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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.96a] DIY Planets - Terraforming and more! Community Edition  (Read 111468 times)

alp7292

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #60 on: January 19, 2024, 02:44:35 PM »

this mod removes alpha core drops
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Lethice

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #61 on: January 19, 2024, 03:09:43 PM »

No it really doesnt
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alp7292

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #62 on: January 19, 2024, 05:52:53 PM »

killed around 20 fleet of remnant not a single alpha core disabled mod and alpha cores started raining
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alp7292

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #63 on: January 21, 2024, 11:45:58 AM »

also checked github, it states issues with loot https://github.com/FluffyRabb/StarSectorDIYPlanets/issues/3
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Crazy_Hat_Dave

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #64 on: January 31, 2024, 09:36:57 PM »

Has anyone found a work-around for building the hypershunt rig while using Industrial Evolution?  I have seen several people say that the dialogue option to build the hypershunt won't appear because of changes the IndEvo makes to star interactions.  Would it be possible to add the dialogue from DiY Planets to IndEvo to resolve the issue?
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Maladiktus

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #65 on: February 03, 2024, 05:09:20 PM »

Has anyone found a work-around for building the hypershunt rig while using Industrial Evolution?  I have seen several people say that the dialogue option to build the hypershunt won't appear because of changes the IndEvo makes to star interactions.  Would it be possible to add the dialogue from DiY Planets to IndEvo to resolve the issue?

Yes, took me a while but here it is.
You have 2 options, sadly not super lore friendly so youll have to fill that gap there sadly (pretend to do the project and then throw the resources at the sun literally, up to you).

Option 1 is to use the Console to spawn a Hypershunt:
This is where is starts---->

runcode import com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator;
import com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.AddedEntit y;
import com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.EntityLoca tion;
import com.fs.starfarer.api.util.WeightedRandomPicker;
import com.fs.starfarer.api.impl.campaign.procgen.StarSystemGenerator.StarSystemType;
import com.fs.starfarer.api.impl.campaign.procgen.themes.MiscellaneousThemeGenerator.M akeCoronalTapFaceNearestStar;
 
// set star system name here
StarSystemAPI system = Global.getSector().getStarSystem("Epsilon Bello");
String factionId = Factions.NEUTRAL;
Random random = new Random();
AddedEntity entity = null;
 
if (system.getType() == StarSystemType.TRINARY_2CLOSE) {
    EntityLocation loc = new EntityLocation();
    loc.location = new Vector2f();
    entity = BaseThemeGenerator.addEntity(random, system, loc, Entities.CORONAL_TAP, factionId);
    if (entity != null) {
        system.addScript(new MakeCoronalTapFaceNearestStar(entity.entity));
    }
} else {
    WeightedRandomPicker picker = new WeightedRandomPicker();
    WeightedRandomPicker fallback = new WeightedRandomPicker();
    for (PlanetAPI planet : system.getPlanets()) {
        if (!planet.isNormalStar()) continue;
        if (planet.getTypeId().equals(StarTypes.BLUE_GIANT) ||
                planet.getTypeId().equals(StarTypes.BLUE_SUPERGIANT)) {
            picker.add(planet);
        } else {
            fallback.add(planet);
        }
    }
    if (picker.isEmpty()) {
        picker.addAll(fallback);
    }
 
    PlanetAPI star = (PlanetAPI)picker.pick();
    if (star != null) {
        CustomEntitySpecAPI spec = Global.getSettings().getCustomEntitySpec(Entities.CORONAL_TAP);
        EntityLocation loc = new EntityLocation();
        float orbitRadius = star.getRadius() + spec.getDefaultRadius() + 100f;
        float orbitDays = orbitRadius / 20f;
        loc.orbit = Global.getFactory().createCircularOrbitPointingDown(star, random.nextFloat() * 360f, orbitRadius, orbitDays);
        entity = BaseThemeGenerator.addEntity(random, system, loc, Entities.CORONAL_TAP, factionId);
    }
}

<----This is where it ends

While using this method keep in mind that you have to change the system name("Epsilon Bello" in my case), the best way to find the true name of the system is be running the "list planets" console command and then seeing what the system is called as often enough the map can trick you.
In case you find a nice system with 2 or more Stars the hypershunt might spawn on the start that you dont want, dont know if theres a way to mitigate that.

Option 2 is more lore friendly but sadly a pain in the ass... Find a hypershunt the old fashioned way... Go through all the blue Giants, if you have Ajusted sectors installed, you can get quite a few to spawn on their own.

Be warned that if you do the Project and then try to access it youll only end up salvaging some of the Hypershunt materials and the game with wrongly remember that you have a hypershunt on that star so, dont do it.

Good luck.
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cake

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #66 on: February 06, 2024, 10:45:20 PM »

Has anyone found a work-around for building the hypershunt rig while using Industrial Evolution?  I have seen several people say that the dialogue option to build the hypershunt won't appear because of changes the IndEvo makes to star interactions.  Would it be possible to add the dialogue from DiY Planets to IndEvo to resolve the issue?

Yes, took me a while but here it is.
You have 2 options, sadly not super lore friendly so youll have to fill that gap there sadly (pretend to do the project and then throw the resources at the sun literally, up to you).

or, install and use tasc's hypershunt construction instead
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obj188

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #67 on: February 08, 2024, 02:01:25 PM »

Hi all.
So, is there a bug with no alpha core drop? Can someone confirm?
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Nevloz

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #68 on: February 11, 2024, 03:24:30 PM »

Does planet type changing work if a planet has no natural hazards? I have a system with 3 planets, jungle, frozen, and barren. I turned the frozen into a water world and im planning on just turning the barren into whatever I can, but its only hazard is "no atmosphere". Im wondering if planets need to have hazards to be changed because my jungle world has no natural hazards and should therefore change into a terran eccentric, right? It hasnt changed and has remained a jungle. If i turn my barren world into a barren-desert will I be unable to change it into a normal desert and then to an arid, tundra, or jungle since it has no other hazards besides no atmosphere?
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Onyx_sand

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #69 on: February 12, 2024, 07:17:04 PM »

Hi all.
So, is there a bug with no alpha core drop? Can someone confirm?

i have been playing with this mod since 0.97a released. From exploration only, i had around 6 alpha cores across 15 constellations. While i don't remember if any Alpha core drops from Redacted fleet battles, i can say that salvaging and exploring still can yield alpha core
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coppermind

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #70 on: February 13, 2024, 04:07:52 PM »

How did you get the mod to run with 0.97? Do I just have to edit the mod release info to be able to activate it or are there incompatibilities?
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Onyx_sand

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #71 on: February 13, 2024, 10:52:21 PM »

How did you get the mod to run with 0.97? Do I just have to edit the mod release info to be able to activate it or are there incompatibilities?
Yes, that's what i did, so far i havent had any problem yet, hope someone update it properly may be
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coppermind

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #72 on: February 14, 2024, 01:20:16 AM »

How did you get the mod to run with 0.97? Do I just have to edit the mod release info to be able to activate it or are there incompatibilities?
Yes, that's what i did, so far i havent had any problem yet, hope someone update it properly may be

Thanks for the quick answer. I was a couple hours into a new game yesterday and couldn't find a single good system to colonize which led me here. Time to start a new run  ;D
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waxpants

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #73 on: February 27, 2024, 08:17:53 PM »

CAN SOMONE TELL ME EXACTLY HOW TO GET THE Genesis-class hull?  i did the terraforming rig quest and i dont see it anywhere after the fight
« Last Edit: February 27, 2024, 10:27:43 PM by waxpants »
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wodzu_93

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Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« Reply #74 on: February 28, 2024, 03:51:08 AM »

CAN SOMONE TELL ME EXACTLY HOW TO GET THE Genesis-class hull?  i did the terraforming rig quest and i dont see it anywhere after the fight

From that fight you get a blueprint for a ship (learned automatically). Check custom production tab, it should be there. You have to order your colony to build it, then interact with the asteroid while having the ship in your fleet to use it.
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