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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Author Topic: [0.95a] DIY Planets - Terraforming and more!  (Read 248909 times)

Szasz

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Re: [0.95a] DIY Planets - Terraforming and more!
« Reply #240 on: December 16, 2021, 04:40:47 PM »

There are still holes in this mod, just to name a few:
 - it is possible to remove the atmoshpere of a gas giant and it will become an impossible astrological phenomenon (and balance wise it becomes an industrial powerhouse for low hazard volatiles mining, mass producing fuel, boosted refining and nanoforging)
 - toxic planets needs to have an atmospheric filter+mineralizer before their atmosphere can be removed - maybe its realistic but the structure names are wrong in that case
 - hydrating of a planet continues creating a condition that just feels wrong, especially when its on a terran planet (the description says the planet can host terran lifeforms once weather conditions are normalized - guess what it already can)
 - habitable worlds can't get rid of their atmoshpere, ever
 - graphics are out of place - especially for buildings but even the reused vanilla icons are only vaguely connected to an item's description
 - animations would be nice for such small scale interactions as creating a planet or a star (sarcasm)

The concept is great, I think, terraforming by addressing a specific fault among a planet's conditions but it could use a lot of polish.
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FreonRu

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Re: [0.95a] DIY Planets - Terraforming and more!
« Reply #241 on: December 21, 2021, 09:48:55 AM »

Kentington, good day. I want to point out that you have amazing mods. I use them every time.

I have a small suggestion for several previous ones. At the next run, I noticed fewer special items for the colony began to drop out, but items for terraforming were found in their place. How about such a condition - if, when examining a planet / ships, etc. is there a special item for the colony - additionally, is there a special item for terraforming?
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Stalkar

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Re: [0.95a] DIY Planets - Terraforming and more!
« Reply #242 on: December 22, 2021, 10:24:05 AM »

Had some time to extensively play with this and test a few things out
I like the idea of having the ability to make an ass of a planet in to habitable one,and i like the idea more of using an artifact vs industry slot

i am pretty sure there was one condition that the mod doesnt deal with but i cant get it from the top of my head,might add it later

One major grump is that some things conflict with each other,like giving your planet a habitable trait is gonna make it not possible to install mantle bore which is quite important and so on

and one minor grump is that....descriptions.....
i would probably say that there should be a some sort of way to track what you need to do to get on the next "stage" of terraforming and what will you get of it that is not on the mods initial page,like on the planet page or i dont know how even
plus the description doesnt mention that 1)again,they dont take industry slots 2)they are gone after they are done doing their job saving you a slot overall

and probably a possible slight miss is that i think if you install an AI core and its done terraforming the core is gone specifically tested it now,nope,the AI core is back at the storage,i guess it was in earlier versions or i have a bad memory

and can we please have it possible to deposit stuff for hypershunt not in one go?that is insane amount carrying capacity needed let alone maxed possible production over a year on metal and rare metal
and i cant think of a fleet that would need over 15k carrying capacity or 20k fuel capacity on practice meaning  all of that has to be built specifically for HS construction and wont be used again

otherwise i honestly find it hard to think why would you want to not use this if you go for colonies,the price of flooding "special" pool is worth it,its very much useful on the min-maxing standpoint and its not really broken,at least i havent found much for what could be
« Last Edit: January 07, 2022, 04:28:18 PM by ShadowStalkar »
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JUDGE! slowpersun

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Re: [0.95a] DIY Planets - Terraforming and more!
« Reply #243 on: December 22, 2021, 11:33:44 AM »

One major grump is that some things conflict with each other,like giving your planet a habitable trait is gonna make it not possible to install mantle bore which is quite important and so on

This mod predates that issue, all the new items added in 0.95 update last April (or updated, harder to use synchrotron core now, and nanoforges cause pollution).  Before that it was just nano forges and synchrotron core, basically.  Same reason why game only has those items for stealing in core worlds, game hasn't yet added more stuff to steal in core worlds for some reason (prolly too busy dealing with skills crisis that just got fixed in the new patch...).  And mod author I guess has pandemic fallout, this mod's maintenance currently underwhelming.  Hope all is well Kentington!

But this mod's primary benefit is that terraforming equipment disappears once complete, doesn't necessarily hang around like other terraforming mod.  So much easier to uninstall.  Just also simpler.

Edit: Sorry, checking your account creation date, you were prolly already aware of this.  Surprisingly few posts though!
« Last Edit: December 22, 2021, 11:36:38 AM by slowpersun »
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Szasz

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Re: [0.95a] DIY Planets - Terraforming and more!
« Reply #244 on: December 22, 2021, 12:15:10 PM »

But this mod's primary benefit is that terraforming equipment disappears once complete, doesn't necessarily hang around like other terraforming mod.  So much easier to uninstall.  Just also simpler.
Nonono, don't keep false hopes up. A mod adding custom items and conditions -this included- can't be uninstalled without discarding that save (even on a fresh start), at least I couldn't pull it off till the point I realised it's just easier to start a new run. There are very few exceptions in which case the author specifically includes an uninstall script.
« Last Edit: December 22, 2021, 04:28:04 PM by Szasz »
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JUDGE! slowpersun

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Re: [0.95a] DIY Planets - Terraforming and more!
« Reply #245 on: December 22, 2021, 12:30:42 PM »

But this mod's primary benefit is that terraforming equipment disappears once complete, doesn't necessarily hang around like other terraforming mod.  So much easier to uninstall.  Just also simpler.
Nonono, don't keep false hopes up. A mod adding custom items and conditions -this included- can't be uninstalled without discarding that save (even on a fresh start), at least I couldn't pull it off till the point I realised it's just easier to start a new run. There are very few exceptions in which case the author specifically includes an uninstall script.

I mean, player still has to discard all mod related items from inventory and storages, cancel any remaining uncompleted terraforming, and otherwise get rid of anything related to this mod and basically chuck it into sun.  Then save, quit, reload, save, quit, uninstall should work after that.  But no, this mod doesn't contain a literal uninstall script, just should be more capable of uninstallation than other terraforming mod that adds permanent structures/industries.  Not saying issues might still arise though... but this mod doesn't add custom conditions, it just uses vanilla planetary conditions.
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Szasz

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Re: [0.95a] DIY Planets - Terraforming and more!
« Reply #246 on: December 22, 2021, 04:28:29 PM »

... (even on a fresh start) ...
That is starting a new game with the mod and quitting right away to uninstall it.
« Last Edit: December 22, 2021, 04:30:11 PM by Szasz »
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JUDGE! slowpersun

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Re: [0.95a] DIY Planets - Terraforming and more!
« Reply #247 on: December 22, 2021, 05:03:57 PM »

... (even on a fresh start) ...
That is starting a new game with the mod and quitting right away to uninstall it.

Forgive me, perhaps I didn't explain this properly.  You can run games with mod incompatibility, just most likely that will crash game (so save is basically lost).  But not always.  If you have basically wiped out all traces of mod (if possible), then save/quit, then save/quit again to be sure, you should be able to uninstall/remove mod, start game and load your mod incompatible save; either it works and you have to just save again real quick to "fix" it (since still might crash later if you keep playing during this period), or you crash game and have to either reload mod to get game back (or just start a new game).  Main issue is player has to be super thorough in removing all mod stuff, which most people aren't, and sometimes isn't possible anyway due to how mod changes game.  Entirely mod dependent which ones you can remove, but basically only utility mods that don't touch certain parts of game.  This mod is basically a utility mod, unlike the other terraforming mod.
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Stalkar

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Re: [0.95a] DIY Planets - Terraforming and more!
« Reply #248 on: December 23, 2021, 12:03:55 AM »

Edit: Sorry, checking your account creation date, you were prolly already aware of this.  Surprisingly few posts though!
i just usually lurk around (did more so without an acc) with rarely giving feedback when i have the time to play around the mod

but yes,since thats how the game currently is i think mod should find a way to adapt when author find the time which is in deficit for all of us

and in the initial post i forgot to make a full point about it,buuuut flooding the pool of special items means it,most of the time i found teraforming items over vanilla industry boosting in the special spawn points,so that is something that could get tweaked around in a way
obviously the amount of specials this one adds is way over of what vanilla has to offer,and if the special rate is equal its gonna more likely drop terraforming items over boosts due to the ratio
« Last Edit: December 23, 2021, 12:11:24 AM by ShadowStalkar »
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JUDGE! slowpersun

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Re: [0.95a] DIY Planets - Terraforming and more!
« Reply #249 on: December 23, 2021, 12:12:55 AM »

but yes,since thats how the game currently is i think mod should find a way to adapt when author find the time

Yeah, that's a big issue with this mod, prolly biggest necessary fix.  This mod basically still shares same item pool with all the unique colony items, which has like tripled in size since 0.95 dropped.  If you running this mod, finding a corrupted nano forge or synchrotron is difficult, let alone a pristine (but at least you can raid for pristine forge or synchrotron in core, so less of an issue).  Most reasonable fix would be to either split off this mod's item pool (which Kentington is aware of and might do at some point), and/or make it so mod terraforming items ONLY comes from terraforming rig missions (which seems a heavy-handed fix, but prolly less coding under the hood compared to first suggestion).  Here's hoping Kentington ups and drops a fix for Christmas...

Edit: Hah, LOL, you edited your post to talk about the exact thing I did.  Jinx?
« Last Edit: December 23, 2021, 12:14:28 AM by slowpersun »
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Stalkar

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Re: [0.95a] DIY Planets - Terraforming and more!
« Reply #250 on: December 23, 2021, 12:22:22 AM »

i think a way to do this is to roll a second dice with a lower chance
aka first one is a guaranteed special where its supposed to spawn,but you have a lower chance to also get another special and roll another dice to which special its gonna be

basically this is what i had the last time i had booster drops noted down from my actual game which is like 3:15 ratio
Spoiler
atmospheric mineralizer 1+1+1
relay hypertransmitter 1+1
logistic core 1
stellar reflector core 1+1+1
n-brane oscillator core 1
irradiator core 1
atmospheric sublimator 1

fullerene spool 1
soil nanites 1
dealmaker holosuit 1
there are probably some horrible misspellings in there
[close]
at one point you`r are somewhat done with terraforming but you keep getting those when you need perma boosters now,even more so with other colony mods making a drop of each individual piece being absurtly low

but i do have a question doe,how do you acess the repeatable quest?cuz i dont think i have seen one go by
« Last Edit: December 24, 2021, 07:20:48 AM by ShadowStalkar »
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JUDGE! slowpersun

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Re: [0.95a] DIY Planets - Terraforming and more!
« Reply #251 on: December 23, 2021, 12:30:36 AM »

i think a way to do this is to roll a second dice with a lower chance
aka first one is a guaranteed special where its supposed to spawn,but you have a lower chance to also get another special and roll another dice to which special its gonna be

basically this is what i had the last time i had drops noted down which is 2:15  vanilla boosters:other
Spoiler
atmospheric mineraliser 1+1+1
relay hypertransmitter 1
soil nanites 1
logistic core 1
dealmaker holosuit 1
stellar refractor core 1+1+1
n-brane oscillator core 1
irradiator core 1
atmospheric sublimator 1

fullerene spool 1
soil nanites 1

there are probably some horrible misspellings in there
[close]

Maybe, piggybacking an extra (or two?!) special items could work, just seems a recipe to end up with WAY WAY more terraforming items and still no pristine nano forge (plus maybe overly complicated).  Kentington just needs to up and list his items in a separate pool, then RNG whether his pool sometimes overrides vanilla item or is just added on top of vanilla special item (unless terraforming rig mission, that is just normal).
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wsdude

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Re: [0.95a] DIY Planets - Terraforming and more!
« Reply #252 on: January 02, 2022, 03:11:45 PM »

Does anyone know where to get the bar quest to make a planet?
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Whisena

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Re: [0.95a] DIY Planets - Terraforming and more!
« Reply #253 on: January 03, 2022, 06:31:33 AM »

Does anyone know where to get the bar quest to make a planet?

Should be from the bar, I haven't encountered one either.
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wsdude

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Re: [0.95a] DIY Planets - Terraforming and more!
« Reply #254 on: January 03, 2022, 06:39:48 AM »

Does anyone know where to get the bar quest to make a planet?

Should be from the bar, I haven't encountered one either.

Any bar?I'm like max level and have yet to encounter it.
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