
– Removed version checker and analytics reporting. I considered creating a popup to allow players to opt-in, but decided against this for a number of reasons, some of which I mentioned previously in posts in this thread.
– Friendly patrols from Remnant battlestations now have a unique dialogue message if the player interacts with them (instead of using the default friendly patrol dialogue).
– Added an option in the settings file to make all astropoli use low tech, midline or high tech sprites instead of alternating between them.
– Fixed a bug where if the player set a custom interaction image for a TASC station in the custom_entities.json file, the change would not show up in-game. Thanks Thoutzan for reporting this!
– Fixed a bug where the player could activate the Construct Astropolis ability even if the target planet already had the maximum number of astropoli in orbit.
– Added options in the settings file to modify the costs for building all Domain-tech stable location structures.
– Added a settings option to control reputation impact for upgrading a stable location structure.
– Made changes to the logic that determines the water level of a planet for terraforming purposes. Previously some Unknown Skies planets that visually are mostly covered in water did have not an appropriate water level. Thanks Grotez for bringing this issue to my attention!
– Players have reported a bug where a planet recently terraformed to or from a water world could incorrectly have the Farming or Aquaculture industry available to build. I checked with Alex and it’s my understanding this bug cannot be fixed in the current version of the game, but an upcoming API change in the next vanilla release will address it. Until then, a workaround is to save and then reload the save after terraforming is complete. Once you reload the save, Farming and Aquaculture will behave correctly on that planet. Thanks Stormy Fairweather and AcaMetis for reporting this!
– Domed Cities can now be constructed on gas giants with the Floating Continent condition (from the Unknown Skies mod). Thanks Serenitis for the suggestion!
– Planetary Agrav Field (non-default building) can now only be constructed if the planet has high or low gravity. Thanks Mcgrolox for reporting this!
– Magnetoshield (non-default building) now suppresses radiation instead of removing it.
– Fixed various bugs and miscellaneous problems with the magnetoshield.
– Multiple players reported that they were unable to build mining stations because asteriod belts and fields were not being detected. I installed all the mods on their modlists and tried to replicate the issue but was unable to do so. If anyone encounters this problem in the future, please let me know.
– I previously indicated in a post in this thread I would add a settings option to control the base cost for station expansion. This is unnecessary as the cost for the Expand Station building can already be modified using industries.csv. My apologies for the confusion.
– ListenerUtil.reportSaturationBombardmentFinished(null, market, null) is now called when the player uses a planet-killer device.
Future plans:
– Add terraforming support for Unknown Skies planet types.
– Add a settings toggle to allow recolonization of all stations, including those which are essential to the main story quest.
– Construction of coronal hypershunts.
– Terraforming in starless systems using the fusion lamp.
– Switch the terraforming menu to an intel screen instead of using a dialog menu. This will allow remote control of terraforming.
Older changelogs:
Compatibility with other mods:
Art stolen from other games (they’re all very good IMO):
The Eisen Division, Domain Archaeology and Limelight Network artwork is from Android: Netrunner TCG cards.
The Ismara’s Sling artwork is from Deus Ex: Human Revolution.
734446 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain – java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.abilities.Construct_Station.isUsable(Construct_Station.java:159)
at com.fs.starfarer.ui.newui.o0OO.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.interface.advance(Unknown Source)
at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0Oo.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.interface.advance(Unknown Source)
at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.if.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.interface.advance(Unknown Source)
at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.interface.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
I haven’t made a station yet. I just had the ability in my skill slot.
EDIT:Ok so I went into hyperspace without the ability being in my skill slot and it worked fine. But when I put it in my skill slot it crashed. So it has something to do with that.
Also can you build it in any stage of colonization? would be interesting to have an Industry related to the stations orbiting it to improve them.
When I go into hyperspace the mod crashes my game. Here’s the error:
734446 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain – java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.abilities.Construct_Station.isUsable(Construct_Station.java:159)
at com.fs.starfarer.ui.newui.o0OO.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.interface.advance(Unknown Source)
at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0Oo.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.interface.advance(Unknown Source)
at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.if.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.interface.advance(Unknown Source)
at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.interface.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)I haven’t made a station yet. I just had the ability in my skill slot.
EDIT:Ok so I went into hyperspace without the ability being in my skill slot and it worked fine. But when I put it in my skill slot it crashed. So it has something to do with that.
As soon as I saw this I immediately realized what I did wrong! I just tested the new version and this should be fixed now. Sorry!
That sounds really nice, how does it work around worlds you don’t own? Does the owner faction react?
Also can you build it in any stage of colonization? would be interesting to have an Industry related to the stations orbiting it to improve them.
The astopoli are constructed via an industry, so you can only build them near your own planets. You can build the mining station in any system regardless of who controls the planets there.
What kind of industry did you have in mind that could improve orbiting stations?
Is it possible to add a config for those costs? Because they’re currently, well… they seem high for the sake of being high, let’s leave it at that.
Building new markets is a very powerful effect so I want to price things so the player cannot spam them before ultra late game (when the player is already so powerful that additional power won’t break the balance of the game). Maybe I will reduce the costs for the initial release, and raise them later if the general opinion is that they are too low.
I don’t think starsector allows access to the computer file system, so I can’t just put a configuration text file in the mod to change the costs. If anyone has a good idea about how to do this, please let me know.
For building a new market, I would argue the cost should be as marginal as finding a planet to colonise, as that is all that’s required elsewhere. Maybe slightly higher for being able to stick it in the same system as other planets rather than the rest.
(Honestly the current one looks somewhat reasonable with just the credit cost removed.)
It definitely does, as evident by the Settings.json, alas as to how it does, that is a mystery to me.
For building a new market, I would argue the cost should be as marginal as finding a planet to colonise, as that is all that’s required elsewhere. Maybe slightly higher for being able to stick it in the same system as other planets rather than the rest.
(Honestly the current one looks somewhat reasonable with just the credit cost removed.)
The reason building these stations is much more powerful than colonizing a regular planet is (1) they always have 100% hazard, (2) you can build them right next to other colonies, which results in a large number of defensive fleets in close proximity, making raids very unlikely to succeed.
That being said, I think you have a point and I will be lowering the costs greatly for the release.
It definitely does, as evident by the Settings.json, alas as to how it does, that is a mystery to me.
For building a new market, I would argue the cost should be as marginal as finding a planet to colonise, as that is all that’s required elsewhere. Maybe slightly higher for being able to stick it in the same system as other planets rather than the rest.
(Honestly the current one looks somewhat reasonable with just the credit cost removed.)
I agree with Sky Gaurdian, the stations are too expensive and will take a while to earn back what you spent. 10 million is more than enough to colonize a system with 9 planets or fund enough fleets to take over several core systems (in nex).
The reason building these stations is much more powerful than colonizing a regular planet is (1) they always have 100% hazard, (2) you can build them right next to other colonies, which results in a large number of defensive fleets in close proximity, making raids very unlikely to succeed.
That being said, I think you have a point and I will be lowering the costs greatly for the release.
stations are OP if they are treated the same as colonies. I have some few suggestions if you want.
-stations should have size cap, like 4-5 size at max. It starts at the lowest (1) rather than (3). Making it quite vulnerable at the start.
-stations can only have 2-3 industry slots and like the standard planet colonies are capped by the size. Thus, you can make a station into a dedicated industrial station or a military station.
-it also demands more supplies and crew, I think there’s some vanilla market conditions that has this. This way, players can’t spam lots of stations in a single system with out having the enough supply production needed.
-once reaching max size it will have a negative impact to the stability since it has reached it population limit, but in turn, more crew will be available for export.
I think those I suggested above have been posted by someone else in the suggestions section. Anyway, thats all I can think off.
It definitely does, as evident by the Settings.json, alas as to how it does, that is a mystery to me.
For building a new market, I would argue the cost should be as marginal as finding a planet to colonise, as that is all that’s required elsewhere. Maybe slightly higher for being able to stick it in the same system as other planets rather than the rest.
(Honestly the current one looks somewhat reasonable with just the credit cost removed.)I agree with Sky Gaurdian, the stations are too expensive and will take a while to earn back what you spent. 10 million is more than enough to colonize a system with 9 planets or fund enough fleets to take over several core systems (in nex).
The reason building these stations is much more powerful than colonizing a regular planet is (1) they always have 100% hazard, (2) you can build them right next to other colonies, which results in a large number of defensive fleets in close proximity, making raids very unlikely to succeed.
That being said, I think you have a point and I will be lowering the costs greatly for the release.
stations are OP if they are treated the same as colonies. I have some few suggestions if you want.
-stations should have size cap, like 4-5 size at max. It starts at the lowest (1) rather than (3). Making it quite vulnerable at the start.
-stations can only have 2-3 industry slots and like the standard planet colonies are capped by the size. Thus, you can make a station into a dedicated industrial station or a military station.
-it also demands more supplies and crew, I think there’s some vanilla market conditions that has this. This way, players can’t spam lots of stations in a single system with out having the enough supply production needed.
-once reaching max size it will have a negative impact to the stability since it has reached it population limit, but in turn, more crew will be available for export.I think those I suggested above have been posted by someone else in the suggestions section. Anyway, thats all I can think off.
I don’t think I can modify the amount of crew and supplies demanded or produced by the “Population and Infrastructure” industry of a market without introducing incompatibilities with many other mods. I don’t think the balance/lore benefits of implementing this is worth making people choose between my mod and the ones it would be incompatible with.
I like the idea of capping the maximum population of the stations. I will look into implementing this. Question for anyone with lots of experience with Nex: if the player takes over one of the vanilla stations (ex. Port Tse Franchise Station), is there any cap on the population or other differences relative to regular planet colonies?
They are literally just 100% hazard colonies with no resources.
Which would make a cap even more jarring now non-player colonies grow in Nex.
I’d also like to point out that it’s not as overpowered as some seem to think.
For one thing, you can only build one per system (which I personally disagree with, but not to the point where it bothers me), and for a second, it has to be in an asteroid belt, yes?
So it’s no different than if that belt had decided to generate as a barren planet instead.
Stations, vanilla or Nex, have no cap.
They are literally just 100% hazard colonies with no resources.Which would make a cap even more jarring now non-player colonies grow in Nex.
I’d also like to point out that it’s not as overpowered as some seem to think.
For one thing, you can only build one per system (which I personally disagree with, but not to the point where it bothers me), and for a second, it has to be in an asteroid belt, yes?So it’s no different than if that belt had decided to generate as a barren planet instead.
If vanilla stations in Nex grow with no cap, then I probably should not cap my stations because it might confuse the player why some stations grow to 10 and others less. If Nex/Vanilla ever change this, I will then change my mod. I don’t think I should have my mod override the Nex behavior, even though I think for gameplay/lore reasons stations should be capped at 5 or 6.
Mining stations have to be in an asteroid belt. This does make the power level lower.
Is it possible to add volatiles mining stations around gas giants?
Nope. I considered this but I think it would infringe on the purpose of colonizing the gas giant itself to get the volatiles, unlike an asteroid belt which has no planet associated with it.
Also thank you for the mod!