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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 1311124 times)

Shogouki

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3345 on: May 01, 2024, 02:32:00 PM »

Can you explain the requirements for moderate/large amount of water present in terraforming a planet? I built a mining asteroid with asteroid processing and I have been unable to terraform a barren planet into a water world, which requires a large amount of water, in fact with the atmosphere stablized I am unable to terraform it into anything. I have AOTD, and not much else. The water requirement is the only orange listed requirement I have left.

I didn't think barren planets could be terraformed at all?
Barren are only limited by their conditions. Otherwise, they can be turned into any other class that can be terraformed to.

Well damn, I've been missing out! 
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vicegrip

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3346 on: May 02, 2024, 12:14:44 PM »

I'm running into a bug where one of my colonies with an AI battlestation was invaded and captured when I was out of system. Now that I'm trying to take it back, the station doesn't seem to have any repair cooldown after the player fleet wins a battle against it. I haven't tested out an NPC only attack yet but I can currently end up fighting the same station indefinitely.

Edit: Same is true for NPC attacks too. The moment the station dies it heals back to full health, making the planet impossible to counter-invade.
« Last Edit: May 02, 2024, 12:59:38 PM by vicegrip »
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boggled

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3347 on: May 02, 2024, 12:59:30 PM »

I'm running into a bug where one of my colonies with an AI battlestation was invaded and captured when I was out of system. Now that I'm trying to take it back, the station doesn't seem to have any repair cooldown after the player fleet wins a battle against it. I haven't tested out an NPC only attack yet but I can currently end up fighting the same station indefinitely.

Hello! This is a known bug and I'm going to fix it for the next patch. Sorry for the inconvenience!
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Sheriff123

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3348 on: May 02, 2024, 11:14:23 PM »

Can you explain the requirements for moderate/large amount of water present in terraforming a planet? I built a mining asteroid with asteroid processing and I have been unable to terraform a barren planet into a water world, which requires a large amount of water, in fact with the atmosphere stablized I am unable to terraform it into anything. I have AOTD, and not much else. The water requirement is the only orange listed requirement I have left.

Is the colony with asteroid processing built located in the same system as the planet you're trying to terraform? Is there a shortage impacting the asteroid processing building? Can you please post a screenshot of the system in question and the tooltip showing you can't terraform?

Here are a couple images with details explaining the situation - https://imgur.com/a/iNRuDXe
Also my modlist - https://imgur.com/a/VqbTcQa

Can you speak to what a "shortage" might entail?
« Last Edit: May 02, 2024, 11:16:54 PM by Sheriff123 »
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Tecrys

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3349 on: May 03, 2024, 01:45:55 AM »

Hey!
I wanted to put a bit of mod interaction with TASC into Orbital Manipulation & Maintenance since Freitag ships are pretty much meant for station construction and salvaging.
I'm just not sure how to do that and what the interaction should be, so I thought I just write here.
I'm also not really good at coding, I just bash code from examples.

Perhaps there is a way to work on this together?
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libertyorded

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3350 on: May 07, 2024, 02:32:05 PM »

I've noticed that if the Ismara's Sling or Asteroid Processing industry in a system where a planet is being terraformed to another type experiences a shortage of heavy equipment, all progress on the terraforming is reset.  Is that intentional or a bug?
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Uther Phobos

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3351 on: May 07, 2024, 03:49:44 PM »

US_Water and US_WaterB are listed as terran_world in planet_types.csv instead of water_world as they should be.
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Def16

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3352 on: May 11, 2024, 11:04:26 AM »

Is anyone else encountering an issue with Astropoli where; if the player is the admin the hazard rating is 100%, if anyone else is the hazard is 150% ?
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boggled

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3353 on: May 13, 2024, 07:44:47 AM »

Is anyone else encountering an issue with Astropoli where; if the player is the admin the hazard rating is 100%, if anyone else is the hazard is 150% ?

Are you using the latest version of TASC? Can you please post a screenshot of the hazard and what conditions are impacting it?

US_Water and US_WaterB are listed as terran_world in planet_types.csv instead of water_world as they should be.

Do those planet types have the water surface condition? If they don't they belong in the Terran group rather the water group.

I've noticed that if the Ismara's Sling or Asteroid Processing industry in a system where a planet is being terraformed to another type experiences a shortage of heavy equipment, all progress on the terraforming is reset.  Is that intentional or a bug?

Hmm, I didn't think about this interaction previously. I think the progress should remain stalled at the previous level, not reset completely. I'll see if I can change this in a future patch. Thanks for letting me know about this!

Can you explain the requirements for moderate/large amount of water present in terraforming a planet? I built a mining asteroid with asteroid processing and I have been unable to terraform a barren planet into a water world, which requires a large amount of water, in fact with the atmosphere stablized I am unable to terraform it into anything. I have AOTD, and not much else. The water requirement is the only orange listed requirement I have left.

Is the colony with asteroid processing built located in the same system as the planet you're trying to terraform? Is there a shortage impacting the asteroid processing building? Can you please post a screenshot of the system in question and the tooltip showing you can't terraform?

Here are a couple images with details explaining the situation - https://imgur.com/a/iNRuDXe
Also my modlist - https://imgur.com/a/VqbTcQa

Can you speak to what a "shortage" might entail?

A shortage would be if the Asteroid Processing building has a commodity shortage for one of the commodities it demands. That would prevent it from supplying water for the terraforming project.

I'll take a look at the code and try to replicate this issue, but so far I haven't been able to.

Hey!
I wanted to put a bit of mod interaction with TASC into Orbital Manipulation & Maintenance since Freitag ships are pretty much meant for station construction and salvaging.
I'm just not sure how to do that and what the interaction should be, so I thought I just write here.
I'm also not really good at coding, I just bash code from examples.

Perhaps there is a way to work on this together?

Hello! I think there could be the potential for adding an interaction here. I previously had a special ship in TASC that was required to build stations, but I removed it a while ago. If you have a particular hull that's designed for building stations, maybe having one in the player's fleet should be a requirement for constructing TASC stations. That's a pretty simplistic integration though - did you have something else in mind?

The github for TASC is located at https://github.com/boggledstarsector/tasc. I could do the integration if it's only what I posted above, but if it's more extensive I might need your help since I don't have as much time to work on TASC as I did in the past.
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Tecrys

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3354 on: May 14, 2024, 02:34:18 AM »

Nothing too fancy, I'm thinking of reducing the recource costs (but not credits) for building a station by a certain percentage, say 30%, when certain Freitag ships are in player fleet.
I can probably just extend the corresponding class on my end after checking for TASC in mod_plugin, or at least that's what I think how it should work.

Edit: where can I find the resource costs? I've been looking for a while through source on git but I can't find it. ah, LunaSettings.csv.
 Okay, just need to find out how to modify the values if certain ships are present.
« Last Edit: May 14, 2024, 03:29:03 AM by Tecrys »
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boggled

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3355 on: May 14, 2024, 06:34:43 AM »

Nothing too fancy, I'm thinking of reducing the recource costs (but not credits) for building a station by a certain percentage, say 30%, when certain Freitag ships are in player fleet.
I can probably just extend the corresponding class on my end after checking for TASC in mod_plugin, or at least that's what I think how it should work.

Edit: where can I find the resource costs? I've been looking for a while through source on git but I can't find it. ah, LunaSettings.csv.
 Okay, just need to find out how to modify the values if certain ships are present.

I can take a look at it later but I think you'll need to modify the functions that generate the tooltip and subtract the resource costs when the station construction abilities are activated. You could get whether Orbital Manipulation and Maintenance is enabled, and if so, check if the player fleet contains the relevant ships.
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Uther Phobos

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3356 on: May 14, 2024, 04:32:16 PM »

US_Water and US_WaterB are listed as terran_world in planet_types.csv instead of water_world as they should be.

Do those planet types have the water surface condition? If they don't they belong in the Terran group rather the water group.
Problem is the game considers them water worlds despite that. Can't build Farms on them, only Aquacultures. Even worse with AotD, since you can only build Monocultures and are then stuck.

For what it's worth, they probably should have the Water Surface condition due to having only slightly more dry land than a full-on water world, most of which is likely sandbanks.

Might want to talk with the person currently maintaining Unknown Skies about that.
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Tecrys

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3357 on: May 14, 2024, 11:47:27 PM »

so after talking to some coders it seems I can't really implement the OMM interaction on my end. I was really hoping I'd just have to write like 10 lines of code and it would work.

Well, if you don't mind putting the interaction in I'd be happy though I was hoping to not ask you for that kind of work.
The hull ids in question would be "omm_euphausia", "omm_ecrevisse" and "omm_nathantia".
I think 30% resource cost reduction would be resonable if any of those ships are present
« Last Edit: May 14, 2024, 11:50:55 PM by Tecrys »
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zecond

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3358 on: May 15, 2024, 05:58:17 AM »

Cant remove the atmosphere from a frozen world, tooltip says there is no atmosphere to remove.
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boggled

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3359 on: May 15, 2024, 06:56:01 AM »

so after talking to some coders it seems I can't really implement the OMM interaction on my end. I was really hoping I'd just have to write like 10 lines of code and it would work.

Well, if you don't mind putting the interaction in I'd be happy though I was hoping to not ask you for that kind of work.
The hull ids in question would be "omm_euphausia", "omm_ecrevisse" and "omm_nathantia".
I think 30% resource cost reduction would be resonable if any of those ships are present

Ok, I'll work on adding this.

Cant remove the atmosphere from a frozen world, tooltip says there is no atmosphere to remove.

Can you please post a screenshot of the colony management screen and the tooltip in question? Of course if there's no atmosphere on the market, then you can't remove the atmosphere.
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