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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 106956 times)

Audax

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Re: [0.97a] Terraforming Made Easy 2.3.6
« Reply #30 on: April 21, 2024, 01:40:05 PM »

Quick mod update!

Update direct download link url in version file

Mod should be save compatible
« Last Edit: April 29, 2024, 10:01:17 AM by Audax »
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Jakened

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Re: [0.97a] Terraforming Made Easy 2.3.6
« Reply #31 on: April 23, 2024, 12:03:45 AM »

hey audax does planetspecoverride usually refer to planet id in the planets.json?
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Audax

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Re: [0.97a] Terraforming Made Easy 2.3.6
« Reply #32 on: April 23, 2024, 02:15:23 AM »

hey audax does planetspecoverride usually refer to planet id in the planets.json?
Yes, so if you want a planet to turn into a gas giant then just add the "gas_giant" id into the planetSpecOverride column for that row.

Know that it wont work for stars as I added a specific check if the spec you put is a valid planet.

Audax

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Re: [0.97a] Terraforming Made Easy 2.3.9
« Reply #33 on: April 26, 2024, 12:50:36 AM »

Quick QOL update!

- Added a terraforming project section to the structures tooltip so that you can tell what condition is being added/removed.



I might lower the build time for all terraforming structures and projects and megastructure projects as I might combine all structures into one selection like for building orbital stations as I kinda don't like how it eats up so much of the industry build screen.

The only down side about this is that it limits you to building only one terraforming structure per planet. So it pretty much stops you from building multiple terraforming structures and doing different terraforming projects at the same time.

Other than that on a lore standpoint it would be understandable how you should only really have 1 terraforming structure as those structures are supposed to be planet wide.

Mod should be save compatible
« Last Edit: April 29, 2024, 10:00:58 AM by Audax »
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JamesTripleQ

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Re: [0.97a] Terraforming Made Easy 2.3.9
« Reply #34 on: April 26, 2024, 03:46:29 AM »

How did you manage to swap a planet's TypeId? I've been trying to figure that out for a while for my Unknown Skies fork but I can't seem to make it work.
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Audax

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Re: [0.97a] Terraforming Made Easy 2.3.9
« Reply #35 on: April 26, 2024, 06:05:33 AM »

How did you manage to swap a planet's TypeId? I've been trying to figure that out for a while for my Unknown Skies fork but I can't seem to make it work.
Get the planetSpecAPI of the market, cast PlanetSpec to the planetSpecAPI of the market then update the planetType directly. then apply spec changes.

You can also just check out DIY or my source code, just look for TMEBaseIndustry.java then look for the method changePlanetVisuals.
« Last Edit: April 26, 2024, 06:10:13 AM by Audax »
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JamesTripleQ

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Re: [0.97a] Terraforming Made Easy 2.3.9
« Reply #36 on: April 26, 2024, 06:52:10 AM »

How did you manage to swap a planet's TypeId? I've been trying to figure that out for a while for my Unknown Skies fork but I can't seem to make it work.
Get the planetSpecAPI of the market, cast PlanetSpec to the planetSpecAPI of the market then update the planetType directly. then apply spec changes.

You can also just check out DIY or my source code, just look for TMEBaseIndustry.java then look for the method changePlanetVisuals.

I checked your source code and the only difference is that I use the planet directly rather than doing market.getPlanetEntity(), I also use planet.setTypeId() rathern than planet.changeType() becuase I tested it and there's no difference. Here's my code, the function is changePlanetType:
https://github.com/JamesTripleQ/Unknown-Skies/blob/master/src/data/scripts/US_utils.java
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Audax

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Re: [0.97a] Terraforming Made Easy 2.3.9
« Reply #37 on: April 26, 2024, 07:11:55 AM »

I checked your source code and the only difference is that I use the planet directly rather than doing market.getPlanetEntity(), I also use planet.setTypeId() rathern than planet.changeType() becuase I tested it and there's no difference. Here's my code, the function is changePlanetType:
https://github.com/JamesTripleQ/Unknown-Skies/blob/master/src/data/scripts/US_utils.java
hmm... have you tried creating a console command for changing planet types should be easy and you can check if the code works.

Other than that I notice in your mod plugin in the method onNewGameAfterProcGen you are filtering the procedural systems instead of using them so only custom systems and there planets are added as canditates for different planet types. Not sure if that is your intention if not not I'd look into that next.

JamesTripleQ

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Re: [0.97a] Terraforming Made Easy 2.3.9
« Reply #38 on: April 26, 2024, 07:27:01 AM »

Other than that I notice in your mod plugin in the method onNewGameAfterProcGen you are filtering the procedural systems instead of using them so only custom systems and there planets are added as canditates for different planet types. Not sure if that is your intention if not not I'd look into that next.

No that filters through procgen systems and it works fine.

The odd thing is that the planet changer works but it can't seem to edit the type id for some reason.

Edit: I just tried using an exact copy of your method in the console and it doesn't seem to work.
« Last Edit: April 26, 2024, 07:39:18 AM by JamesTripleQ »
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Audax

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Re: [0.97a] Terraforming Made Easy 2.3.9
« Reply #39 on: April 26, 2024, 07:54:25 AM »

No that filters through procgen systems and it works fine.

The odd thing is that the planet changer works but it can't seem to edit the type id for some reason.
Well at this point I don't think I can help you. Your code should work as its the exact same as mine and DIY's maybe something is different when grabbing a market but can't be sure. Next best thing is asking in miscellaneous questions modding thread and get an answer from alex directly. See if he has an answer.

JamesTripleQ

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Re: [0.97a] Terraforming Made Easy 2.3.9
« Reply #40 on: April 26, 2024, 11:45:02 AM »

No that filters through procgen systems and it works fine.

The odd thing is that the planet changer works but it can't seem to edit the type id for some reason.
Well at this point I don't think I can help you. Your code should work as its the exact same as mine and DIY's maybe something is different when grabbing a market but can't be sure. Next best thing is asking in miscellaneous questions modding thread and get an answer from alex directly. See if he has an answer.
I figured it out and this issue should actually be partially affecting your mod as well. I didn't have the planet types set in planet_gen_data.csv which is actually requires. Your 3 special planets don't seem to have an entry in there and while I haven't tested it I wouldn't be surprised if the TypeId isn't changed.

Edit: also I'm pretty sure that if you have changeType then you don't need all the manual spec change stuff.
« Last Edit: April 26, 2024, 11:50:19 AM by JamesTripleQ »
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Audax

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Re: [0.97a] Terraforming Made Easy 2.3.9
« Reply #41 on: April 26, 2024, 09:49:36 PM »

I figured it out and this issue should actually be partially affecting your mod as well. I didn't have the planet types set in planet_gen_data.csv which is actually requires. Your 3 special planets don't seem to have an entry in there and while I haven't tested it I wouldn't be surprised if the TypeId isn't changed.

Edit: also I'm pretty sure that if you have changeType then you don't need all the manual spec change stuff.
Your right I just did a quick test, just having the custom planet be added in planet_gen_data.csv and just doing changeType you don't have to manually change the spec of the planet.

Just know that adding new data in planet_gen_data.csv also adds it during procedural generation at least from my simple testing just putting -1 in the frequency column stops that. Not sure if just leaving it empty would stop it as well since I just copied existing vanilla values.

Thanks for the info I can shorten part of the code with this.
« Last Edit: April 26, 2024, 09:51:57 PM by Audax »
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Audax

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Re: [0.97a] Terraforming Made Easy 2.4.0
« Reply #42 on: April 27, 2024, 12:19:02 AM »

Small QOL update!

- Added the same tooltip improvements to construction grid
- Updated the new QOL ui to only show when industry is finally built

Getting a few more updates out, planning to add a structure that lets you change the planet visuals but still keep the same functionality, so if you change a gasgiant planet to a volcano that planet is still a gasgiant in terms of its data atleast.

Mod should be save compatible
« Last Edit: April 29, 2024, 10:00:37 AM by Audax »
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Bugatti

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Re: [0.97a] Terraforming Made Easy 2.1.1
« Reply #43 on: April 27, 2024, 02:38:42 PM »

Does this conflict with DIY Planets and Terraforming and Station Construction?
I have played this mod along side TaSC with no crashes as for DIY planets I am not sure but it should work along with it.

There might be few edge cases where if TaSC or DIY adds a condition and this mod adds the same condition it would instead remove said condition, probably would need some checks but since I only use TaSC not for the terraforming features but for the structures it adds while this mod I use exclusively for just terraforming.

Do you disable terraforming within TASC while using alonside this mod, as suggested if using DIY?
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Audax

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Re: [0.97a] Terraforming Made Easy 2.1.1
« Reply #44 on: April 27, 2024, 09:10:38 PM »

Do you disable terraforming within TASC while using alonside this mod, as suggested if using DIY?
In one of my playthroughs I didn't have to disable TASC Terraforming, I just never interacted with the TASC terraforming UI, disabling it is more for player sake so you don't accidentally do 2 terraforming projects by accident. You can still disable it so you don't have another skill bloating your skill menu.
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