Starsector 0.98a is out! (03/27/25)
First off: Great mod! My question: I have noticed that soil nanites do not work on aqua cultures. Any chance you are going to change that or introduce a new item to increase food production on water planets? Also: Would I be able to change that myself without extensive modding knowledge (how?)
Heya, glad you like the mod.1) Can't really modify soil nanites effectively. I have actually considered adding an acquiculture industry item however while it is true that US increases the number of planets with that industry (due to archipelago and hycean worlds) I feel like it might be a bit of a bad idea. When making colonies, it's almost guaranteed that you'll have farming for example but you might choose to not colonize a water-like world so finding an industry item for it would be rather disappointing. I could make a more complex questline where you get only one of the item and can choose to keep it or sell it ig but that's a bit more complex. I will say, it has been a while since I have evaluated this however so I might give it a second thought.2) No you need to at least have some java knowledge to get it to work unfortunately and it's not something commonly done by mods so I sadly can't give you a guide to look at.
Quote from: thinkling on April 29, 2025, 02:13:02 AMFirst off: Great mod! My question: I have noticed that soil nanites do not work on aqua cultures. Any chance you are going to change that or introduce a new item to increase food production on water planets? Also: Would I be able to change that myself without extensive modding knowledge (how?)Heya, glad you like the mod.1) Can't really modify soil nanites effectively. I have actually considered adding an acquiculture industry item however while it is true that US increases the number of planets with that industry (due to archipelago and hycean worlds) I feel like it might be a bit of a bad idea. When making colonies, it's almost guaranteed that you'll have farming for example but you might choose to not colonize a water-like world so finding an industry item for it would be rather disappointing. I could make a more complex questline where you get only one of the item and can choose to keep it or sell it ig but that's a bit more complex. I will say, it has been a while since I have evaluated this however so I might give it a second thought.2) No you need to at least have some java knowledge to get it to work unfortunately and it's not something commonly done by mods so I sadly can't give you a guide to look at.
PAGSM has exactly that item actually. As well as a quest that rewards it.
EDIT: Sorry, this is not a bug. It's the colony producing drugs locally, it isn't a consumer.Bug report: It looks like the 'parasitic spores' effect does not fully nullify the drug demand for a size 6 population.https://i.imgur.com/xQidYBI.pnghttps://i.imgur.com/ZZLIy5M.png
There appears to be a rare interaction with vanilla that causes one of the vanilla rules.csv to have a small bug. Here's the link: https://fractalsoftworks.com/forum/index.php?topic=32969.0In summary, a rare event in vanilla happens on a specific planet that has specific conditions on it during worldgen. When Unknown Skies clears out the conditions when generating Hycean planets, it causes the event to bug out slightly.
<e><st>$salvageSeed</st><Lp>-6943381581142760405</Lp></e><e><st>$locr_miners</st><bp>true</bp></e>
I edited my save file to change volatiles_abundant to volatiles_plentiful, and the event now works properly.I've also noticed that the planet that the event is on has the following extra data after the salvageSeed:Code<e><st>$salvageSeed</st><Lp>-6943381581142760405</Lp></e><e><st>$locr_miners</st><bp>true</bp></e>So it should be possible to detect the miners.