Terra Invicta

Terra Invicta

More Tech
50 Comments
Damocles66  [author] Oct 5 @ 2:03pm 
Yes that is intended:
Synthesiser: A matter-energy converter that generates basic resources for a hab
Meaning it is intended to provide the resources a hab itself consumes, not generate a surplus in/by itself. Essentially it makes a hab (almost) self-sufficient and independent from mining. If you want to you can modify the hab module and instead of negative support costs fill income. But that would make the module "even more broken" than it is now.
Silverbattleship Oct 4 @ 6:41pm 
Negative cost only change cost to zero, will not produce resource/
Silverbattleship Oct 4 @ 6:39pm 
can let Synthesiser produce resource, not use negative cost this way?
Damocles66  [author] Sep 3 @ 5:56pm 
In theory they should be, but as most of this mod adds tech into the late game, my AI competitors were in no shape to make use of them by that point in time.
Yes adding the mod mid-play should work, removing it would be an issue though. So best make a save "PreMod" before adding it, in case you later decide against it (or something breaks)
captainbluecat Sep 3 @ 12:10pm 
By the way,can I use the mod halfway?
captainbluecat Sep 3 @ 12:09pm 
can AI forces make good use of these,especially the habs?
Damocles66  [author] Aug 1 @ 12:35am 
When I tested Hebrux comment I noticed that the captions of the modules was again broken(meaning I again read the module ids e.g. "TIHabModuleTemplate.displayName.Synthesiser") instead of the human readable name "Synthesiser". The update is supposed to fix this. Did it break something?
Rancher Jul 31 @ 4:11pm 
What's this new update do?
Hebrux Jul 31 @ 10:59am 
thanks for the clearification
Damocles66  [author] Jul 31 @ 10:22am 
That is an already existing module from the game and thus I do not touch it. It also looks ok when loading in my game.
Hebrux Jul 30 @ 6:53pm 
is the heavy fusion reactor farm missing it's sprite image?
Damocles66  [author] Jul 8 @ 1:22pm 
So I finally got around to checking out the effect templates. And unfortunatly I don't find effects that correspond to your suggestions: Neither radiation, nor energy consumption, or building costs.

The only effect I found that seems related is the build/module transfer time we can improve with things like space tugs. You can take a look in /StreamingAssets/Templates/TIEffectTemplate. I think all available effects should be listed there.

So most of the suggestions seem not to be possible, at least without a lot more effort.

I have updated the Nano-Complex to include the LEO bonus, I have also reduced its output a bit.
I have added a new solar farm that should be "ok-ish" in normal solar environments, and outperform quite a bit on mercury.
Damocles66  [author] Jun 20 @ 1:43pm 
I‘m currently on vacation, and will update later. Atm I’m not sure that one can reduce a modules power consumption via another module. So it may only be possible to add more powerful solar collectors, that for some reason consume AM or exotic matter.
Agraza Jun 9 @ 12:08am 
Idea: radiation construction discounts for ground habs. Like, subterranean construction and/or superior material use. Could make these techs available in material, energy, and maybe a tiny bit into xeno. Could overlap slightly with your bombardment defense techs.

effect being with these researched that you negate the radiation penalty. We know nickel, lead, water, and some other materials have a measurable impact on absorbing or mitigating radiation. I assume those are the things abstracted to create the higher expense of radiated environments, but I would hope we'd discover less material intense methods.

alternative, life and/or info research for better treatments for being irradiated, so we just build less resilient environments and use preventative treatments and screening of personnel (assuming that it's the people rather than the facilities you're shielding from radiation exposure).
Agraza Jun 7 @ 1:03pm 
also could you incorporate the LEO capacity of the nanofactory into yours? as it is I still need like 5 of the vanilla ones for the LEO bonus.
Agraza Jun 7 @ 1:01pm 
cant upgrade base automated mining facilities to yours. is that a limitation or an oversight?

i like the mod, but i think it could be scaled back a bit to be more challenging. the repeatable mining tech is actually the most cheesy to me.

it would be nice to have some accomplices to your power facility that empower solar. solar is an interesting counterweight to fusion and antimatter / exotic. it just gets replaced by your facilities. would you consider something like the synthesizer that produces amazing power conservation (rendering power consumption of all modules to ~1%) but only in solar environments?
Mayoi Jun 6 @ 3:19am 
Thank you for your great mod! Especially for you are still updating this...! Thanks and love again!
Arielas3 Apr 11 @ 11:50pm 
Thanks for the update, will start a new long campaign soon, so fingers crossed for no issues.
Damocles66  [author] Apr 11 @ 1:09pm 
Done. I noticed two issues that were broken:
The localisation, so all projects had their raw data names.
The "Energy Matter Conversion" technology was partly obscured by some future tech.

For the latter I had to remove a tech-dependendency, apparently the new tech-tree is not as dynamic when it comes to adding more depth, and as I didn't want to move all the future techs for compatibility reasons.

However I have to admit that I do not currently have the time to really test this. So if you notice any issues please report them.
Gilgameskills Apr 7 @ 5:11pm 
Pls update
Oceania Mar 28 @ 10:05pm 
Well happy to be of assistance with the discovery of the lost paragraph and thanks for the reply. Now yes I my question for more attuned to the idea that the aliens would end up getting buffed themselves with additional technology to help combat human scaling, so thanks for clarification and have a nice day.
Damocles66  [author] Mar 25 @ 1:11pm 
The goal was to make it a bit like some of the X-com entries. In the base-game you cannot exceed the allien technology and are always a bit behind.
With the MK-IV and MK-V one could be level or even exceed the alien tech.

Not sure if that is what you meant. It does not add alien technology, though you will end up outproducing the aliens in exotics, that is where the More Exotics for Aliens comes in. To also give the aliens more exotic production. Just now noticed that paragraph went missing in this mod's description...
Oceania Mar 25 @ 7:00am 
Just out of curiosity but how does this mod happen to effect aliens in relation to tech with the humans?
Beast-Storm Dec 23, 2024 @ 5:39pm 
Terra Invicta is about to get another update Damocles66 soon and the tech tree interface is gonna change to... best to hold off updating this mod until Terra Invicta updates
Damocles66  [author] Dec 23, 2024 @ 5:21pm 
Thanks for the report. It was supposed to use the normal image for the Heavy-Fusion-Reactor-Farm, and apparently that got renamed. I will update it.
Caiocas Dec 23, 2024 @ 1:25pm 
The E-AM Fusion Reactor image is bugged, it appears as a completely white square.
Damocles66  [author] Jun 14, 2024 @ 7:33pm 
The game just merges all files of the same name into one, and loads it. So unless the other mod uses the identical identifiers it should work, yes.
If in doubt, you can always check the mentioned player.log for error messages related to the loaded mods.
Beast-Storm Jun 14, 2024 @ 6:14pm 
Question... if I were to subscribe mods that add more weapon types like "Weapon Expansion Project" could this mod still work?
Damocles66  [author] Jun 14, 2024 @ 4:16pm 
I have updated the contained templates(I hope) and fixed an incorrect entry in the tech's localisation which resulted in the tech being displayed with their variables (e.g. TITechTemplate.displayName.ExoticMatterProduction) not their "pretty" name.

Did you mean that with " didn't see any of the new tech this mod incorporates"? Because I always had the techs themselves visible in the tech tree.

If so, the update should have fixed the issues, if not, please upload your player.log:

<YourWindowsDrive>:\Users\<YourUser>\AppData\LocalLow\Pavonis Interactive\TerraInvicta\Player.Log

Please go to the discussions tab and open a new one pasting the content there.
Beast-Storm Jun 6, 2024 @ 1:25pm 
I downloaded this mod and the mod doesn't work in the current version I didn't see any of the new tech this mod incorporates, the devs changed how the tech tree is structured from the last up date a few months ago

Just a head up @Damocles66
Damocles66  [author] May 14, 2024 @ 3:25pm 
I was not aware that it was broken? Are there issues starting with it? It's been a while since I last checked but it was still working then.
Sottom May 14, 2024 @ 12:03pm 
Hey. Just wondering if you're thinking of updating the mod. I haven't gotten the chance to play with it and after playing a bit of vanilla, i'd very much like to get my hands on More Tech :lunar2019piginablanket:
Damocles66  [author] Jan 27, 2024 @ 10:08am 
I think you missed the - in the recource numbers. The modules monthly support costs are usually positve number and a negative "monthly cost" thus equates to an income.

It is a hab-local income, so it will not add to your global resource pool, and just compensate whatever recources the station consumes itself. It currently costs power and money.
Anubis Jan 27, 2024 @ 9:54am 
Regarding the Synthesiser - from your description in the comments it seems like it's supposed to work like the farm does, but including resources other than volatiles and water, the ingame tooltip for it, however, suggests that it instead consumes 900 of each resource monthly (excluding AM and EM), has a high construction cost, and doesn't really generate anything.

Another part of the description does mention that "it provides the station's basic needs" but that is rather abstract and I can't imagine those will ever be higher than 900 of everything monthly that it says it consumes.

I'd imagine this is just a problem with the tooltip itself (I never actually built the thing) but from my understanding of how it's supposed to work this shouldn't have a monthly cost other than power.
Damocles66  [author] Aug 5, 2023 @ 7:37am 
In the validation release branch, there is a missing "," in one of the vanilla files. This shouldn't start with or without mods ...

In steamapps\common\Terra Invicta\TerraInvicta_Data\StreamingAssets\Templates\TIHabModuleTemplate.json

Line 4487 reads:
"volatiles": 3

and should be
"volatiles": 3,

You can manually edit the file and it should fix the issue. Not sure how that made it to a public branch, but it is not part of a mod.
Damocles66  [author] Apr 30, 2023 @ 7:52am 
Essentially it's a cheat module that provides a station-internal income of basic resources to offset a stations consumption using antimatter. It is quite broken, but as to my last knowledge so were base defences on mining outposts (e.g. a random 1 nuclear missile frigate fleet killing a random structure, even though the base is protected by battlestations which PD would easily negate any missiles).

To allow a mostly space based economy, and thus being able to ignore the base defence issues,I introduces this module. It does not provide "real income" so you won't see your stockpiles increasing in themselves, but it counts against a station's maintenance costs.
Lightning "Tempest" Rafales Apr 30, 2023 @ 7:20am 
Emmmm, what does this Synthesiser do exactly? Kinda hesitate to build one due to high maintenance cost...
Damocles66  [author] Apr 15, 2023 @ 3:20pm 
I'm afraid not with the methods I use in this mod. Via editing the templates I can only modify existing functionality. However I assume that some kind of refueling functionality will be part of the base game ... eventually
Tech Priest Apr 10, 2023 @ 8:31pm 
HI I was wondering, is it possible to make a new ship equipment that is able to Refuel other ships? So we can be able to have space tankers pretty much
Kirron Mar 3, 2023 @ 8:14am 
Hi, just a suggestion for new ship equipment, a couple more levels of Hybrid fusion reactors. Base game Hybrid reactors cap out at 1 ton per Gigawatt, at level 3 of their Terrawatt reactors, which makes actually using them both incredibly expensive and slow even using the Icarus Torch.

Perhaps new reactors could be setup like so;
T3: Base Game highest, 1 T per GW

T4: 0.5 T per GW, high rare resource cost but no exotic cost.
T4-E: 0.1 T per GW, moderate exotic cost.

T5: 0.05 T per GW, huge rare resource cost but no exotic cost.
T5-E: 0.001 T per GW, large exotic cost.


Could also be paired with an Advanced Icarus Torch, 12's in Specific Impulse and Thrust rather than the 10's on the normal one.
Poultrymancer Feb 7, 2023 @ 4:21pm 
@Damocles66 - Thanks. I'm the same person who posted re the CTD in the Nexus page for your mod, and I responded over there. Thanks again for the assistance.
Damocles66  [author] Feb 5, 2023 @ 7:06pm 
Hello,

I wasn't able to reproduce the CTD with the current branches. I tried:
starting a new game
loading an older save

I will need your Player.log to check the error:
In your file explorer enter as the "path":
%appdata% (with the %)
go one folder up (AppData\Roaming -> AppData)
go into LocalLow (AppData -> AppData\LocalLow)
go into Pavonis Interactive\TerraInvicta (AppData\LocalLow -> AppData\LocalLow\Pavonis Interactive\TerraInvicta

There you should find the Player.log, please send this to me via message(send you a friend invite for this).

Best regards,

Damocles66
Poultrymancer Feb 5, 2023 @ 2:55pm 
@Damocles66: While I certainly understand it's not reasonable to expect constant updates given the rate at which the devs have been updating the game itself, could you give some idea of when (or whether) you intend to update? This looks like a great mod and I would love to use it. I'm on the current validation branch (0.3.58) and it causes instant CTD when enabling from the in-game mod menu.

There are some parts of the mod I may not utilize for balance, but I would very much like to able to manufacture at least some small quantity of exotics to make some techs viable (like the late-game armors), and for RP reasons I would love a late-game tech like the one you've included to increase the efficacy of climate change mitigation from welfare (which is currently essentially useless in the unmodded game).
Damocles66  [author] Jan 9, 2023 @ 2:05pm 
It is not related and does not change the existing reactor or drive types. However the increased antimatter production via the larger colliders makes pion torches affordable as a (more common) engine.
Paul Jan 9, 2023 @ 10:12am 
Would you recommend this if someone was looking for Mirror Cell Fusion Reactor lvl 20 so you can have some 90 G lategame starship?
Damocles66  [author] Nov 23, 2022 @ 4:22am 
I thought I had done that, but the displayed(and probably even real damage) is not the expectedDamage_MJ stat but derived from the warhead mass which was the same for the heavy batteries and the heavy cannons due to copy and paste error.Will provide an update this weekend I think.
Droll Nov 19, 2022 @ 1:02pm 
Judging by the screenshots you should probably make the batteries a bit weaker than the cannons.

Vanilla balances the hull mounts large firing arcs by making them weaker.
Iteryn Nov 15, 2022 @ 3:31am 
I'll give it a go :)
Thanks again
Damocles66  [author] Nov 14, 2022 @ 5:12pm 
@Iteryn, I added three kinds of decoy missiles, but I'm unsure if they work as intended, with a low warhead mass they die very quickly to PD, and as damage is calculated quite realistically, a high warhead mass results in pretty high damage with a given velocity. Would be great if you can test them a bit and give feedback.
Iteryn Nov 14, 2022 @ 9:56am 
Would love a missile tech that's fast and numerous but low damage to saturate PD :)

Thanks for the mod, can't wait for further updates.
I'm surprised no one's wanted to make stronger weapons / modules for ships