little bit off when planets with extreme hot/cold conditions can also have access to the habitable condition when a planet transforms, considering that these conditions by themselves are considered so extreme in the text that unprotected humans can't survive them. (as they are similar to volcanic heat and sub zero polar cold.)

The more obvious solution is to gate these extreme conditions from terraforming, but i understand that this might make a lot of people angry, unfortunately, i don't really have something to propose.

When this happens in my games i usually try to avoid terraforming them, or terraforming them to somewhat more sensible options, like arid for extreme heat and frozen for extreme cold, though i usually just leave them be.

I'd like to hear your point of view on this matter.

You're right that allowing planets with extreme hot or extreme cold to become habitable is somewhat unrealistic. However, extreme hot and extreme cold cannot be suppressed by stellar reflectors, so the player will have to deal with the extra 50% hazard (unless they have a fusion lamp for extreme cold).

It appears that vanilla doesn't generate habitable planets with extreme heat or extreme cold - perhaps I should mimic that. I'll consider this for the next patch. Thanks for the suggestion!

Something else i would like to suggest, though there isn't an example of this anywhere in vanilla (as far as i know), only in modded stations do you see something like this. A sort of "archeological station", by this i mean a station that rotates around around a planet (Like the astropolis), but the planet doesn't have to be occupied (Like the siphon stations) and it would inherit the ruins value of the planet.

The purpose of this is to streamline ruin related tasks, like domain artifacts and tech mining, especially with the former being of great importance in TASC, while also avoiding undesirable planet conditions.

I understand that you want to stick strictly to vanilla logic, and this isn't really something that it's in there, so I'll understand your reasons to doubt this suggestion. In my view, i see it as an external base of operations to extract/salvage the ruin's contents, much like how the mining/siphon are external bases that do as such.
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Moomoomaster69

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Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
« Reply #2294 on: January 02, 2023, 07:28:20 PM »

The Indevo artillery station still doesn't seem to be compatible with the remnant station
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