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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Author Topic: [0.97a] Terraforming and Station Construction (v9.0.10)  (Read 1281457 times)

Arghy

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2925 on: August 15, 2023, 12:34:59 PM »

Yep sling is system wide and only on cryo worlds--check the temps on worlds too because extreme temps mean you can't terraform where regular temps means you can convert lifeless balls into garden worlds. I'd like the sling to work on frozen worlds too since their description mentions oceans but you could do some fun with orbital mirrors and the atmo processor.

You could do some inter system transit hub as an industry where you'd have freighters and tugs transporting the massive amount of ice into another system. If you required a hub at both systems that'd be a significant investment and really open up where you wanted to settle.
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Kaphraxus

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2926 on: August 15, 2023, 01:04:44 PM »

Hello boggled. First off, thank you for this amazing mod. It has been a staple of my playthroughs since I first came across it a few years ago and I appreciate your continued support of it. In the OP you mention you don't want to spend energy on allowing the colonization of all stations. While I understand lootable stations are a headache codewise, does this also extend to the "landmark" stations like the abandoned spacedock in Kumari Kandam?
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JenkoRun

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2927 on: August 15, 2023, 01:20:18 PM »

Possible bug: Making a new station, be if Mining or Siphon, will not register as creating your own faction despite being owned by you, for whatever reason the game doesn't treat the making of one as making your own faction, I noticed it when I didn't get the faction creator screen but more importantly colonizing a planet afterwards then gives me the creation screen.
« Last Edit: August 15, 2023, 01:23:57 PM by JenkoRun »
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boggled

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2928 on: August 15, 2023, 04:25:48 PM »

Possible bug: Making a new station, be if Mining or Siphon, will not register as creating your own faction despite being owned by you, for whatever reason the game doesn't treat the making of one as making your own faction, I noticed it when I didn't get the faction creator screen but more importantly colonizing a planet afterwards then gives me the creation screen.

Yeah, this is a bug. I've tried to solve it before but I was unable to figure it out.

As far as I'm aware, it's basically just a visual bug, right? There's no gameplay impact or other problems caused by it?

Hello boggled. First off, thank you for this amazing mod. It has been a staple of my playthroughs since I first came across it a few years ago and I appreciate your continued support of it. In the OP you mention you don't want to spend energy on allowing the colonization of all stations. While I understand lootable stations are a headache codewise, does this also extend to the "landmark" stations like the abandoned spacedock in Kumari Kandam?

Most of the "landmark" stations play some role in quests. Colonizing them could cause game breaking bugs with those quests if they weren't already completed. It's the same reason the planet-killer device is non-default: messing with vanilla content that's essential for quests leads to problems.

I just read the sling only works in the same system. Shame all my colonized plantes have no elligible plantes to build it on. It seems a tad underpowered to be honest.

Perhaps - feel free to reduce the build cost, build time and/or upkeep cost in the industries.csv file if you feel it's not worth it by default.
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Jimminy Crimbles

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2929 on: August 16, 2023, 03:07:26 AM »

I just read the sling only works in the same system. Shame all my colonized plantes have no elligible plantes to build it on. It seems a tad underpowered to be honest.

if you have any asteroids in the system, whether rings or small patches, you can build a station and construct asteroid processing there. it's a reflavored ismara's sling, except for asteroids, and works the same way
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JenkoRun

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2930 on: August 16, 2023, 08:10:46 AM »

Possible bug: Making a new station, be if Mining or Siphon, will not register as creating your own faction despite being owned by you, for whatever reason the game doesn't treat the making of one as making your own faction, I noticed it when I didn't get the faction creator screen but more importantly colonizing a planet afterwards then gives me the creation screen.

Yeah, this is a bug. I've tried to solve it before but I was unable to figure it out.

As far as I'm aware, it's basically just a visual bug, right? There's no gameplay impact or other problems caused by it?

I don't believe so, at least not that I can tell other than the weird interaction when claiming a planet, if I find anything that this actually causes a problem with I'll report it.
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AcaMetis

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2931 on: August 16, 2023, 10:07:47 AM »

RE: The station faction information bug, something you can do is manually set your faction information after founding a station first by "renaming" your faction in the colony screen. If you do that the game will still bring up the faction naming window when you colonize a planet, but the information you put in earlier will still be there, so you can just click confirm.
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JenkoRun

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2932 on: August 16, 2023, 10:25:32 AM »

RE: The station faction information bug, something you can do is manually set your faction information after founding a station first by "renaming" your faction in the colony screen. If you do that the game will still bring up the faction naming window when you colonize a planet, but the information you put in earlier will still be there, so you can just click confirm.
Yeah I did that, what has me concerned is if there's something going on in the background that will cause a mess, so far nothing though which is hopeful.
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TalRaziid

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2933 on: August 16, 2023, 12:31:59 PM »

I believe there may be an issue with this mod and either AotD or IndEvo, in that seafloor cities appear to be unbuildable. When trying to construct one, it disappeared from the planet when switching from queued to building; its also no longer in the construction list at all
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boggled

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2934 on: August 16, 2023, 05:53:08 PM »

I believe there may be an issue with this mod and either AotD or IndEvo, in that seafloor cities appear to be unbuildable. When trying to construct one, it disappeared from the planet when switching from queued to building; its also no longer in the construction list at all

Interesting, I haven't seen that bug before. Can you please some screenshots or a video of the situation?
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TalRaziid

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2935 on: August 16, 2023, 11:05:36 PM »

Interesting, I haven't seen that bug before. Can you please some screenshots or a video of the situation?
I can try, not sure if I can get it to repeat though. It is for sure not buildable on my two ocean worlds currently, though
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Lupin III.

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2936 on: August 19, 2023, 09:26:25 AM »

Thank you for this mod! It makes the game a lot more fun to play!
I don't know, when you switched from accessing terraforming from a planet's menu to its own menu, but it is a real step up in useability. But there's a thing that would make the menu even more useful. Would it be possible to only list planets where you can actually start a terraforming project? That's because all the planets that have been fully "optimized" start to clutter the menu of "planets without ongoing projects". I'm aware that it's not that straightforward, because you can always change between planet types (even though you wouldn't). Maybe give an option to mark planets as "finished" so they won't be listed?
What would also be nice is to list the missing building(s) that prevent you from terraforming further right in the menu. Currently you only see what's missing when you actually select "change into terran" for example.

You could make use of colors for the menu entries: orange = needs a building to do something, yellow = can do something, green = can do something, but it is currently already optimal (so mostly for the planet type change option). If something can't be done at all (like improving farmland on a barren planet, resources already improved to the max, weather already mild) don't show the option at all.

In short: currently there's a lot of going through the menus only to find out that you can't do anything.
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boggled

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2937 on: August 19, 2023, 01:39:44 PM »

Thank you for this mod! It makes the game a lot more fun to play!
I don't know, when you switched from accessing terraforming from a planet's menu to its own menu, but it is a real step up in useability. But there's a thing that would make the menu even more useful. Would it be possible to only list planets where you can actually start a terraforming project? That's because all the planets that have been fully "optimized" start to clutter the menu of "planets without ongoing projects". I'm aware that it's not that straightforward, because you can always change between planet types (even though you wouldn't). Maybe give an option to mark planets as "finished" so they won't be listed?
What would also be nice is to list the missing building(s) that prevent you from terraforming further right in the menu. Currently you only see what's missing when you actually select "change into terran" for example.

You could make use of colors for the menu entries: orange = needs a building to do something, yellow = can do something, green = can do something, but it is currently already optimal (so mostly for the planet type change option). If something can't be done at all (like improving farmland on a barren planet, resources already improved to the max, weather already mild) don't show the option at all.

In short: currently there's a lot of going through the menus only to find out that you can't do anything.

I'm glad you're enjoying TASC!

Marking planets as finished has been suggested before and I think it's a good idea. I know it's annoying and tedious to scroll through several pages of planets where terraforming is "finished" just to find the one where a project needs to be started, so I plan to implement this (or something similar) in the next major patch.

I definitely don't want to hide projects that aren't possible on a given planet - the player should be able to view those projects and the requirements, and why they can't be done. Similarly, hiding planets where no projects can be started would prevent the player from viewing the possible projects and their requirements. I know most players won't read a lengthy forum post explaining the terraforming system, so I think showing players the projects and their requirements (even those that can't be done) in-game is the best way to teach them how the system works.

Regarding changing the color of the entries, it might be confusing to players why an entry is a certain color until they've used the menu a lot and learned the meaning of the colors, but by that point they'll already know the requirements for the different projects.

I'm not sure printing which buildings are missing before the player enters into a menu is a good idea. It will clutter up the text panel and might be confusing if there are projects with different building requirements.
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Dal

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2938 on: August 19, 2023, 01:46:39 PM »

Rather than hiding invalid terraforming entries, could you perhaps color-code them? It'd make it much easier to sort through a planet that is "mostly optimized" without checking every menu just in case.
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boggled

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Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« Reply #2939 on: August 19, 2023, 06:37:57 PM »

Rather than hiding invalid terraforming entries, could you perhaps color-code them? It'd make it much easier to sort through a planet that is "mostly optimized" without checking every menu just in case.

Hmm, I'll consider this. I can see how this would be convenient for the resource improvement projects.
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