Starsector terraforming and station construction 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. 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. 4)Trust me, after you play it (or simply look through the console commands and/or rules. I constructed a hypershunt using Perihelion Project, and yet I can't build [0. They're designed/balanced around having a particular set of weapons and [0. What is the lore reason deploying a fusion lamp around Telephilus does not convert [0. 4)The suggestion. scripts. 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)You have to use the terraforming control panel to modify planetary conditions. For example, [0. 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. 4)So, I'm curious, does setting "boggledTerraformingContentEnabled = false" disable the ability to build things [0. 4)Ah, so I just misread the description of the monthly payment system Man, am I out of it recently. 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. 4)I have to say that I dont agree with this take on the lore. 4)well the easiest way to strengthen it is to reduce the penalty. 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. Since the [0. Hopefully I can use that to balance TASC (Terraforming and Station Construction) is a mod for the video game Starsector (see http://fractalsoftworks. 4)So I'd like to weigh in on my opinion with terraforming. 12)Hi, I love the mod and I have a quick question. I've just constructed two Astropoli, is there a setting or edit I can make to change the [0. 4)I'm glad you're enjoying the mod! Yes, the condition overrides are still applied even if the related features are disabled. 57K subscribers in the starsector community. 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. All stations (orbital stations and artillery) don’t deploy together, but both need to be [0. 12)Good day. 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. I just noticed my famous volcanic planet is toxic as all hell. 4)Love the mod, always amazing to find a perfect system, select a planet and turn it into a new [0. One: When it says that worlds with an irradiated atmosphere cannot be terraformed, does it refer to the [0. 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. 4)Hey boggled, would be nice if you added city lights to every planet that has be colonized based on the population size. Mods were overwritten with latest versions, how to disable terraforming though? [0. 13)So one of my mods adds a planet that has BOGGLED_AI_STATION as it's station. 2D RPG/Trade/Fleet Combat Game Unfortunately no station construction in abilities, there were such icons if only TASC enables. 1, but I wasn't able to replicate the menu bug. Right now there's no option to remove only the hot [0. 15)Hey I found a bug with TASC. # Negative values can be used to decrease hazard. 4)Suppresses the effects of No Atmosphere, Thin Atmosphere, Dense Atmosphere, Toxic [0. Infinite AI cores are not the [0. FE: arid [0. You can build stations by right clicking a slot on your ability bar and adding the respective station construction abilities. Thing is whenever the station's defeated, it's not [0. 0)Got a suggestion for you, not sure if it would be difficult to implement or not. 12)I think this would also not be feasible due to technical problems. 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. 0)Having an issue with the "Decivilized" hazard that is, as I found out, different from the "Decivilized Subpopulation" one, because [0. 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)As of yet, volcanic nor irradiated worlds can be terraformed. Would it be possible [0. 4)So, I was playing the game RN, and I had a question. Is it possible to make the terraform menu on number 5) instead of 4)? [0. At a later time I intend to create some example configurations that are more permissive [0. 4)Hi, Boggled. 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. com). By the way, have you considered [0. 1. 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)Well. 0. 4)I think if you haven't set up any colonies yet, you will be able to. 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. To remove radiation, you'll need to [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. I think it would be good to have terraforming a planet into a normally habitable planet, not make it automatically [0. 4)Hello, technical question here - does terraforming a planet into a different type "reset" some default hazard modifiers? The example [0. Been using it since I've started playing. Arid will always have farmland & organics. 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. 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. It doesn't add the "water covered surface" but at same Im having an issue where the terraforming progress/timer gets frozen. [0. I should have been more clear, but I already have the majority, if not all, of my research done. 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). 4)I know this must've been mentioned many times before, but I would still like to voice this out. 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. This will [0. Two questions. This would [0. The Autonomous AI Battlestation is invisible without the skill. BoggledTerraformingProjectEffectFactory$ColonizeAbandonedStation [0. Ideally it would always be visible, but unbuildable [0. Switching planet types overwrties deposits on the planet. though we have already talked on that thoroughly at this point. as i thought This mod (station construction) doesn't have the lobster quest integrated yet. 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. The [0. 13)The ore tables are identical, but that's all. 12)If the size was to be limited strictly for this mod's stations, I feel there should be a way to [0. 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. 9" is bugged so that the AI Autonomous Battlestation will respawn immediately upon being destroyed, it doe [0. 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. 2)Good day. 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. Not too powerful and fit in with vanilla quite nicely. it started after i enabled the optional features for colonys/stations. 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. One QoL thing I was hoping you could add is the ability to [0. 4)I have a suggestion for domed cities: Many the penalty less crippling on certain Unknown Skies planets, similarly how you did the [0. I really like the mod, I have been using it since the time when there were two more [0. Terraforming and Station Construction: 2 quests. This is the message that keeps popping up in my starsector. 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. I'm not going to attempt to modify it, and I'm [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. 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. Rather than remove it, I left it in the mod as a non [0. 0)Honestly DIY system is more lore-friendly and realistic - and nothing stops you from using two mods together, disabling overlapping [0. 4)@boggled Hey I'm back with more idea's/issues. 98a] Terraforming and Station Construction (v9. 4)Hi, maybe I'm silly and just missed something, but: Nothing shows up in the terraforming menu. After reloading and [0. 4)Hi all, I tried to search relevant topic but can't find it in this post. The terraforming aspects in "terraforming and station construction" is more low key. 97a (RC7) version of the Unfortunately no station construction in abilities, there were such icons if only TASC enables. As far as I know, Industrial evolution and Terraforming and Station Construction are the best combinations IMO. 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. But if you have, yeah, you might [0. I have encounter weird situation when I tried to build Perihelion Project. 15)Not exactly what I meant. evo is out? I'd rather enjoy being able to defend my home system more effectively! [0. 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. Normal orbital shades dont block enough Neutrino: Adds a secret station to a random black hole with some nice reward. Do the new patrols use the ships [0. 4)Some feedback: 1. Will [0. That used to be the case (as it's more realistic and [0. 4)AI Mining Drones are disabled by default because I think they're poorly balanced. Though, I guess they wouldn't function in Starsector because star coronas eat [0. If you terraform a planet with a domed city into a water city, the game will crash. any help? 108 votes, 30 comments. 4)Fullerene spool being blocked on planets with extreme tectonic activity is vanilla behavior. 12)This will get rid of all terrain features in the system you are currently in. Now [0. 13)I want to terraform a barren world, but turns out i have no water in the sector. 4)So I installed this and got it up and running and so far it is siiiccckkkk. 4)just wanted to inform you when you eventually update the mod that putting the current version into the 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. 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. . 4)And by the way,I do have a few parts in your mod that I'm not sure of the texts' meaning. A structure that on building and upgrading removes a hazard, eventually turning the Planet into a Terran world. 3)Been enjoying using it for a long time,few bugs/oversights to report. The station construction is still done through skill buttons. csv) you'll come to the same conclusion about [0. 13)Now, when I'm sober, I'll try to correct my own words, because now I see translation was not perfect. 4)TL;DR: -Thank you for making this mod super modular. My opinion is that they actually complement each other. if it Shame about the volcanic terraforming, may I ask why they can't be terraformed? it doesn't make much sense to me. I have a list of planned features on the original post - the mod is mostly [0. 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. It used to be called Starfarer. Is it possible to [0. TASC adds various features including terraforming planets and Thanks for the cool mod, Boggled, the Terraforming stuff is really great. 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. 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 used to min max my colonies by building both a spice farm and dinosaur park, before [0. log [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. 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. 0)It wasn't my intention to prevent terraforming of Hanan Pacha. Atm almost [0. 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)My idea was that it could be used to create pop 7 colonies. 4)I'm not going to implement an option for this because I think it would make the mod less fun. 12)I really like this mod, it adds great flexiblity to planing your colonies when the game refuses to give you good a system. 4)The reflector arrays found through exploration are modified (with default settings) to have the Stellar Reflector building present [0. -Suggestion: non-Domain Tech structure that removes Pather Cells and [0. 4) (Read 1834906 times) You can use the CSV files Evangel added to create terraforming projects to deal with Extreme Heat. 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. 4)IIRC, Duzahk was nerfed in vanilla along with all the other core world systems to rarely spawn any particularly good planets (especially [0. 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. 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)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. 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. Sure it'd be super hard, but should be possible lore wise. Kentington - for the implementation of changing planet visuals in [0. 4)Archipelago is, and is not, a water world. 4)Hi! So, I recently started modding my game and came accross this mod and another one, DIY Planets. Sorry for using google translate. 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. 4)No, volatiles and organics are not modified by terraforming in this version of the mod. 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. 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. But I still don't . 4)Hi just wanted to save love your mod. It's unfortunate that DIY Planets has been abandoned because I know many players would prefer a less [0. 15)I would like to file a complaint regarding TASC x AOTD. When i try to disable the structure through the setting to remove the domain era [0. 4)Hey a bit of a suggestion. 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. I'm having an issue where the domain archeology structure isnt appearing for construction on my planets. 4)You won't be able to refit fighters and bombers at all. Desert will never have organics, and have a 66% [0. 13)Well, this mod could be the Stellaris in this case and teach the meaning to the players. restarting starsector doesnt seem to fix the issue. 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. 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. How are you downloading TASC - through the download link zip file, or using git [0. Something [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. 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)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. 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. 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. This does not seem to include asteroid belts, planets, stars, and [0. 4)Going back to this for a moment how about adding a station-exclusive structure that improves [0. You can use both at the same time. 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)Hmm, I'm not able to replicate this issue on my system. I'll take a look at the code later to see what's blocked and what [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. I'm glad you added a reason to make the automated station in colonies. bgdhmzu ylct kdah wbcow euucnj coa tdwxe hszusn hvuktc frrumh oxr bpkjba hkltc xwy ymtyv