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Author Topic: [0.97a] A small mod regarding lobster proliferation  (Read 12131 times)

baguette

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[0.97a] A small mod regarding lobster proliferation
« on: March 12, 2021, 01:40:11 PM »

Lobster Proliferation 4.2.0
(0.97a) Adds lobsters into the commodity economy. If you used any 3.X.X or lower version of the mod (for 0.96 and earlier), it's unfortunately not save compatible (lul), so youll have to start a new save (4.0.0 and above are all compatible and save compatible with each other!). I changed the whole implementation of it to be more futureproof, it might be compatible with tasc now I dunno.

https://gitgud.io/baguette/lobster-proliferation/-/releases
« Last Edit: March 03, 2024, 08:06:32 PM by baguette »
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Waldoman

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Re: [0.9.1a] A small mod regarding lobster proliferation
« Reply #1 on: March 21, 2021, 05:09:21 AM »

Is there a rock lobster ?
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baguette

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Re: [0.95.1a] A small mod regarding lobster proliferation
« Reply #2 on: January 16, 2022, 08:20:54 PM »

Updated the thing for 0.95.1a :))
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Lorkhan4E201

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Re: [0.95.1a] A small mod regarding lobster proliferation
« Reply #3 on: January 17, 2022, 03:27:58 AM »

The mod we all needed
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baguette

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Re: [0.95.1a] A small mod regarding lobster proliferation
« Reply #4 on: January 18, 2022, 07:15:46 AM »

I fixed a crash (doesnt break saves), get the new version if you had previously downloaded it. I had actually fixed it before but forgot to put it in
« Last Edit: January 18, 2022, 01:00:31 PM by baguette »
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vaarelsauce

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Re: [0.95.1a] A small mod regarding lobster proliferation
« Reply #5 on: February 05, 2022, 01:47:45 PM »

Let's go! Thank you so much for making this mod.

Hopefully this will pair extremely well with the Genelab structure (that allows lobster seeding on Water planets) from the mod Terraforming and Station Construction! :D
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SCUBAelement

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Re: [0.95.1a] A small mod regarding lobster proliferation
« Reply #6 on: April 21, 2022, 03:34:49 PM »

Hello, thank you for the mod, it is basically exactly what I was looking for. A quick question, I read in the previous post that the save breaking aspect was fixed. If I understand correctly it should now work with an ongoing save? I tried doing that and it didnt crash, but there are no demands for the lobsters. They show up as an exported commodity now but no demand. Is that because I added it to an ongoing save, or is it something else? Thank you.  8) ;D
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baguette

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Re: [0.95.1a] A small mod regarding lobster proliferation
« Reply #7 on: April 28, 2022, 01:02:55 PM »

Hello, thank you for the mod, it is basically exactly what I was looking for. A quick question, I read in the previous post that the save breaking aspect was fixed. If I understand correctly it should now work with an ongoing save? I tried doing that and it didnt crash, but there are no demands for the lobsters. They show up as an exported commodity now but no demand. Is that because I added it to an ongoing save, or is it something else? Thank you.  8) ;D
it didn't break your save before either, it was just a crash if you looked at the industry in the screen. it doesn't work when it gets added to an existing save unless you edit your save manually, which I mentioned in the original post, so if you're lazy like me you'll have to start a new game for it to work
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baguette

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Re: [0.96a] A small mod regarding lobster proliferation
« Reply #8 on: May 06, 2023, 11:12:26 AM »

updated for 0.96a
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Kasa

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Re: [0.96a] A small mod regarding lobster proliferation
« Reply #9 on: June 21, 2023, 01:42:03 PM »

Underrated mod, how do nominate mods for the mod index?
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Vaelophisnyx

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Re: [0.96a] A small mod regarding lobster proliferation
« Reply #10 on: June 28, 2023, 01:14:42 AM »

Could some compatibility between this and TASC be added? This mod's changes to aquaculture prevent building it on water-worlds at all in a weird conflict. So far as I can tell, some check to disable the farming req and defer to TASC may be what is needed

otherwise, fantastic mod, thanks
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Uther Phobos

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Re: [0.96a] A small mod regarding lobster proliferation
« Reply #11 on: November 04, 2023, 07:34:55 PM »

Could some compatibility between this and TASC be added? This mod's changes to aquaculture prevent building it on water-worlds at all in a weird conflict. So far as I can tell, some check to disable the farming req and defer to TASC may be what is needed

otherwise, fantastic mod, thanks

Seems the issue is the code for checking the prereqs for building. Overwrite that with the base game version and it works fine.

Though i question why that would need a replacement to begin with.
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baguette

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Re: [0.97a] A small mod regarding lobster proliferation
« Reply #12 on: March 01, 2024, 01:24:41 PM »

updated for 0.97. i did a full futureproofing/compatibility revamp on it, so it might be ccompatible with tasc now (untested since i never actually used tasc).
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WyldMann

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Re: [0.97a] A small mod regarding lobster proliferation
« Reply #13 on: March 02, 2024, 01:42:06 PM »

Doesn't seem to be compatible with Industrial Evolution's governance types. Changing the governance type of a colony (e.g. rural polity) seems to remove all lobster related commodities for me.
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baguette

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Re: [0.97a] A small mod regarding lobster proliferation
« Reply #14 on: March 03, 2024, 07:54:44 PM »

i made an update (v4.2.0) that should hopefully resolve the indevo governance thing. and hides the lobster icons on every market (lol)

it's totally compatible, just replace with the current version
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