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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Terraforming and Station Construction (v9.0.10)  (Read 1364996 times)

vohahrv

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3420 on: July 11, 2024, 12:58:22 AM »

Great mod, but I encountered a minor visual bug.

After constructing a gate using this mod, when I was outside of the gate system viewing its system map, the gate still appears as a stable point.

Is there anyway to fix this?
« Last Edit: July 11, 2024, 08:20:41 AM by vohahrv »
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Atashkada

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3421 on: July 11, 2024, 05:47:16 AM »

With the upcoming Ashes of the Domain change to remove most new commodities but retain water, I figured the time was right to propose allowing the requirement for water in terraforming a planet to be fulfilled by large amounts of the water commodity in the stockpile.

I have no idea how complicated that is to program (maybe a new building that has a special storage the water needs to be put into?) but it always struck me as strange that the water commodity can't be used to change a planet type when planets can import or export, say, enough food to feed 100 million people consistently without being in the same system, even in vanilla.

Since the mods are already integrated to a degree, having this additional interaction would make a lot of sense imo.
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boggled

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3422 on: July 11, 2024, 06:22:16 AM »

With the upcoming Ashes of the Domain change to remove most new commodities but retain water, I figured the time was right to propose allowing the requirement for water in terraforming a planet to be fulfilled by large amounts of the water commodity in the stockpile.

I have no idea how complicated that is to program (maybe a new building that has a special storage the water needs to be put into?) but it always struck me as strange that the water commodity can't be used to change a planet type when planets can import or export, say, enough food to feed 100 million people consistently without being in the same system, even in vanilla.

Since the mods are already integrated to a degree, having this additional interaction would make a lot of sense imo.

I wasn't aware of this upcoming change from AotD. That's an interesting idea - once the new version of AotD is released, I'll look into supporting this.

Great mod, but I encountered a minor visual bug.

After constructing a gate using this mod, when I was outside of the gate system view its system map, the gate still appears as a stable point.

Is there anyway to fix this?

Does this happen for all gates you construct with TASC, or only in a particular system? I didn't notice this previously but I can look into fixing it.
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vohahrv

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3423 on: July 11, 2024, 08:45:07 AM »

Does this happen for all gates you construct with TASC, or only in a particular system? I didn't notice this previously but I can look into fixing it.
I tried building another gate in another system using TASC, and the same bug persists. I vaguely remember that I encountered similar issue with the TASC in the 0.96 before the gate hauler was introduced.
Gates constructed with TASC will be displayed as stable locations on the map when player is outside the systems they located.
When player in the same system with the aforementioned gate, the gate appears correctly on the system map. Maybe the system map is generated differently depending on whether player is inside it or not?
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boggled

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3424 on: July 11, 2024, 09:02:59 AM »

Does this happen for all gates you construct with TASC, or only in a particular system? I didn't notice this previously but I can look into fixing it.
I tried building another gate in another system using TASC, and the same bug persists. I vaguely remember that I encountered similar issue with the TASC in the 0.96 before the gate hauler was introduced.
Gates constructed with TASC will be displayed as stable locations on the map when player is outside the systems they located.
When player in the same system with the aforementioned gate, the gate appears correctly on the system map. Maybe the system map is generated differently depending on whether player is inside it or not?

I'm not sure. Maybe I'll try deleting the stable location after placing the gate to fix it. I seem to recall I investigated this a year or two ago and couldn't find a solution, but I'll take another look now.
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vohahrv

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3425 on: July 11, 2024, 02:09:07 PM »

I may find the problem causing this glitch.
And I fixed my save by editing it.
Compared to vanilla gate, the gate created by TaSC has additional information related to the stable location it is built on in the save.xml file.
The save file looks like this:
...
<j0>{"f6":129.39026,"f0":"Active Gate","f3":"active_gate","f2":[255,252,252,255],"f4":"26ef36"}</j0>
...
<e>
/*TaSC gate has extra information about the stable location here compared to the vanilla gate,
deleting this part from save fixed the glitch*/

<st>$gateScanned</st>
<st>true</st>
</e>
...

Hope this helps you with fixing the problem.
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boggled

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3426 on: July 12, 2024, 12:02:06 PM »

I may find the problem causing this glitch.
And I fixed my save by editing it.
Compared to vanilla gate, the gate created by TaSC has additional information related to the stable location it is built on in the save.xml file.
The save file looks like this:
...
<j0>{"f6":129.39026,"f0":"Active Gate","f3":"active_gate","f2":[255,252,252,255],"f4":"26ef36"}</j0>
...
<e>
/*TaSC gate has extra information about the stable location here compared to the vanilla gate,
deleting this part from save fixed the glitch*/

<st>$gateScanned</st>
<st>true</st>
</e>
...

Hope this helps you with fixing the problem.


Thanks for investigating that! I'm not sure I can have TASC edit save files to fix this bug, but I can try to delete that stable location in-game to see if it fixes it.
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Farya

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3427 on: July 13, 2024, 11:32:13 AM »

Could you please add support for Hycean planets from new Unknown Skies version? It's a subtype of ocean planet and dinosaur industry cannot be built there.
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boggled

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3428 on: July 13, 2024, 06:15:36 PM »

Could you please add support for Hycean planets from new Unknown Skies version? It's a subtype of ocean planet and dinosaur industry cannot be built there.

Sure, I plan to expand support for Unknown Skies in a future update (maybe not the next one, but it's coming!). Thanks for your patience!
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StahnAileron

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3429 on: July 14, 2024, 05:36:33 AM »

Is there anything in particular about the Domain Tech crafting system other than a player-owned colony with Orbital Work and Pristine Nanoforge? (And beside enabling the mod options to turn it on.) I can't for the life of me access the crafting menu anywhere in the colony menu. (Unless I'm blind.) I'm even done with the Gate storyline.

I didn't touch SS v0.96 (I skipped from 0.95 to 0.97), so I'm not up to speed on any changes to date.

Fairly mod-heavy session (~50 mods), so it could be a mod conflict. (Testing will have to wait until the weekend at the earliest if this needs to be the avenue of attack; I did notice Better Deserved S-Mods isn't up to date at all and there are errors manifesting from that).

I have done some savegame editing, but it's no different from my older 0.95 sessions where the feature still worked for me.

I just want to make sure I'm not missing something obvious due to my hiatus before deep-diving into troubleshooting (especially if it is mod compatibility related).

Are you using Ashes of the Domain? If so, you need to research crafting before you can use it.
I'm not using AotD. (I took a quick look at it in game after you mentioned it. Seems very time consuming, though interesting. Maybe in a later run...)

I started another game and have gotten back to where I should be able to make Domain Artifacts. Still can't do it via the docked colony menu. (As I recall, this was where you could do it back in 0.95a.)

Now, I have a stupid question: when TASC checks the colony size, does the colony have to grow from 4 to 5 to trigger the ability, or does it just check to see if the colony is size 5 or bigger? I ask because I save-edit my colonies to size 10 (I have the main game settings set to max-size 10 for colonies as well.) This is to save me the tedium of waiting for colonies to grow in-game.

My functional run back in 0.95 might've had a colony that naturally progressed to size 5 and up before I figured out how to save-edit the colony sizes to whatever I wanted. That might be why it works for me back then. Can't say for sure since it's been a couple of years.

On a related note: is there a save file flag stored in the save game that tracks whether a colony can build Domain Artifacts I can change?

This is a pretty mod-heavy install (~50 mods). I am using Nex, Industrial Evolution, Grand Colonies, and Better Colonies among them. I think these are the only ones that could affect my colonies, short of mods that also modify the colony-docking menu (like Exotica and Progressive S-mods).

I'm pretty sure this is just a screwy install given the number and types of mods I have installed. If I can't get the feature to work, it's not the end of the game for me. Slight Better Tech Mining is spitting out a reasonable amount of Domain Artifacts for me to use. (Both in colonies and as part of Special Hullmod Upgrades.)

Thank you for your time and the mod!  ;D
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Chaotic-Entropy

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3430 on: July 14, 2024, 06:22:44 AM »

This may be a case of multiple mod weirdness, but I noticed the Siphon Station I set up was getting the 50% hazard from No Atmosphere. The hazard icon itself is absent, but the penalty is there.
Given there was a fix for stations related to this in prior, I figured this may be a re-occurrence.

That being said, this may be because I made the station and gave it to a faction with me as the governor (Nexerelin).

Hmm, I'll take another look at this as part of the next update. Thanks for letting me know the circumstances under which this occurred!

I have also encountered this, while using Nexerelin, except I just built a Siphon Station with no other factions involved and it gives me the No Atmosphere hazard in the way described.
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boggled

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3431 on: July 14, 2024, 09:51:11 AM »

Is there anything in particular about the Domain Tech crafting system other than a player-owned colony with Orbital Work and Pristine Nanoforge? (And beside enabling the mod options to turn it on.) I can't for the life of me access the crafting menu anywhere in the colony menu. (Unless I'm blind.) I'm even done with the Gate storyline.

I didn't touch SS v0.96 (I skipped from 0.95 to 0.97), so I'm not up to speed on any changes to date.

Fairly mod-heavy session (~50 mods), so it could be a mod conflict. (Testing will have to wait until the weekend at the earliest if this needs to be the avenue of attack; I did notice Better Deserved S-Mods isn't up to date at all and there are errors manifesting from that).

I have done some savegame editing, but it's no different from my older 0.95 sessions where the feature still worked for me.

I just want to make sure I'm not missing something obvious due to my hiatus before deep-diving into troubleshooting (especially if it is mod compatibility related).

Are you using Ashes of the Domain? If so, you need to research crafting before you can use it.
I'm not using AotD. (I took a quick look at it in game after you mentioned it. Seems very time consuming, though interesting. Maybe in a later run...)

I started another game and have gotten back to where I should be able to make Domain Artifacts. Still can't do it via the docked colony menu. (As I recall, this was where you could do it back in 0.95a.)

Now, I have a stupid question: when TASC checks the colony size, does the colony have to grow from 4 to 5 to trigger the ability, or does it just check to see if the colony is size 5 or bigger? I ask because I save-edit my colonies to size 10 (I have the main game settings set to max-size 10 for colonies as well.) This is to save me the tedium of waiting for colonies to grow in-game.

My functional run back in 0.95 might've had a colony that naturally progressed to size 5 and up before I figured out how to save-edit the colony sizes to whatever I wanted. That might be why it works for me back then. Can't say for sure since it's been a couple of years.

On a related note: is there a save file flag stored in the save game that tracks whether a colony can build Domain Artifacts I can change?

This is a pretty mod-heavy install (~50 mods). I am using Nex, Industrial Evolution, Grand Colonies, and Better Colonies among them. I think these are the only ones that could affect my colonies, short of mods that also modify the colony-docking menu (like Exotica and Progressive S-mods).

I'm pretty sure this is just a screwy install given the number and types of mods I have installed. If I can't get the feature to work, it's not the end of the game for me. Slight Better Tech Mining is spitting out a reasonable amount of Domain Artifacts for me to use. (Both in colonies and as part of Special Hullmod Upgrades.)

Thank you for your time and the mod!  ;D

Are you able to open the terraforming menu using the ability on your ability bar? The crafting options should be projects in the terraforming menu.

This may be a case of multiple mod weirdness, but I noticed the Siphon Station I set up was getting the 50% hazard from No Atmosphere. The hazard icon itself is absent, but the penalty is there.
Given there was a fix for stations related to this in prior, I figured this may be a re-occurrence.

That being said, this may be because I made the station and gave it to a faction with me as the governor (Nexerelin).

Hmm, I'll take another look at this as part of the next update. Thanks for letting me know the circumstances under which this occurred!

I have also encountered this, while using Nexerelin, except I just built a Siphon Station with no other factions involved and it gives me the No Atmosphere hazard in the way described.

Hmm, thanks for letting me about this. Sorry for the inconvenience!
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StahnAileron

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3432 on: July 14, 2024, 11:14:41 AM »


Are you able to open the terraforming menu using the ability on your ability bar? The crafting options should be projects in the terraforming menu.


And this is what I get for skipping game versions. Yes, that works. I knew it had to be something new and stupid I wasn't catching. Thanks! (Man, LunaLib really changed how we interact with SS.)
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boggled

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3433 on: July 14, 2024, 11:16:48 AM »


Are you able to open the terraforming menu using the ability on your ability bar? The crafting options should be projects in the terraforming menu.


And this is what I get for skipping game versions. Yes, that works. I knew it had to be something new and stupid I wasn't catching. Thanks! (Man, LunaLib really changed how we interact with SS.)

No problem, enjoy!
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Rislem

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Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« Reply #3434 on: July 14, 2024, 06:14:22 PM »

Got to say quite tired and annoyed because been trying to google for hours,

Every option for me to terraform needs a "stellar array"

I cant build in and none of my planet have it, so could you please tell me how do I build this building so I can terraform...
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