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

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Author Topic: [0.98a] Terraforming Made Easy 2.6.5i  (Read 107073 times)

Szasz

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Re: [0.98a] Terraforming Made Easy 2.6.5d
« Reply #150 on: April 20, 2025, 04:29:59 AM »

How to start using this?
Can't see any buildable structure related to this mod.
It is supposed to be compatible with AotD- VoK mentioning integration into the research tree. As far as I can tell only AotD stuff is in the research tree and there are simply not enough entries there to have enough room for your stuff

edit: Ditching AotD made it much clearer.

You might want to consider placing 'TME -' somewhere other than at the beginning of the structure names. Having something that blatantly stands out as not part of the game world can break immersion.
« Last Edit: April 20, 2025, 09:29:44 AM by Szasz »
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Szasz

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Re: [0.98a] Terraforming Made Easy 2.6.5d
« Reply #151 on: April 20, 2025, 09:25:46 AM »

Death World does not produce marines into stockpile nor storage
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bobtheconqueror

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Re: [0.98a] Terraforming Made Easy 2.6.5d
« Reply #152 on: April 20, 2025, 11:54:56 AM »

Death World does not produce marines into stockpile nor storage

Death world doesn't produce marines on its own.  It increases the output from a High Command building, and trains 5% of the marines that are in the system stockpile each month, which is the experience mechanic for marines.  This means you can bring a bunch of marines from elsewhere and dump them into the stockpile to train them up.

Regarding this mod with AotD, it's not intuitive but the label at the top of the research screen is actually a drop down, so you can click on "AoTD - Vaults of Knowledge" and then pick "Terraforming Made Easy" to switch to the integrated research tree for this mod.
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(REDACTED)

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Re: [0.98a] Terraforming Made Easy 2.6.5d
« Reply #153 on: April 26, 2025, 07:22:38 PM »

How would one make it possible to add organics to any planet including ice giants?
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Audax

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Re: [0.98a] Terraforming Made Easy 2.6.5d
« Reply #154 on: April 26, 2025, 10:33:42 PM »

How would one make it possible to add organics to any planet including ice giants?
You would need to edit the terraforming_options.csv file directly for that, its found in modname/data/campaign/terraforming_options.csv from there you need to edit the row canChangeGasGiants to true for every row with content.

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Re: [0.98a] Terraforming Made Easy 2.6.5d
« Reply #155 on: April 27, 2025, 04:18:13 PM »

How would one make it possible to add organics to any planet including ice giants?
You would need to edit the terraforming_options.csv file directly for that, its found in modname/data/campaign/terraforming_options.csv from there you need to edit the row canChangeGasGiants to true for every row with content.
Unfortunately despite having done that when I try to give ice giants organics when the project finishes nothing is added, I'll see if anything shows up in the logs with a greatly reduced selection of mods later.

Addition: Nothing useful in the log, all it says is "
1149491 [Thread-3] INFO  terraformingmadeeasy.industries.TMEBaseIndustry  - Completed Adding Plentiful Organics condition in Uranus by TME - Mineral Replicator", but nothing was actually added, it works just fine on habitable planets though.
« Last Edit: April 27, 2025, 04:42:22 PM by (REDACTED) »
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Audax

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Re: [0.98a] Terraforming Made Easy 2.6.5d
« Reply #156 on: April 27, 2025, 09:38:53 PM »

Unfortunately despite having done that when I try to give ice giants organics when the project finishes nothing is added, I'll see if anything shows up in the logs with a greatly reduced selection of mods later.

Addition: Nothing useful in the log, all it says is "
1149491 [Thread-3] INFO  terraformingmadeeasy.industries.TMEBaseIndustry  - Completed Adding Plentiful Organics condition in Uranus by TME - Mineral Replicator", but nothing was actually added, it works just fine on habitable planets though.
With how the way I coded things for gas giants the end result after terraforming is removing organics and farming all together which should match vanilla. Gas giants also has high prority so you can't change gas giants into any other planet type.

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Re: [0.98a] Terraforming Made Easy 2.6.5d
« Reply #157 on: April 29, 2025, 12:45:13 AM »

With how the way I coded things for gas giants the end result after terraforming is removing organics and farming all together which should match vanilla. Gas giants also has high prority so you can't change gas giants into any other planet type.
I assume there's no convenient way for a user to change that, which is unfortunate since in chemistry terms, ice and gas giants are entirely capable of containing organic compounds, even if it's mostly if not entirely organic compounds that would also fall into the volatiles category like methane
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Audax

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Re: [0.98a] Terraforming Made Easy 2.6.5d
« Reply #158 on: April 29, 2025, 09:18:00 AM »

I assume there's no convenient way for a user to change that, which is unfortunate since in chemistry terms, ice and gas giants are entirely capable of containing organic compounds, even if it's mostly if not entirely organic compounds that would also fall into the volatiles category like methane
Currently no, I could test things out and see if its possible to add in the current system but unsure when I'll get started. For the time being I'll leave it as is.

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Re: [0.98a] Terraforming Made Easy 2.6.5d
« Reply #159 on: April 30, 2025, 08:35:51 PM »

I assume there's no convenient way for a user to change that, which is unfortunate since in chemistry terms, ice and gas giants are entirely capable of containing organic compounds, even if it's mostly if not entirely organic compounds that would also fall into the volatiles category like methane
Currently no, I could test things out and see if its possible to add in the current system but unsure when I'll get started. For the time being I'll leave it as is.
Fair enough, perhaps if you can find a way to make it so ice/gas giants can be turned into other types of planet you could add a megastructure for giving them a solid surface, turning them into terrestrial planets as far as gameplay is concerned?
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itsANHonor

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Re: [0.98a] Terraforming Made Easy 2.6.5d
« Reply #160 on: May 04, 2025, 01:06:13 PM »

Hey, I love this implementation of terraforming. It's really well done.

I'm curious about coronal hypershunt implementation. I managed to build one in a system with a blue giant but it appears to be orbiting quite far away and when I visit the hypershunt it just gives the message that it's "self repairing" and has been doing so for several months. Is there something I did wrong when building it? Any particular other set of conditions I need to meet for it to work?
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Szasz

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Re: [0.98a] Terraforming Made Easy 2.6.5d
« Reply #161 on: May 05, 2025, 02:26:16 AM »

Death World does not produce marines into stockpile nor storage

Death world doesn't produce marines on its own.  It increases the output from a High Command building, and trains 5% of the marines that are in the system stockpile each month, which is the experience mechanic for marines.  This means you can bring a bunch of marines from elsewhere and dump them into the stockpile to train them up.

Thanks, it was not evident from the description. I can't recall the exact wording but it was definitely not something you just described.

Regarding this mod with AotD, it's not intuitive but the label at the top of the research screen is actually a drop down, so you can click on "AoTD - Vaults of Knowledge" and then pick "Terraforming Made Easy" to switch to the integrated research tree for this mod.

Interesting. Well, not a problem anymore since I did not like AoTD-VoK as it adds complexity mainly for the sake of complexity and will probably never use it again. Your input is appreciated either way.
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Szasz

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Re: [0.98a] Terraforming Made Easy 2.6.5d
« Reply #162 on: May 05, 2025, 07:59:03 AM »

Despite the description Gamma Core does not reduce upkeep costs by 25% on TME facilities.
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Audax

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Re: [0.98a] Terraforming Made Easy 2.6.5d
« Reply #163 on: May 05, 2025, 09:04:25 AM »

Despite the description Gamma Core does not reduce upkeep costs by 25% on TME facilities.
Oh your right, looks like I forgot to edit the method to allow upkeep cost reduction. Will fix.
« Last Edit: May 05, 2025, 09:11:50 AM by Audax »
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Audax

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Re: [0.98a] Terraforming Made Easy 2.6.5d
« Reply #164 on: May 05, 2025, 09:10:50 AM »

Hey, I love this implementation of terraforming. It's really well done.

I'm curious about coronal hypershunt implementation. I managed to build one in a system with a blue giant but it appears to be orbiting quite far away and when I visit the hypershunt it just gives the message that it's "self repairing" and has been doing so for several months. Is there something I did wrong when building it? Any particular other set of conditions I need to meet for it to work?
I need to look into this, it looks like a bug.
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