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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: [0.96a] DIY Planets - Terraforming and more! Community Edition  (Read 78387 times)

[REDACTED]

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #45 on: December 03, 2023, 03:06:16 PM »

Would be nice if this mod had settings so players could configure it to their liking.

My dude, be happy you have it at ALL. This mod was not updated for the longest time! Thank fluffyrabbit for his hardwork in just making this playable!
There's another terraforming mod you know, one with the trade-off of not being able to terraform planets with extreme conditions, but has settings that allow the player to configure the mod mostly to their liking, it's because I used that mod first that I found this one to be a bit disappointing with it's complete lack of ability to be configured by the average player.
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DancingFox45

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #46 on: December 04, 2023, 08:46:47 AM »

Got myself a crash when at the bar event for the Genesis Project as well.

15559443 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException: null
   at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getLocatio ns(BaseThemeGenerator.java:878) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.pickUncomm onLocation(BaseThemeGenerator.java:721) ~[starfarer.api.jar:?]
   at kentington.diyplanets.GenesisBarEvent.doConfirmActionsPreAcceptText(GenesisBarEvent.java:60) ~[?:?]
   at com.fs.starfarer.api.impl.campaign.intel.bar.events.BaseGetCommodityBarEvent.op tionSelected(BaseGetCommodityBarEvent.java:326) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.intel.bar.BarEventDialogPlugin.optionSelecte d(BarEventDialogPlugin.java:53) ~[starfarer.api.jar:?]
   at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.I.processInput(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
   at java.lang.Thread.run(Thread.java:750) [?:1.8.0_392]
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warlord

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #47 on: December 05, 2023, 02:55:55 AM »

I just did the Genesis project quest. I fought the remnants and all I got for it was a stellar reactor core... is that supposed to be the case? I also think it might be bugged for me cause the only thing I have found from the mod so far is stellar reactor cores... I have 7 of them.
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Coil

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #48 on: December 05, 2023, 05:47:08 AM »

Would be nice if this mod had settings so players could configure it to their liking.

My dude, be happy you have it at ALL. This mod was not updated for the longest time! Thank fluffyrabbit for his hardwork in just making this playable!
There's another terraforming mod you know, one with the trade-off of not being able to terraform planets with extreme conditions, but has settings that allow the player to configure the mod mostly to their liking, it's because I used that mod first that I found this one to be a bit disappointing with it's complete lack of ability to be configured by the average player.

Oh I know, I use both.  I usually use TASC with the terraforming disabled and then this mod. I really like the fact that you need to go fight and get a special item to enable you to do terraforming, as opposed to TASC which just lets you do it for free.

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[REDACTED]

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #49 on: December 05, 2023, 09:03:39 PM »

Would be nice if this mod had settings so players could configure it to their liking.

My dude, be happy you have it at ALL. This mod was not updated for the longest time! Thank fluffyrabbit for his hardwork in just making this playable!
There's another terraforming mod you know, one with the trade-off of not being able to terraform planets with extreme conditions, but has settings that allow the player to configure the mod mostly to their liking, it's because I used that mod first that I found this one to be a bit disappointing with it's complete lack of ability to be configured by the average player.

Oh I know, I use both.  I usually use TASC with the terraforming disabled and then this mod. I really like the fact that you need to go fight and get a special item to enable you to do terraforming, as opposed to TASC which just lets you do it for free.
I'd much rather have a mod balanced for realistic terraforming with settings to allow the player to speed things up for the sake of game play if needed, which TASC is far closer to if Im remembering correctly since IIRC you can change how long terraforming projects take in it's settings, over-all, using the two together with which one you use for a project depending on what the project is will result in the most best results you can hope to get any time soon.

Minor addition: Also TASC's terraforming isnt free, you have to build the infrastructure to actually make any changes
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StuffyEvil

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #50 on: December 08, 2023, 11:10:04 AM »

So I tried interacting with a star with the special Hypershunt constructing ship but I didn't get the prompt to build a Hypershunt, does anyone have a clue why?

Thanks.
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Kam0laZ

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #51 on: December 13, 2023, 04:28:42 PM »

Thank you so much for this mod, makes colonies more interesting.
However, I've found something ... I don't want to call it an issue or bug, but I'm not sure if it's intended.

I've colonized both a desert planet and a cryovolcanic planet on a system, and promptly built both the Water Capture and the Water Transport infrastructures on the respective planets.
The Desert planet also had the Hot and Extreme Weather conditions, so I also built the Stellar Shade and the Cyclonic Regulator on it - without Domain artifacts yet.
As expected, both the Stellar Shade and the Cyclonic Regulator stopped at 50% and, although they reduced the respective condition hazard ratings in half, they did not remove the conditions (planet still has Hot and Extreme Weather conditions).
Quite a while after that - and here's the conundrum - the Water infrastructures finally completed their thing and the planet class changed. The Water Capture thing disappeared (was not refunded), it gained basic farmland, but instead of becoming Arid (because Hot), it became Terran-Eccentric, jumping one class!

Is this intended or a bug? By jumping one class, did it also skip one farmland improvement?
« Last Edit: December 13, 2023, 04:30:28 PM by Kam0laZ »
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cake

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #52 on: December 16, 2023, 01:22:00 AM »

So I tried interacting with a star with the special Hypershunt constructing ship but I didn't get the prompt to build a Hypershunt, does anyone have a clue why?

Thanks.
same here. I have 10k of both metal and machinery in my fleet
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StuffyEvil

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #53 on: December 20, 2023, 01:46:03 PM »

Thank you so much for this mod, makes colonies more interesting.
However, I've found something ... I don't want to call it an issue or bug, but I'm not sure if it's intended.

I've colonized both a desert planet and a cryovolcanic planet on a system, and promptly built both the Water Capture and the Water Transport infrastructures on the respective planets.
The Desert planet also had the Hot and Extreme Weather conditions, so I also built the Stellar Shade and the Cyclonic Regulator on it - without Domain artifacts yet.
As expected, both the Stellar Shade and the Cyclonic Regulator stopped at 50% and, although they reduced the respective condition hazard ratings in half, they did not remove the conditions (planet still has Hot and Extreme Weather conditions).
Quite a while after that - and here's the conundrum - the Water infrastructures finally completed their thing and the planet class changed. The Water Capture thing disappeared (was not refunded), it gained basic farmland, but instead of becoming Arid (because Hot), it became Terran-Eccentric, jumping one class!

Is this intended or a bug? By jumping one class, did it also skip one farmland improvement?

I honestly have no idea, but I had a similar experience.

I managed to take over Umbra in the Askonia system and gave it an atmosphere, which changed it to Terran-Eccentric.
The cold & poor light condition were being suppressed by an Orbital Fusion Lamp.

If you want you can save then try some stuff to see how it reacts, e.g. remove the Stellar Shade and/or Cyclonic Regulator, then quick-load if it had a bad reaction.
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Snosibsnob

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #54 on: December 25, 2023, 06:27:42 PM »

Ive noticed multiple people have mentioned they are unable to build hypershunts and have the same problem, and I am having a similar problem.

Is hypershunt construction broken in the community version? I just can't build one.

Yes I have double checked that I qualify to be capable of doing so, I just don't have the option.
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DeltaPavonis

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #55 on: December 26, 2023, 10:59:20 PM »

Industrial Evolution overwrites the star interaction dialogue as part of dealing with an issue outside the scope of this mod. I've already brought up the issue with SirHartley. For the moment, if you're running both DIY Planets and IndEvo, you're not gonna be able to deploy the hypershunt rig.
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Simbach Vazo

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #56 on: January 05, 2024, 04:26:01 PM »

This mod sounds unhinged with the capabilities.

I love it.
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We moddin' up in dis 'oe.

Vantas_Strider

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #57 on: January 16, 2024, 02:13:05 AM »

For some reason my cryovolcanic world isn't turning into a water world - I've fully removed all it's cold conditions. Is there an extra step I need to take/have I blocked the melting by colonising/building some specific industry? I have climate sculpting available.

Thanks in advance for your help and for maintaining the mod :)

EDIT: I removed the tectonic activity and it turned to water, nevermind!
« Last Edit: January 16, 2024, 11:01:40 AM by Vantas_Strider »
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F3nn3L

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #58 on: January 16, 2024, 08:37:18 PM »

Is the ability to form planets available in the Community Edition?
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Zr0Potential

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #59 on: January 17, 2024, 06:52:31 AM »

Industrial Evolution overwrites the star interaction dialogue as part of dealing with an issue outside the scope of this mod. I've already brought up the issue with SirHartley. For the moment, if you're running both DIY Planets and IndEvo, you're not gonna be able to deploy the hypershunt rig.

Hope we will get some kind of workaround/compatibility patch since both mods are too good to pass up
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