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Author Topic: [0.96a] DIY Planets - Terraforming and more! Community Edition  (Read 54349 times)

FluffyRabbit

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[0.96a] DIY Planets - Terraforming and more! Community Edition
« on: September 10, 2023, 12:24:53 AM »

This is the new home for Kentington's fantastic mod. It is now maintained by the community. You are welcome to contribute on the GitHub.


v1.0.20, for Starsector 0.96a

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DIY Planets adds a variety of colony structures and special items which allow the player to manipulate planetary conditions. It is intended to make otherwise marginal colony sites viable, encourage exploration, and serve as a late-game credit sink. It also includes endgame methods for transforming asteroid fields into planets and gas giants into brown dwarf stars - or even constructing your own hypershunts!

How It Works

Once you've built a colony on a hazardous planet, a variety of new structures become available depending on its conditions. Most of these can reduce a condition's hazard rating by half, but cannot permanently remove it. For a complete fix, you'll need to find a specific Domain-era artifact and install it in the structure. These have been added to vanilla loot tables and can also be found in a special (repeatable) bar quest, where a "scarred spacer" points you to a derelict Eridani-Utopia terraforming rig. Each artifact is single-use.

Industries and their effects:


Spoiler
Water Transport Infrastructure

Constructed on a water world, rocky-ice planet, frozen planet, or cryovolcanic planet, this structure transports water to another planet in the system. Does not require an artifact. Having it in place allows you to build:

Water Capture Infrastructure

Constructed on a desert world, this structure receives water and improves the planet to an arid, jungle, tundra, or terran world (depending on temperature). Does not require an artifact.

Cometary Capture Infrastructure

An alternative approach for desert worlds without a nearby water source, captures water-bearing asteroids to hydrate the planet. Does not require an artifact, but is slower and more expensive than standard water transport/capture infrastructure.

Environmental Agency

Removes pollution at a hefty credit cost. Does not require an artifact.

Integration Corps / Subjugation Corps

Two options for removing a decivilized population. The integration corps is costlier but greatly increases immigration while in effect; the subjugation corps is cheaper and faster but only slightly increases immigration. Neither requires an artifact.

Atmospheric Filter

Removes toxic or dense atmospheres. Requires an "atmospheric mineralizer" to complete.

Atmospheric Pump

Adds an atmosphere to a planet, removing the effects of null or thin atmosphere. Requires an "atmospheric sublimator" to complete.

Stellar Mirror

Removes cold or extreme cold. The latter is costlier and takes longer. Requires a "stellar reflector core" to complete.

Stellar Shade

Removes heat or extreme heat. The latter is costlier and takes longer. Requires a "stellar reflector core" to complete.

Stellar Distributor

Removes poor light. Requires a "stellar reflector core" to complete.

Tectonic Engine

Removes tectonic activity or extreme tectonic activity. The latter is costlier and takes longer. Requires a "tectonic attenuator" to complete.

Cyclonic Regulator

Removes extreme weather. Requires a "weather manipulation core" to complete.

Genepurge Project

Unleashes engineered viruses to remove a planet's inimical biosphere. Does not require an artifact to complete.

N-Brane Oscillator

Adjusts the local gravitational field. Requires an "n-brane oscillator core" to have any effect.

Climate Sculpting Project

Can only be built on a terran or water world. Adds "mild climate," further reducing hazard rating. Requires a "terraformer brainprint" to complete.

Lobster Breeding Program
Adds Volturnian lobster to a water world, but reduces relations with the Sindrian Diktat.
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Terraforming can also gradually change a planet's class, with visual updates as appropriate. Once a planet progresses past "desert," it will generate farmland if none existed, and each step will improve that farmland.

Spoiler
  • Volcanic planets become barren when their extreme heat is removed.
  • Cryovolcanic, rocky ice, and frozen planets become water worlds when their cold/extreme cold are removed.
  • Toxic planets become barren once their corrosive atmosphere is removed.
  • Barren planets become barren-desert once an atmosphere is added.
  • Barren-desert planets become desert - and gain the "habitable" condition - once all "extreme" conditions are removed.
  • Desert planets become arid, tundra, or jungle (depending on temperature) once water has been added.
  • Arid, tundra, and jungle planets become terran-eccentric once their temperatures are normalized.
  • Terran-eccentric planets become terran once all natural hazards are removed.
[close]

Creating Planets
Spoiler


Once you reach level 12, a new bar quest becomes available. Completing it grants access to the Genesis-class hull, a very expensive and single-use starship which transforms an asteroid field into a new planet. Planets are guaranteed to contain ultrarich deposits of metals and rare metals, and will also contain various amounts of organics and volatiles. Simply interact with an asteroid to use the Genesis.
[close]

Creating Brown Dwarf Stars
Spoiler


With an N-Brane Oscillator Core in your inventory, approaching a gas giant gives you a new option. Converting it into a brown dwarf star will increase the heat of all planets in the system by one step, and additionally will improve light levels. This can have an impact on faction relations if there are colonies in the system; colonists will appreciate having cold planets warmed but will hate receiving hazardous levels of heat.
[close]

Constructing Hypershunts
Spoiler
Once you've defeated the defenders of an existing hypershunt, interacting with it will give you a new option to download the megastructure's schematics. This unlocks a new hull schematic for your heavy industry to produce. With a hypershunt construction rig in your fleet, interact with a star to begin setting up the hypershunt. The process will consume one alpha core, 10,000 supplies, and 5,000 heavy machinery. Next, you will need to produce 11 units of metals and 9 units of transplutonics at a colony for a period of one year (you can track this via an intel popup). Finally, providing 20,000 fuel to the completed hypershunt will bring it online and allow it to be used just like a vanilla one!
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Compatibility

This mod is compatible with existing saved games, and even if you've already looted the Sector, terraforming equipment can be obtained through a repeatable bar quest. It's not a good idea to uninstall it if you have any active terraforming structures.

Changelog

Spoiler
  • 1.0.20: Updated to 0.96a. Community edition started.
  • 1.0.15: Added the ability to construct hypershunts. Irradicator core can be properly installed. Cometary capture infrastructure properly disassembles itself after use. Improved compatibility with other mods.
  • 1.0.14: Added Irradicator artifact, for removing the "irradiated" condition from planets. Also added methods for adding "low gravity" and "no atmosphere" to planets, as well as removing rare ore deposits from farming worlds. Climate sculpting can now be applied to any habitable world.
  • 1.0.13: Updated to 0.95a.
  • 1.0.12: Full compatibility with new planet types added by other mods. Improved re-evaluation function.
  • 1.0.10: Improved compatibility with Unknown Skies planet types. Existing planets can have their type re-evaluated; set "reEvaluateMode" to true in the config file and visit the planet to see the new option.
  • 1.0.9: Brown dwarves now improve light levels as well
  • 1.0.8: Added Genesis-class starship and quest to acquire it, allowing planets to be created from scratch. Added the ability to transform gas giants into brown dwarf stars, heating an entire system.
  • 1.0.7: Added lobster breeding program and cometary capture infrastructure. Water worlds can now receive Climate Sculpting project. Several bugfixes.
  • 1.0.6: Fixed planet classes unable to improve by multiple steps at once. Also prevented terraforming structures from "eating" AI cores upon completion.
  • 1.0.5: Melting a frozen planet now properly adds the Water-Covered Surface condition
  • 1.0.4: Fixed crash when adding industries to non-planet colonies. Also fixed an issue where some barren planets could skip directly to terran. Developer Mode now allows terraforming projects to complete without an artifact.
  • 1.0.3: Subjugation Corps properly removes itself when the project is complete
  • 1.0.2: Climate Sculpting Project can no longer be built if the planet already has a mild climate
  • 1.0.1: Climate Sculpting Project can finish successfully
  • 1.0.0: Initial release
[close]

In the unlikely event that Alex & crew want to implement any aspect of this mod into vanilla Starsector, they are free to do so.
[/quote]
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dragoTwos

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #1 on: September 11, 2023, 12:58:36 PM »

uh, can I construct space station with this mod?
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Dadada

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HiddenContender

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #3 on: September 14, 2023, 08:43:08 AM »

I can't seem to build a hypershunt. I have the required construction rig in my fleet and when interacting with a star I get nothing. Perhaps I am doing something wrong?
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Darkfirephoenix

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #4 on: September 14, 2023, 11:20:38 AM »

I can't seem to build a hypershunt. I have the required construction rig in my fleet and when interacting with a star I get nothing. Perhaps I am doing something wrong?
Are you trying on a Blue Giant or any other type of star? Hypershunts can only be attached to Blue Giants.
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FluffyRabbit

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #5 on: September 15, 2023, 08:15:39 AM »

Hi,

I have never built the shunt myself but I checked the source and I don't see a limitation on the star type unless I'm missing something.

When you say you are getting nothing what do you mean exactly?

Also I see the requirements for the hypershunt build are quite high. I'm thinking it might be reasonable to reduce that as 11 metals and 9 transplutonics on a single colony is a steep requirement)
If it could be spread across multiple colonies then I could understand but seems very high based on current colony production.

Perhaps if you are running other mods it's easier to push that up but it does seem high. Thoughts anyone who has actually built it?
« Last Edit: September 16, 2023, 12:43:01 AM by FluffyRabbit »
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Dadada

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #6 on: September 15, 2023, 11:22:08 AM »

Hypershunt? I built one in 0.95.1 with DiY Planets and it worked. "Shrug"
E: Requirements seemed okay. Catalytic, size 6, Alphacores...
E2: Wait, do you need size 7 or a story point upgrade for 11? Mmmm.
E3: Ahhh, I don't remember, cannot be arsed to test it right now.
E4: Inb4 you need both, 7 and SP. Oh, well, let's test it...

E5: DiY Hypershunt project needs 11 metals and 9 rare metals, no SP needed (size 6 + Catalytic + Alpha + Industrial Planning).
10 Rare metals needs the tap, soo....

E6: Cannot be arsed to build complete one in 0.96, starting the project worked fine. o.O
Somewhere in the info tab there should be a counter in months, probably 12 at the start, going down till it's done, should pause if the conditions in metals and rare metals aren't met and resume if they are. Fun fact: TASC also allows you to build a hypershunt (dunno if it is enabled with standard settings but there is a config), should be a somewhat recent addition.
« Last Edit: September 15, 2023, 12:19:15 PM by Dadada »
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zacharywere

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #7 on: September 19, 2023, 08:55:56 PM »

i got a crash e
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zacharywere

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #8 on: September 19, 2023, 08:56:57 PM »

when i was downloading the ai i crashed e bruh
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FluffyRabbit

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #9 on: September 20, 2023, 06:43:31 AM »

i got a crash e

That crash looks like it from a different mod. XhanEmpire. You can see the name at the top of the screenshot. Something between that mod and Nexerelin Prism. Not sure why you've posted it here.
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zacharywere

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #10 on: September 22, 2023, 04:24:38 PM »

i got crash when i tryed the download of ai which is the genesis project aka DIY Planets
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Lukas04

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #11 on: September 23, 2023, 12:39:18 AM »

i got a crash e

That crash looks like it from a different mod. XhanEmpire. You can see the name at the top of the screenshot. Something between that mod and Nexerelin Prism. Not sure why you've posted it here.

You should probably read logs in a bit more detail, it quite clearly shows that the crash happens due to DIY. If the fault really is with DIY is another question, but that log says something in GenesisBarEvent is crashing it.
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n3xuiz

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #12 on: September 23, 2023, 12:48:05 AM »

nice! this mod used to be my solution to remove pollution from planets. has anyone tested this with AOTD? that mod seems to add a non-removable pollution which so far i have not been able to get rid of.
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FluffyRabbit

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #13 on: September 23, 2023, 01:37:04 AM »

i got crash when i tryed the download of ai which is the genesis project aka DIY Planets

Hi, Had a better look at the right the error was from DIY. I completely misread it last time :)

However, I just tested and the AI download works fine. Got the genesis project quest.

You definitely using the latest version from this thread? Maybe another mod causing some issue.

The error is coming when it is trying to get get an uncommon location through the starsector api which
searches based on a weighted algorithm and that function is failing. I suspect because it can't find a location or
it has found a location that isn't valid somehow.

I don't think this is a DIY problem as this is a standard function in Starsector API from what I can see.
« Last Edit: September 23, 2023, 01:43:29 AM by FluffyRabbit »
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n3xuiz

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #14 on: October 04, 2023, 03:15:47 AM »

i tested my question with the AOTD pollution when installing nanoforge and environmental agency removes the pollution but it just gets added again.
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