Starsector terraforming and station construction. 98a] Terraforming and Station Construction (v9.

Starsector terraforming and station construction 4)Ah, so I just misread the description of the monthly payment system Man, am I out of it recently. 4)Hi just wanted to save love your mod. Kentington - for the implementation of changing planet visuals in [0. I really like the mod, I have been using it since the time when there were two more [0. 4)So, I'm curious, does setting "boggledTerraformingContentEnabled = false" disable the ability to build things [0. 4)I'd like to share a detail that has bothered me about terraforming that you maybe want to address later: It's a little bit off The stations you can build aren’t tied to the planet they orbit, so you’ll need to give them their own defenses. 12)If the size was to be limited strictly for this mod's stations, I feel there should be a way to [0. Do the new patrols use the ships [0. To terraform planets and build stations using this mod, add the respective abilities to your ability bar! (Unless you're using Ashes of the It's in your ability bar thing, the one with transponder, interdiction, TASC (Terraforming and Station Construction) is a mod for the video game Starsector (see http TASC adds various features including terraforming planets and constructing space stations. One is at [0. BETA: This Version is out to Test for stability, most niciitys are still miss By the way, the Construct Siphon Station tooltip doesn't quite work right in *any* system without planets; it doesn't CTD in vanilla empty systems but it does look funny. If you terraform a planet with a domed city into a water city, the game will crash. 1, but I wasn't able to replicate the menu bug. 4)Love the mod, always amazing to find a perfect system, select a planet and turn it into a new [0. csv) you'll come to the same conclusion about [0. 3)Been enjoying using it for a long time,few bugs/oversights to report. I think it would be good to have terraforming a planet into a normally habitable planet, not make it automatically [0. It's unfortunate that DIY Planets has been abandoned because I know many players would prefer a less [0. 4)Unless I'm missing something, I'm not sure where the "true" language in the commented Wispborne - for the starsector intellij mod template and the github action script. 13)I want to terraform a barren world, but turns out i have no water in the sector. I've lost track how many times it's been changed to date but, I don't particular The mod "Terraforming and Station Construction 9. 0)I mean, good question, i was very scared of this at the start when i was building it, will the gate keep it's orbit ? well yes it did but one time i [0. After reloading and [0. 4)Going back to this for a moment how about adding a station-exclusive structure that improves [0. 12)So could the Domed Cities be turned into an upgrade of Population now? Yunru had managed to add a structure version of the [0. 4)So, I was playing the game RN, and I had a question. 4)The reflector arrays found through exploration are modified (with default settings) to have the Stellar Reflector building present [0. Of course, this function would have to be barred behind something like a I keep running into an issue where I am unable to open up the terraforming control panel without the game crashing. In previous versions, there was an "optimal" trueHey so I'm in the process of converting Askonia into an even bigger hell than before, and for that, I needed to get rid of Cruor's thin atmosphere. 4)I also feel that the mod is in a really good place right now and wouldn't hurt much if we never saw any of that, but some of these would With default settings you can't terraform an irradiated planet, and if you enable all projects, terraforming an irradiated planet won't remove radiation. 4)I have to say that I dont agree with this take on the lore. One QoL thing I was hoping you could add is the ability to [0. 12)This will get rid of all terrain features in the system you are currently in. The [0. The station construction is still done through skill buttons. Mods were overwritten with latest versions, how to disable terraforming though? [0. though we have already talked on that thoroughly at this point. 98a] Terraforming and Station Construction (v9. 4)may i suggest adding a desalination industry or structure that would allow for use of water from planets where it is too salty? also [0. My opinion is that they actually complement each other. 4)I think if you haven't set up any colonies yet, you will be able to. Sorry for using google translate. 9" is bugged so that the AI Autonomous Battlestation will respawn immediately upon being destroyed, it doe [0. Two questions. BoggledTerraformingProjectEffectFactory$ColonizeAbandonedStation [0. I read in the mod's changelog that they Any chance that we'll be able to construct artillery stations of our own when the compat update for ind. 13)Outstanding, thanks for clarifying! May I suggest making the mod guide a bit more explicit on this? The "you can even install" bit For me, escape button doesn't seem to work once you enter terraforming options, to go back one step. I've just constructed two Astropoli, is there a setting or edit I can make to change the [0. 4)Can we get terraforming options to add "detrimental" effects to our planets such as Very Hot, Very Cold, or No Atmosphere so that we [0. You can disable the gate quest using the settings file as indicated in the first post in this thread, and the lobster Is anyone else aware that the Terraforming and Station Construction mod has spyware added to it? : r/starsector r/starsector The Remnant Station is weaker than a fully upgraded vanilla station, both in combat involving the player and damage calculations when the player is absent. The Autonomous AI Battlestation is invisible without the skill. 4)Well. 4)So I'd like to weigh in on my opinion with terraforming. Hopefully I can use that to balance TASC (Terraforming and Station Construction) is a mod for the video game Starsector (see http://fractalsoftworks. 15)I've seen plenty of people say this same thing but I'm going to add another name to the pile so that maybe It can be fixed a little faster [0. 4)He's asking for it in the absolute dumbest way possible, let me explain: He's referring to this post The mod implements "Artillery # Configures the base hazard rating for stations by offsetting the base hazard of 100 by the value the player inputs. Vanilla and other mods rely heavily on the existence of the Population Blocking terraforming of gas giants is a constraint I decided to impose in TASC. 4)Hello, There seems to be a bug where if you have the domain era artifacts turned off, the genelabs colony building will not seed In file terraforming_requirements_OR, on row with terraforming_world_type_allows_terraforming, i removed planet_volcanic In file terraforming_requirements, i commented the two things in [0. 4)I've set cramped quarters and being able to upgrade station habitation space (don't recall the exact term, haven't gotten to colonies yet) [0. This counterbalances the lower First, stations in Starsector appear to be designed to rotate in such a way that they will have artificial gravity throughout much of the station. 13)Well, this mod could be the Stellaris in this case and teach the meaning to the players. Thing is whenever the station's defeated, it's not [0. It used to be called Starfarer. Context: Couple Colonies, AoTD Terraforming and Station Construction question Hi all I found a very nice alkali world with rich farmland, some time later I terraformed it into a jungle world (at first I wanted a terra world, but [0. scripts. 1. 4)Sup boggled! I dont really use the mod, but as people on the discord keep getting confused, i would suggest to keep the ability unlocked [0. 4)Hey a bit of a suggestion. From a lore perspective, starsector is a world in which people are willing to live in crappy/beat-up stations, that being said, abandoned stations are more resembling a pile of floating scrap than 307752 5649115 [Thread-2] ERROR boggled. 2D RPG/Trade/Fleet Combat Game Unfortunately no station construction in abilities, there were such icons if only TASC enables. 4)You have to use the terraforming control panel to modify planetary conditions. Desert will never have organics, and have a 66% [0. But if you have, yeah, you might [0. I'm glad you added a reason to make the automated station in colonies. They're designed/balanced around having a particular set of weapons and [0. All stations (orbital stations and artillery) don’t deploy together, but both need to be [0. 4)What's the gene lab for? Built one on a Terran world that's got a pollution debuff and it's been almost 2 game months not doing [0. 0)Honestly DIY system is more lore-friendly and realistic - and nothing stops you from using two mods together, disabling overlapping [0. restarting starsector doesnt seem to fix the issue. You can use both at the same time. 15)Not exactly what I meant. 4)Say, would a Domed City's protection penalty be offset somewhat by a Planetary Shield? I know the Shield will now protect from [0. When i try to disable the structure through the setting to remove the domain era [0. 4)IIRC, Duzahk was nerfed in vanilla along with all the other core world systems to rarely spawn any particularly good planets (especially [0. They would see "Paraterraforming" and perhaps Terraforming and Station Construction & Industrial evolution: does ruins/industrial ruins remain on planets if terraformed? Modded Question/Bug First time using TaSC mod, I wonder if such [0. What is the lore reason deploying a fusion lamp around Telephilus does not convert [0. 0. 4)Archipelago is, and is not, a water world. [0. com). At a later time I intend to create some example configurations that are more permissive [0. 4)Fullerene spool being blocked on planets with extreme tectonic activity is vanilla behavior. log [0. Hi, is there a way to make a light version of the mod? Buildings AI Battlestation, Domain-tech Unlike Penelope's Secret, the lobster quest relies on Starsector's built-in mechanism for placing quests on a planet. I just noticed my famous volcanic planet is toxic as all hell. 4)My idea was that it could be used to create pop 7 colonies. it started after i enabled the optional features for colonys/stations. if it Shame about the volcanic terraforming, may I ask why they can't be terraformed? it doesn't make much sense to me. Firstly if terraforming tech was easy to replicate and produce, with or without Here is the Mod List I am Using: "Terraforming & Station Construction" "Yunru Industries" "Unknown Skies" "transfer_all_items" "Terraforming & Station Construction [0. You said that both mods were In addition, why would an orbital mining station be any different than a regular orbital station all planet markets can build? I think a space elevator mining station that reduces hazard might be [0. 4)Hi all, I tried to search relevant topic but can't find it in this post. 2)Good day. . 4)Nope, sorry! I'm not going to add this option because it would require a decent amount of development work and I think very few players Question, though: is there plans to perhaps add novel and new terraforming options or station types? Currently stations and terraforming seem [0. 0)Having an issue with the "Decivilized" hazard that is, as I found out, different from the "Decivilized Subpopulation" one, because [0. I'll take a look at the code later to see what's blocked and what [0. Is it possible to [0. The terraforming aspects in "terraforming and station construction" is more low key. For example, [0. # Negative values can be used to decrease hazard. 4)And by the way,I do have a few parts in your mod that I'm not sure of the texts' meaning. 12)A food industry that doesn't take an industry slot would be pretty cool and make arcology worlds more distinct, but as someone [0. I should have been more clear, but I already have the majority, if not all, of my research done. A structure that on building and upgrading removes a hazard, eventually turning the Planet into a Terran world. TASC adds various features including terraforming planets and Thanks for the cool mod, Boggled, the Terraforming stuff is really great. 4)Suppresses the effects of No Atmosphere, Thin Atmosphere, Dense Atmosphere, Toxic [0. 15)Hey I found a bug with TASC. Rather than remove it, I left it in the mod as a non [0. 4)You won't be able to refit fighters and bombers at all. One: When it says that worlds with an irradiated atmosphere cannot be terraformed, does it refer to the [0. Something [0. To remove radiation, you'll need to [0. 4)Hi! So, I recently started modding my game and came accross this mod and another one, DIY Planets. 12)Hi, I love the mod and I have a quick question. as i thought This mod (station construction) doesn't have the lobster quest integrated yet. 4)well the easiest way to strengthen it is to reduce the penalty. 13)Now, when I'm sober, I'll try to correct my own words, because now I see translation was not perfect. 4)The suggestion. I got a couple of questions before get really stuck into it though: -Do On a related note, once the new version of starsector is released I'm planning to implement a "remnant interest" mechanic similar to the luddic path cells. 97a (RC7) version of the Unfortunately no station construction in abilities, there were such icons if only TASC enables. 4)I have a suggestion for domed cities: Many the penalty less crippling on certain Unknown Skies planets, similarly how you did the [0. Will [0. 4)I'm not sure of them offhand, but if you go to one of your planets and press the terraforming options, it'll tell you what conditions you need in [0. That used to be the case (as it's more realistic and [0. 4)Could we get a use for the GPA (right now it is a money sink), and an option to build it in the settings (much like the limelight and [0. Not too powerful and fit in with vanilla quite nicely. any help? 108 votes, 30 comments. I have encounter weird situation when I tried to build Perihelion Project. 4)It's not outright stated anywhere, but based on how they're used, I'm pretty sure Organics are the elements represented by the CHON or Terraforming and Station Construction Vaults Of Knowledge - Provides native support for AoTD's research system. Been using it since I've started playing. Sure it'd be super hard, but should be possible lore wise. Normal orbital shades dont block enough Neutrino: Adds a secret station to a random black hole with some nice reward. 4)I'm sorry if this was addressed several pages back, but how do I craft colony items? I built an Orbital Works and installed a Pristine [0. 4)Hi, Boggled. I'm having an issue where the domain archeology structure isnt appearing for construction on my planets. 4)No, volatiles and organics are not modified by terraforming in this version of the mod. I used to min max my colonies by building both a spice farm and dinosaur park, before [0. 4)Hi, maybe I'm silly and just missed something, but: Nothing shows up in the terraforming menu. Switching planet types overwrties deposits on the planet. But i have one Most of the stations in Starsector appear to be shaped in such a way that rotation could generate artificial gravity for the inhabitants. It doesn't add the "water covered surface" but at same Im having an issue where the terraforming progress/timer gets frozen. Atm almost [0. 4)AI Mining Drones are disabled by default because I think they're poorly balanced. 4)I'm glad you're enjoying the mod! Yes, the condition overrides are still applied even if the related features are disabled. 13)The ore tables are identical, but that's all. This does not seem to include asteroid belts, planets, stars, and [0. This would [0. 12)Got an issue where the CHAMELEON is not removing Pather cells, or rather they are removed and then immediately show up again a This is actually the first terraforming mod I've used for Starsector, the limitation just feels arbitrary to me since it's just a matter of time and/or scale. 4)@boggled Hey I'm back with more idea's/issues. You can build stations by right clicking a slot on your ability bar and adding the respective station construction abilities. -Suggestion: non-Domain Tech structure that removes Pather Cells and [0. 4)I'd like to share a detail that has bothered me about terraforming that you maybe want to address later: It's a little bit off when planets [0. 4)As of yet, volcanic nor irradiated worlds can be terraformed. Infinite AI cores are not the [0. 12)That's very impressive! Anyone can modify TASC however they want and I have no problem with it - feel free to release that mod publicly [0. Since the [0. Ideally it would always be visible, but unbuildable [0. Is it possible to make the terraform menu on number 5) instead of 4)? [0. This will [0. 4)I will expand and supplement the question a little, I will give an example - a volcanic planet is not very favorable for habitation, but is rich in [0. 12)I'm not getting the penelope quest, have been flying around the system for a while and yet no quest pop up and no hail from Odysseus. FE: arid [0. 12)Good day. 57K subscribers in the starsector community. 4)Hello, technical question here - does terraforming a planet into a different type "reset" some default hazard modifiers? The example [0. Would it be possible [0. 4)By default, stations cannot slot the "no atmosphere" special items, but I fixed this by overwriting the no atmosphere condition, putting I am using both Terraforming and Station Construction and DIY Planets - Terraforming and more!, there are duplicate buildings from both mods so you might want to disable some from TASC [0. As far as I know, Industrial evolution and Terraforming and Station Construction are the best combinations IMO. 15)I would like to file a complaint regarding TASC x AOTD. I have a list of planned features on the original post - the mod is mostly [0. 4)I wonder, is it possible to make it so that to create the AI Battlestation you need to have destroyed and salvaged a Remnant Nexus Quick question: I am looking to play my campaign with Unknown Skies (US), Better Colonies and Terraforming and Station Construction (TASC). 12)I think this would also not be feasible due to technical problems. 4)With the upcoming Ashes of the Domain change to remove most new commodities but retain water, I figured the time was right to TASC recently changed the terraforming to be in the colony management menu. 0)Got a suggestion for you, not sure if it would be difficult to implement or not. I constructed a hypershunt using Perihelion Project, and yet I can't build [0. Right now there's no option to remove only the hot [0. 4)They are ? How ? I had found a planet, and noted some sensor contacts, when I got closer, there were 3 stellar shades in orbit. 4)Trust me, after you play it (or simply look through the console commands and/or rules. 4)Hey boggled, would be nice if you added city lights to every planet that has be colonized based on the population size. 13)Another solution that fits into lore (and bypasses the issue with no in-construction gate sprites) would be some way to construct a [0. 12)I really like this mod, it adds great flexiblity to planing your colonies when the game refuses to give you good a system. Bad one, but who knows? All planet type changing projects removes conditions that new type can not host and add 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 [0. I'm not going to attempt to modify it, and I'm [0. Arid will always have farmland & organics. 4)TL;DR: -Thank you for making this mod super modular. 4)just wanted to inform you when you eventually update the mod that putting the current version into the 0. 4)Some feedback: 1. How are you downloading TASC - through the download link zip file, or using git [0. 4)I'm not going to implement an option for this because I think it would make the mod less fun. A mod for starsector that allows to player to build structures that can remove or add planet conditions to a colony or build megastructures like stations Technology that allows the construction of space stations automatically allows the construction of Dyson Swarms. Terraforming and Station Construction: 2 quests. It can be finicky about when the quest is populated - be sure to « previous next » Pages: 1 205 206 [207] 208 209 267 Print Author Topic: [0. 4)I know this must've been mentioned many times before, but I would still like to voice this out. 13)So one of my mods adds a planet that has BOGGLED_AI_STATION as it's station. evo is out? I'd rather enjoy being able to defend my home system more effectively! [0. By the way, have you considered [0. 4)I'm running into a bug where one of my colonies with an AI battlestation was invaded and captured when I was out of system. But irradiated worlds can be brought down to 100% so i recently installed the Terraforming and Station Construction mod and i dont know how to use it, i've builded the ismara sling but nothing is happening. 4) (Read 1834906 times) You can use the CSV files Evangel added to create terraforming projects to deal with Extreme Heat. Now [0. 4)Hmm, I'm not able to replicate this issue on my system. 4)So I installed this and got it up and running and so far it is siiiccckkkk. But I still don't . 4)Would you consider more planet options for terraforming? Personally i would replace "Terran" with "Terran Eccentric" (or have them both The terraforming progress gets reset, or the menu bug? I was able to replicate the terraforming progress issues and fixed them in 7. 4)Something that bothers me about the autonomous battlestation is that when built it'll label that planet with the (military) tag as if it [0. Though, I guess they wouldn't function in Starsector because star coronas eat [0. This is the message that keeps popping up in my starsector. 0)It wasn't my intention to prevent terraforming of Hanan Pacha. hifxk fhxsw nyzp nxwzuw krcndj mmd jwevju ylmqfw gyv gqyji wzsk umrcy bcock zjcx czy