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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Author Topic: [0.97a] Astral Ascension V1.2.7 - A Mod that Uncaps Colony Size  (Read 59537 times)

BugthePLug

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Re: [0.97a] Astral Ascension V1.2.7 - A Mod that Uncaps Colony Size
« Reply #75 on: April 05, 2024, 07:48:16 PM »

The mods and the console commands are broken everytime I try to use them it says market size is already 10, I also tried this with no mods installed except luna lib and lazylib, console commands, is there a way to fix it. Also the console commands are recognized and ingame it says I can reasonably reach 100, however the growth rate even with optimal conditions is 0.1 and console commands dont work as, it does say in the list that I can use console commands up to population 100 but when they are used it gives the message market size 10.

Edit: Wierdly enough when used for a size above 10 it says market size can only be 10 but also adds a secondary condition for whatever size colony I put so they'll be two conditions one saying size 10 another saying size 53 but only the size 10 one will be actually recongized. Is the colony size increase working for anyone else?

« Last Edit: April 06, 2024, 01:18:22 PM by BugthePLug »
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Jakened

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Re: [0.97a] Astral Ascension V1.2.7 - A Mod that Uncaps Colony Size
« Reply #76 on: April 08, 2024, 09:29:25 PM »

The mods and the console commands are broken everytime I try to use them it says market size is already 10, I also tried this with no mods installed except luna lib and lazylib, console commands, is there a way to fix it. Also the console commands are recognized and ingame it says I can reasonably reach 100, however the growth rate even with optimal conditions is 0.1 and console commands dont work as, it does say in the list that I can use console commands up to population 100 but when they are used it gives the message market size 10.

Edit: Wierdly enough when used for a size above 10 it says market size can only be 10 but also adds a secondary condition for whatever size colony I put so they'll be two conditions one saying size 10 another saying size 53 but only the size 10 one will be actually recongized. Is the colony size increase working for anyone else?



the console works for me but it only works for the first colony i have
example
colony A i use "astralsetmarketsize 15" command and the planet actually changed to matrioshka world or the planets used by astral
colony B same console command, the size changed but the planet visual dont change and it dont have the astral market condition
been like this since 096
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Gg1997

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Re: [0.97a] Astral Ascension V1.2.7 - A Mod that Uncaps Colony Size
« Reply #77 on: April 10, 2024, 04:56:18 AM »

Hello, i dont understand how to increase the colony size. what i have to do?
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Vundaex

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Re: [0.97a] Astral Ascension V1.2.7 - A Mod that Uncaps Colony Size
« Reply #78 on: April 15, 2024, 01:08:17 PM »

Are these supposed to increase the number of industry slots? Because it has no effect.
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LordGorloj

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Re: [0.97a] Astral Ascension V1.2.7 - A Mod that Uncaps Colony Size
« Reply #79 on: April 19, 2024, 01:51:06 PM »

Someone on the Starsector discord made fun of me for using this mod, 10/10.
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Re-Search-er

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Re: [0.97a] Astral Ascension V1.2.7 - A Mod that Uncaps Colony Size
« Reply #80 on: April 19, 2024, 02:32:50 PM »

Honestly, I think you should make two separate mods, one with the omega cores, the other with the population uncap.
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Wyrdean

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Re: [0.97a] Astral Ascension V1.2.7 - A Mod that Uncaps Colony Size
« Reply #81 on: April 27, 2024, 03:45:42 AM »

A version which caps at ecumenopolis would also be nice, as while I'd like to let my colonies grow larger over the course of the few decades my saves tend to run, getting billions of billions of people on one planet does seem a bit goofy
That being said, that's more just my personal taste, doesn't stop this mod from being a great one
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Uther Phobos

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Re: [0.97a] Astral Ascension V1.2.7 - A Mod that Uncaps Colony Size
« Reply #82 on: April 27, 2024, 04:11:09 AM »

A version which caps at ecumenopolis would also be nice, as while I'd like to let my colonies grow larger over the course of the few decades my saves tend to run, getting billions of billions of people on one planet does seem a bit goofy
That being said, that's more just my personal taste, doesn't stop this mod from being a great one
You can just edit the mod's settings.json to set the cap lower.
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lannnnnnar

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Re: [0.97a] Astral Ascension V1.2.7 - A Mod that Uncaps Colony Size
« Reply #83 on: May 10, 2024, 05:11:30 AM »

yo, have you made/included a patch for that issue that's been listed with AOTD's cryosleeper module yet, or would it still remain as best practice to disable that module until further notice? also, how would one make sure to avoid the issue with TASC's station crashes?
I would like to know as well
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Zuthen

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Re: [0.97a] Astral Ascension V1.2.7 - A Mod that Uncaps Colony Size
« Reply #84 on: May 11, 2024, 08:34:27 PM »

i appreciate the knowledge of Birch World's, never knew such a thing existed. reminds me a bit of mass effects main station or the colony stations in newer gundam series, maybe the game ark as well. yes i know they shy in comparison but i imagine the artwork from those when i think of layered eco systems like that. (talking the k3 version) like others have said in threads i don't think something like that would ever be feasible, even if aliens existed i doubt there would be enough mass or time to create such a thing. maybe ai sentience? either way cool idea's. hey, maybe we all live in the matrix after all. lol. but even then i question the practicality of reaching 100, or better yet the bugs when you get there. is it feasible? sure. you can always build up and down even on a planet. screw the core. look at favela's. would it be nice or healthy in any way? hell no. but feasible yes. but i don't want to tempt the code lords when it comes to such large numbers.
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Iwabik

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Re: [0.97a] Astral Ascension V1.2.7 - A Mod that Uncaps Colony Size
« Reply #85 on: May 13, 2024, 05:27:48 AM »

Hi, I just wanted to say I'm really liking the idea behind this mod, but sadly the way growth works in the base game makes it hard to fully appreciate it :( Playing with Industrial Evolution gave me an idea - the world symbols there give +10 bonus to growth. Would it be possible to make a structure that gives similar bonuses for this mod? Balancing might be difficult, but if it was REALLY expensive and had penalties, maybe it could work?
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