I have a rocky world that meets all terraforming requirements besides needing water. I built a mining station that is within the same system, but even with the asteroid processing, I don't have any water for terraforming.
The only thing I can think of is that the asteroid station orbits another star -- Is that a problem for terraforming, or is there a bug somewhere else?
Hello, I wasn't able to replicate this on 9.0.8. If you're still experiencing it, can you please provide steps to replicate it, maybe using a core system that will be the same on my save?
No I'm not talking about defenses. Domed Cities should suppress the Dust Storm +25% Hazard Rating according to the mod features on the OP post. Instead it does nothing.
Suppresses the effects of No Atmosphere, Thin Atmosphere, Dense Atmosphere, Toxic Atmosphere, Extreme Weather, Inimical Biosphere and Water Surface. If Unknown Skies is enabled, also suppresses Dust Storms, Military Virus, Parasitic Spores and Psychoactive Fungus. Has the potential to increase stability if AI cores are installed and/or the structure is improved.
Also had an issue where I couldn't build the Agrav field on domeless gas giants, despite it saying that's allowed.
I'm confused - the Agrav field requires Domed Cities to build, and Domed Cities cannot be built on gas giants. Unless I'm missing something, this is the intended behavior.
After the update, all my TASC buildings are using domain-era artifacts even with the archeology turned off
Hello, this happens if you have Ashes of the Domain enabled, since disabling certain buildings or features would cause problems with the tech tree. I'm going to look into overhauling the integration at some point to make it more clear that this is happening.
Currently have an issue, built an ai station, the station rebelled, and the station is indestructble
I destroy it, then it says its fully rebuilt
I launch an invasion fleet, they destroy it, it just gets fully rebuilt in less than a day
at this point, ill just let it rebell against pirates and get desytroyed from the inside
Thanks for reporting this! It's next on my list of bugs to fix for 9.0.9.
Hello Boggled,
First of all, thank you very much for the mod, I am enjoying it thoroughly!
I would like to report something, not a bug, but maybe a unintended feature.
I noticed and have tested, using the Terraforming project to create a Terran type World starts the world out with a set amount of resources in Organics (Trace amounts -1) and Volatiles (Diffuse -1).
According to the Terraforming Project menu Volatiles (Diffuse -1) is the maximum amount of that resource available to a Terran type World.
The issue that presents itself is that the "Soil Nanite" colony item cannot be installed on worlds with the Volatile resource, while to my knowledge there is no way to remove the small amount of Volatiles. I remember the 0.96a system having the option to develop these volatiles, but not starting a Terran world with them.
Would it be possible to have the option to develop them instead of starting with them whether you like it or not?
Hello, it's my intention that terraformed Terran worlds will have -1 volatiles and that this will block use of the Soil Nanites special item. Thanks to Evangel's changes, you can easily customize the results of terraforming projects without needing to make code changes, so you can change this if you don't agree with my balancing choices.
I would like to file a complaint. I have TASC and AoTD-VOK installed, as well as Unknown Skies. I can't remove atmosphere from an acid world even with an atmo processor installed in the said colony.
Image too big for Starsector forums
Hi, this looks to be working as intended because even though that planet visually has an atmosphere, it does not have an atmosphere condition, so the game sees it as already having no atmosphere.
Another bug with AOTD integration.
Perihelion project creates the vanilla version of coronal hypershunt, not the AoTD version (the one you need to colonize).
The vanilla version of coronal hypershunt is useless if you have aotd, even if you're within range of it, it doesn't unlock the coronal energetic hub structure, which is where you're supposed to insert the hypershunt tap in aotd.
Thanks for reporting this! I'll see if I can make the Perihelion Project add a different entity if AotD is enabled to fix this.
Is there anyway to allow building a hypershunt on other star types? If not I'm halfway tempted to just change the star in my system to a blue one using console lol.
Hello, I don't think that's possible right now, but this is a good idea for a settings toggle. I'll see about implementing that in a future patch.
Is there any way to terraform a very cold or very hot planet?
I think you may be able to use lamp + mirrors for a very cold world but I am unsure, would love to get a definite answer though as I dream of making a water world but all frozen worlds are very cold making terraforming them an issue.
By default you cannot terraform Very Hot planets, and Very Cold planets can only be terraformed into Frozen worlds. With Evangel's changes, it should now be easy to change this yourself without having to edit the source code and recompile.
Hello everyone, I believe I found a bug: the terraforming mod puts a no atmosphere status on stations, but it cannot come up in the icons on the top right of the management screen (so it was not clear from the start), when you hover on the domed cities structure, the descriptor bugs and applies the no atmosphere status about 2 thousand times in a row and messes up the economy bringing the hazard rate to 18,000% (some 195 millions deficit in a fully developed station).
In the link there is my reddit post on the bug with a screenshot for reference.
https://www.reddit.com/r/starsector/comments/1bpgebz/no_atmosphere_100x_bug/
That's pretty funny, but I'm curious - how did you end up with Domed Cities on a station? It's not buildable there!
Something to consider: In the tech tree, Stellar Mirrors are locked behind both Terraforming Templates and Adv. Terraforming Templates, making Terraforming Templates have next to no actual benefit beyond allowing further research since Mirrors are needed for nearly all planet type changes.
Hmm, I'm going to look at the different AotD research paths and maybe make a few changes in the future. Thanks for the suggestion!
Once the backlog is caught up with are there any plans involving the Gate Hauler?
Spoiler
It's a bit of a shame that it's removed from the game after placing 1 gate at the moment. If we could combine the mod's current gate construction with the gate hauler that would be neat.
I can take a look into this, but there's a lot of other things I plan to work on first. Sorry!
there bug with the ai Battlestation automatics repair itself instantly after it was destroy i never notice that before till i got a planet stolen from me by raider now i cant ever destroy the Battlestation to goes down and invade to take back the planet i think the planet were stolen from me during mid building that Battlestation that why they able to by pass such bs.
Yup, sorry about that bug! It's at the top of my list to try to fix!
Spoiler
Got an issue where the CHAMELEON is not removing Pather cells, or rather they are removed and then immediately show up again a few days later, causing the Colony Crisis meter to progress.
Yes, I have an alpha core on the building.
Edit: Nevermind, updating MagicLib LunaLib and this mod fixed it. But on loading a save, they respawn...
I was unable to replicate this. Can you verify that the effected colony does not have an intermittent shortage of Domain-era artifacts? You can do this by adding a large number of them to storage, and enabling the "use resources from stockpile" option. If it still happens, can you please provide steps to replicate it (e.g. build a colony, set up CHAMELON with alpha core, reload a save)?
This particular bug MIGHT be the result of changing certain settings for this mod in LunaLib AFTER having built a CHAMELEON with an alpha core and having the Pather cells removed from a planet by it, and then loading the save. The Pather cells also immediately reinstalled themselves right after loading the game as soon as the game was unpaused. I can tentatively confirm that it isn't caused by an intermittent shortage of domain components, as the planet I first saw this occur on produces a +2 surplus of components. That said, I've also pulled domain components from the waystation storage from that colony before, and it could've been done before the save-and-load where this bug was tripped. I'll try loading a surplus of components into the stockpile and see if that does anything, but at least in terms of the supply-and-demand screen, it doesn't state that there is any shortage.
Edit 1: I noticed another bug. If you improve a world's farming, upon completion of the terraforming improvement the colony will suddenly be producing double the Base Value+story-point-improvement amount. Saving and reloading the game fixes the problem. Example: World is producing 7 food base amount, has a storypoint spent on improvements, has an alpha core, no world bonuses. Upon terraforming improving the farmland, the world goes from producing 9 food to 18, and lists the base and storyline improvements twice when you mouse over the icon. This might also be the case for other resources but I haven't had the opportunity to test yet.
Edit 2: Another bug, and this might be what's causing the thing with the CHAMELEON: I did a story-points improvement of the Domain Archeology industry on that world, and while the "+1 production to Domain Components" message is on the building, it is NOT producing +1 Domain Comps. However, adding an Alpha Core DOES increase by 1, though the story points improvement still isn't showing.
Edit 3: THAT DID IT. All colonies with ACed CHAMELEONs just dissolved their Pather cells at the same time, after about a week in-game, after adding an alpha core to the Domain Archaeology industry and thus increasing the amount of components being produced. So, it seems the bug is caused by something involving the Domain Archaeology industry. It might be tied to the thing where improving the industry doesn't change the production. I can confirm that having a surplus in the stockpile does not fix the problem, though. The colony had 1500 comps in the resource stockpile and the option to draw from the stockpiles was turned on (always the case with all my colonies, first thing I do), and the Pather cells were not being dissolved. That said, it also never said that there was a shortage, so...
Anyway, my conclusion is that it is somehow tied to Domain Archaeology, possibly caused if you buy comps on an indie market at your colony or if you pull from stockpiles.
Edit 4: And now they're back, and they're not going away again. They popped back up pretty quickly, like a couple weeks of game time or so. About three months in game-time later, they're not budging. Also I've noticed that building an orbital station at a mining station seems to suddenly inflict the No Atmosphere hazard on the station (getting rid of the orbital station does not fix this). At least, I THINK it was building an orbital station that caused it. Interestingly, the No Hazard penalty only shows up in the hazard rating, but the icon for the No Atmosphere hazard isn't there.
Edit 5: All the Pather cells on all my planets dissolved at once again, even though they've shown up at different times. I think there might be something involving the Domain Archaeology production that's tripping something up somewhere.
Additionally, the Cramped Quarters icon is there, even though it isn't in effect (I have my stations set to begin experiencing it at size 6, but that icon's been there since the station's founding and it's only a size 5 anyway).
Thanks for taking the time to write this up! I fixed the "doubled food" bug you identified for 9.0.9, and I'm working with Evangel to figure out why the improvement bonus for Domain Archaeology isn't working properly.
Regarding Cramped Quarters, it's intended to show up even when it's not having any effect.
I tried to improve Domain Archeology on a planet and then see what happens with CHAMELON and the Pather cells, but I still couldn't replicate it. Maybe once we identify the cause of the DA improve bonus bug it will shed some light on the Pather cells issue.
Spoiler
4329730 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at assortment_of_things.frontiers.FrontiersUtils.getRessource(FrontiersUtils.kt:112)
at assortment_of_things.frontiers.ui.SiteSelectionPickerElement.generateGrid(SiteSelectionPickerElement.kt:83)
at assortment_of_things.frontiers.ui.SiteSelectionPickerElement.positionChanged(SiteSelectionPickerElement.kt:45)
at com.fs.starfarer.ui.newui.I.locationChanged(Unknown Source)
at com.fs.starfarer.ui.L.recompute(Unknown Source)
at com.fs.starfarer.ui.L.recompute(Unknown Source)
at com.fs.starfarer.ui.L.recompute(Unknown Source)
at com.fs.starfarer.ui.L.recompute(Unknown Source)
at com.fs.starfarer.ui.L.relativeTo(Unknown Source)
at com.fs.starfarer.ui.L.relativeTo(Unknown Source)
at com.fs.starfarer.ui.L.rightOfMid(Unknown Source)
at com.fs.starfarer.ui.L.rightOfMid(Unknown Source)
at assortment_of_things.frontiers.interactions.CreateSettlementInteraction$populateOptions$1$1.recreatePanel(CreateSettlementInteraction.kt:106)
at assortment_of_things.frontiers.interactions.CreateSettlementInteraction$populateOptions$1$1.createCustomDialog(CreateSettlementInteraction.kt:81)
at com.fs.starfarer.ui.newui.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.showCustomDialog(Unknown Source)
at assortment_of_things.frontiers.interactions.CreateSettlementInteraction$populateOptions$1.invoke(CreateSettlementInteraction.kt:71)
at assortment_of_things.frontiers.interactions.CreateSettlementInteraction$populateOptions$1.invoke(CreateSettlementInteraction.kt:67)
at assortment_of_things.misc.RATInteractionPlugin.optionSelected(RATInteractionDialog.kt:114)
at com.fs.starfarer.ui.newui.o0Oo$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
Interaction with RAT settlement on terraformed planets cause this, I already report this to RAT author btw
Thanks for reporting this! From the stack trace, it doesn't look like TASC is causing the exception. I'm not going to take any further action right now since it seems it needs to be fixed on their end.
Hey, it's great to see TASC on Github.
Suggestion:
- Add "out" to your .gitignore file, just the word "out" on its own line.
- Delete the "out" folder, then stage your files and make a commit.
This should remove the out folder from git and prevent it from getting re-added.
It'll prevent your commits from having a bunch of garbage .class files in them.
I'm adding TASC to https://starsector.wiki.gg/wiki/List_of_mods_and_source_code now so people can learn from it
Added for 9.0.9! Thanks for the suggestion, and I'm happy for others to copy TASC's code if it's useful for them!
Just upgraded to v9 and I love the new terraforming menu. The only issue I have now tho is that it no longer tells me if certain planets have better resource caps, is that still a thing in v9 or can all planets reach max now? I have the memory of goldfish so even if it doesn't ingame anymore does someone have a doc somewhere I san save?
Hello, you can view/edit the max resource caps in tasc\data\campaign\terraforming\planet_max_resource.csv!