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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Terraforming and Station Construction (v9.0.12)  (Read 1566064 times)

boggled

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2895 on: July 29, 2023, 04:46:37 PM »

few questions:
1)Does Chameleon have to be on planet with decivilized subpopulation to get ride of it, or is ti enough for it to be in the system?
2)What exacly Atmoisphere Processor does? I couldnt find detailed description anywhere.

CHAMELEON only effects the planet it's built on.

Atmosphere Processor is required for certain terraforming projects.
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ethantokes

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2896 on: August 03, 2023, 04:12:28 PM »

For some reason after installing industrial evolution and starting a new game I cant see most of the terraforming buildings anymore, but I see domed cities? I have thin atmosphere and instead of domes I want to make the atmospheric terraforming building, but it's just not there.
« Last Edit: August 03, 2023, 04:24:11 PM by ethantokes »
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boggled

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2897 on: August 03, 2023, 04:47:03 PM »

For some reason after installing industrial evolution and starting a new game I cant see most of the terraforming buildings anymore, but I see domed cities? I have thin atmosphere and instead of domes I want to make the atmospheric terraforming building, but it's just not there.

Did you also install Ashes of the Domain? It has a research system where many TASC buildings must be researched before they can be built.
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Vmk2

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2898 on: August 04, 2023, 08:15:18 AM »

I have to ask, why, lol.

Do we use sea water for land-based agriculture on Earth? It's my understanding that we don't because the seas are full of salt, which kills plants.

Hello, is this save compatible or do I need a new save?

TASC can be added to an existing save but it cannot be removed from a save once added.

Cheers man, having lots of fun so far with this mod.

I'm glad you're enjoying TASC!
may i suggest adding a desalination industry or structure that would allow for use of water from planets where it is too salty?
also you could link the usability of water on a planet to the amount of ores because most of the salt in the sea is from dissolved rocks(you could even make it so the larger ore levels make Dino parks more expensive to maintain)  regardless this mod is incredible and a lot of fun thank you for making it.
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boggled

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2899 on: August 04, 2023, 08:43:45 AM »

I have to ask, why, lol.

Do we use sea water for land-based agriculture on Earth? It's my understanding that we don't because the seas are full of salt, which kills plants.

Hello, is this save compatible or do I need a new save?

TASC can be added to an existing save but it cannot be removed from a save once added.

Cheers man, having lots of fun so far with this mod.

I'm glad you're enjoying TASC!
may i suggest adding a desalination industry or structure that would allow for use of water from planets where it is too salty?
also you could link the usability of water on a planet to the amount of ores because most of the salt in the sea is from dissolved rocks(you could even make it so the larger ore levels make Dino parks more expensive to maintain)  regardless this mod is incredible and a lot of fun thank you for making it.

I'm glad you're enjoying TASC!

My comment about the water being too salty is for the purposes of suspending disbelief - obviously it's impractical even with starsector level technology to send water from one planet to another in large enough quantities for terraforming. I got that idea from the vanilla lore for Ismara in the Penelope's Star system. It's makes for more interesting gameplay to be sending water from one colony to another than to just build a desalination planet.
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Ragnarok101

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2900 on: August 04, 2023, 01:00:13 PM »

Found a minor bug: you can install the Plasma Dynamo in a mining station even though it's not orbiting a gas giant. It gives no benefits but it still shouldn't be installable.
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boggled

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2901 on: August 04, 2023, 01:05:30 PM »

Found a minor bug: you can install the Plasma Dynamo in a mining station even though it's not orbiting a gas giant. It gives no benefits but it still shouldn't be installable.

Thanks for letting me know about this. It will be difficult for me to fix from TASC due to the logic used by the Plasma Dynamo to determine where it can be installed. Since it doesn't provide any benefit and can just be uninstalled from the Mining building, I'm not going to make any attempt to fix this.
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Smilein

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2902 on: August 07, 2023, 08:49:22 PM »

Q. Do kletka simulators (and ill ask for supercomputers too despite being IndEvo I think) still work even though I've granted autonomy via nexerelin? I'm assuming since tech-mining doesnt, kletka wont work as well.
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YourLocalMairaaboo

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2903 on: August 08, 2023, 02:58:44 AM »

So, with Indevo's update, they added new "planetary governance" buildings, with the hidden arcology in particular having some implications.

How would the game handle havig both the underwater cities and underwater version of the hidden arcology? Is it just doubling down on defensiveness?

And for the land-based, would the domed cities and hidden arcology be alternate ways of handlig the same issue? With the arcology compromisig production instead of defense, while domes keep production and tank defense?

Would there be any cross-mod interaction there?
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Kat

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2904 on: August 08, 2023, 03:17:40 PM »

Is TASC compatible with "Lobster Proliferation" ? is it possible to make them compatible ?
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boggled

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2905 on: August 08, 2023, 04:33:43 PM »

Q. Do kletka simulators (and ill ask for supercomputers too despite being IndEvo I think) still work even though I've granted autonomy via nexerelin? I'm assuming since tech-mining doesnt, kletka wont work as well.

I'm not sure. I didn't add anything in my code to prevent it, but the vanilla logic may block it. Please let me know what happens!

So, with Indevo's update, they added new "planetary governance" buildings, with the hidden arcology in particular having some implications.

How would the game handle havig both the underwater cities and underwater version of the hidden arcology? Is it just doubling down on defensiveness?

And for the land-based, would the domed cities and hidden arcology be alternate ways of handlig the same issue? With the arcology compromisig production instead of defense, while domes keep production and tank defense?

Would there be any cross-mod interaction there?

At this time I don't have any plans for a collaboration or support for the IndEvo arcology building. It seems like that industry is somewhat similar to Domed Cities so the player might want to disable Domed Cities in the TASC settings if they plan to build the IndEvo arcology.

Is TASC compatible with "Lobster Proliferation" ? is it possible to make them compatible ?

I'm not familiar with that mod. TASC doesn't modify the economy or mechanics of how lobsters work - it merely allows the player to add the lobster resource to certain planets. I think they should be compatible so please test it and let me know if there's an issue!
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Jimminy Crimbles

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2906 on: August 09, 2023, 12:13:46 AM »

speaking as someone using both TASC and lobster proliferation, i've never noticed any issues. it should be fine.
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Ragnarok101

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2907 on: August 09, 2023, 09:06:38 AM »

I'm not familiar with that mod. TASC doesn't modify the economy or mechanics of how lobsters work - it merely allows the player to add the lobster resource to certain planets. I think they should be compatible so please test it and let me know if there's an issue!

Out of curiosity, I've noticed that lobster planets don't...actually sell lobster. Like, it appears in their storage, but they don't export it. Is there a reason for that?
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Kat

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2908 on: August 09, 2023, 12:14:19 PM »

Is TASC compatible with "Lobster Proliferation" ? is it possible to make them compatible ?
I'm not familiar with that mod. TASC doesn't modify the economy or mechanics of how lobsters work - it merely allows the player to add the lobster resource to certain planets. I think they should be compatible so please test it and let me know if there's an issue!

The lobster proliferation mod seems to have a flaw in that it says soil is needed to build the aquaculture building  ???
Which might have some odd interactions with TASC's terraforming, should you change a planet to a water world.
But nothing that can't be mitigated by use of console commands.
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boggled

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2909 on: August 09, 2023, 05:06:34 PM »

I'm not familiar with that mod. TASC doesn't modify the economy or mechanics of how lobsters work - it merely allows the player to add the lobster resource to certain planets. I think they should be compatible so please test it and let me know if there's an issue!

Out of curiosity, I've noticed that lobster planets don't...actually sell lobster. Like, it appears in their storage, but they don't export it. Is there a reason for that?

Yeah, that's the vanilla behavior. It doesn't make sense to me either, but I chose not to modify it.

Is TASC compatible with "Lobster Proliferation" ? is it possible to make them compatible ?
I'm not familiar with that mod. TASC doesn't modify the economy or mechanics of how lobsters work - it merely allows the player to add the lobster resource to certain planets. I think they should be compatible so please test it and let me know if there's an issue!

The lobster proliferation mod seems to have a flaw in that it says soil is needed to build the aquaculture building  ???
Which might have some odd interactions with TASC's terraforming, should you change a planet to a water world.
But nothing that can't be mitigated by use of console commands.

If lobster proliferation works properly on a vanilla water world it should work fine on a water world created using TASC. If the planet is terraformed to a different type after the lobster proliferation building has already been constructed then there might be unintended behavior.
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