Terra Invicta

Terra Invicta

[DEPRECATED] Revised Ecology
31 kommentarer
Dmitri  [ophavsmand] 8. maj 2024 kl. 13:16 
The mod is no longer functional due to the introduced GHG generation / sustainability changes. I will have to analyze the changes and decide on whether there is value in reworking the mod. If there is, then I'll grok the actual changes to be used.
Fallout4ever121 6. maj 2024 kl. 14:19 
@DarkElfLover The sea levels rising are not a serious issue, as it happens slowly over a long period of time. Modern climate change activism has unfortunately made a market for selling the severity of the climate crisis. It will happen if we do not stop, but slowly, we will be able to easily relocate the people who lose their homes, and over time it will be a part of life. I also haven't seen anyone talking about the ice currently underwater displacing sea levels, so the numbers may be inaccurate ob how high the sea level will even rise.
=EaSy= matou78 21. apr. 2024 kl. 4:15 
yep the mod is crashing on startup
explodoboy 19. apr. 2024 kl. 23:59 
This mod appears to crash on 0.4.19. The crash is on startup.
Dmitri  [ophavsmand] 1. apr. 2024 kl. 14:29 
@DarkElfLover Noted. Neither vanilla nor my mod reverse the increase in sea levels.
sango213 26. mar. 2024 kl. 23:30 
Reversing Global Cooling, or Global Warming, or Climate Change, or Climate Crisis, or whatever its new name is in another 2 years, is really rather trivial when you are in space, even if you take all assertions at face value. (At least, those that haven't already passed their doomsday deadline.)
DarkElfLover 24. mar. 2024 kl. 20:52 
I've been looking at some of the comments and what you're saying. You're correct that GW is reversible we've seen some of the effects during the lock downs. What isn't immediately reversible though is the water level as part of that is influenced by glaciers which take decades if not centuries to rebuild naturally unless you want to introduce geo-engineering. It may also take some time for certain things to normalize regardless since a planet wide re-shift to normalcy is going to face inertia even with advanced tech though we'd be able to avoid the worst of the consequences. Either way i'm glad someone was able to point this out and i personally think the devs are doomers to some degree
Dmitri  [ophavsmand] 1. mar. 2024 kl. 22:33 
I'll be honest, I don't see much point in trainers. The save files are uncompressed and very readable, just pop it open and change whatever it is you feel needs changing.
RedRapture 29. feb. 2024 kl. 14:22 
True that. I know plenty who use trainers though and they all reported to me that any mod that injects code into the game itself, like your BCER, cause trainers not to work. Helluva thing that Pavonis did, forcing people to choose between the better mods and a trainer.
Dmitri  [ophavsmand] 27. feb. 2024 kl. 15:44 
Red, that would work for .json mods, but absolutely would not with code injects like my BCER.
RedRapture 25. feb. 2024 kl. 4:32 
Alternatively, you could also take the mods that you download, access them, and put them into your existing files so you have mods without activating mods. This works great if you are using a trainer.
Dmitri  [ophavsmand] 23. feb. 2024 kl. 17:18 
@agraza And by that I do see a function that manages adding to the sea level... it's on a monthly tick, and the code in question is this:

float anomaly_C = this.temperatureAnomaly_C;
if (anomaly_C > 0f){
this.AddToSeaLevel_cm(0.017f * anomaly_C);}

So... there is no native way implemented to lower sea level. I could write a patch that changes that, I just need to grok the best way to do it. Also it would be a code patch, so BepInEx shenaniganry and all that jazz. I'll ponder.
Dmitri  [ophavsmand] 23. feb. 2024 kl. 17:07 
Basically what the code there does is checks if you have a useMod flag enabled OR have skirmishMod enabled OR have debugConsole enabled. If any of those is true, it returns, and nothing happens. If all three a false, it initializes steam manager. So what the code below does is basically changes to "unlock steam manager if not skirmish and not console, but yes mods". Which will, naturally, disable achievements if you do NOT use mods now. So just don't touch that flag once it's on. For reference, that's the Use Mods toggle you click in Main Menu - Mods.
Dmitri  [ophavsmand] 23. feb. 2024 kl. 17:03 
@Ty26_44 I am having odd issues with monomod working on specifically achievement enablement function, but it is trivial to just mod the core game code. You'd need dnSpy for that. Free download. In dnSpy, File -> Open, navigate to .../Terra Invicta/TerraInvicta_Data/Managed/Assembly-CSharp.dll In a search window look for a function UnlockAchievement. Click on the one result. It will open the function code. Right click on the first if statement, select Edit IL instructions It reads: if (TIPlayerProfileManager.useMods || GameControl.control.skirmishMode || TemplateManager.global.debug_ConsoleActive). Recoil in horror because assembler. On line 1 change brtrue.s to brfalse.s, hit accept, look at the line. It should change to if (!TIPlayerProfileManager.useMods || .... note the ! before TIPlayer. Do File-> Save All.. -> OK, and that's it, you now have achievements enabled with mods. Also you edited assembly inline instruction, you leet hax0r you.
Dmitri  [ophavsmand] 23. feb. 2024 kl. 15:54 
@Agraza I do not see a native way to reduce the global water level.
@Ty26_44 They would, yes.
Ty26_44 21. feb. 2024 kl. 10:24 
I just installed all three of your mods (BCER, UE, and RE). Will these mods stop achievements from working, like in Stellaris?
Agraza 18. feb. 2024 kl. 22:01 
i like this, but i do notice that global water level doesn't go back down as the planet cools. Is that something you can adjust? Perhaps event driven like the base game water level rise is?
RedRapture 8. feb. 2024 kl. 12:40 
If you're looking to entirely redo the system of emissions, I'd recommend focusing your reductions on the techs that specifically have to do with cleaning up our mess and making sure we don't increase the temperature anymore than we have. So the various fusion reactor researches would do no change, and the civilian fusion reactors and clean energy techs/project and tech would do all the reduction.
RedRapture 8. feb. 2024 kl. 12:39 
Honestly, a major impact to the game could be made by editing Civilian Fusion Reactors. I would recommend, if you can swing it, changing Civilian Fusion Reactors to a tech rather than a project so the effect is global rather than confined to a faction's controlled territory, as I'm pretty sure will happen in reality. That would have there be two Techs that go into effect that reduce CO2 emissions globally.

Now for the Welfare IP, which removes CO2 and other ghgs from the atmosphere, I'd do a few new projects. I would have them relate to atmospheric filtration that increases the CO2 and other ghgs that's removed from the atmosphere by each welfare point by roundabouts 60% total when all the projects are completed. You may also want to consider events for when certain thresholds are met, like if the global temperature change goes back down below 1.5 degrees Celsius, when under .75 degrees, and when it's been entirely mitigated.
RedRapture 8. feb. 2024 kl. 12:38 
I would only make a few changes myself to these things that impact the Economy IP. I'd change the battery farms description to be something revolving around electric vehicles. Perhaps with the new battery tech, easily changed batteries are introduced for EV's that allows for a Battery Farm to replace gas stations. A customer pulls up, takes out the nearly depleted battery, pays a fixed amount, takes out a new battery and puts their old one in its place to be charged, then puts the fully charged battery in their vehicle and drives off. Given current complaints about EV's, such a system would cause a mass shift from IC vehicles to EVs, making the 30% decrease seem logical.

(splitting into 3 comments for the buffer)
Dmitri  [ophavsmand] 7. feb. 2024 kl. 20:10 
Please speak about the numbers. I am just a guy who knows how to code, shooting pretty much from the hip on the adjustments. Looking purely at CO2 emissions, we have 5 technologies:
1. Battery Farms (Project): 0.7 mult CO2
2. Deuterium-Tritium Fusion: 0.7 mult CO2
3. Civilian Fusion Reactors (Project): 0.4 mult CO2
4. Deuterium-Helium-3 Fusuion: 0.7 mult CO2
5. Clean Energy: 0.4 mult CO2 - resultant is 95% decrease overall once all technologies are research. Those boni are multiplicative. Feels about right?
RedRapture 7. feb. 2024 kl. 12:25 
I didn't want to speak about numbers for fear of sounding like making demands. Your mod after all.

Far as I can see it, a swap over to economical, green energy that makes no ghg emissions would reduce 33% from a complete swap in vehicles to either electric or ammonia and 33% when power generation is swapped to fusion, given current statistics on emissions. Right now, transportation causes 29% of all emissions and power generation is about 25%. My reasoning: with those no longer needing oil, oil refining would go down by 71% because that's the percentage of oil refining that goes to fuel production overall. That's why I had each at 33%. That would come off the Economy points. For welfare points to clean the atmosphere up, dealer's choice.
Dmitri  [ophavsmand] 7. feb. 2024 kl. 10:56 
I will take your word on it, and I will be happy if you are right. Just so we are clear, this is theoretical discussion and not a suggestion towards changing any of the mod's numbers?
RedRapture 7. feb. 2024 kl. 10:04 
Nice on the update.

As for the rest, we're closer than you think. MIT already has proven fusion power is doable and is making a reactor as we speak. Private industry has also jumped behind the technology and is actively pushing. There are several private companies in the US and Europe that are in business solely to pull CO2 out of the air and bury it, or hand it over for other industrial uses that still keeps it out of the atmosphere. And like I said, Toyota has already come up with an ammonia fueled engine for motor vehicles that produces no greenhouse emissions.

This issues simply are not reported on by our media for political reasons. We are probably ten years from these technologies being widely used, and another five after that from removing the CO2 humanity added to the atmosphere from it.
Dmitri  [ophavsmand] 6. feb. 2024 kl. 23:49 
I think it's the fact that we are still very reliant on fossil fuels for energy generation (and why we are this way is a political discussion I don't want to engage in), therefore we would not be CO2 negative or even neutral with the current power sources. Anyway. Updated the numbers and mod description based on my Big Country Economy Rework mod. That allowed me to "fix" Earth's IP budget and actually balance the damned thing.
RedRapture 6. feb. 2024 kl. 13:05 
As far as I know, the technology that pulls CO2 out of the air so it can be buried isn't really power intensive per se. You can run it off the regular power grid. It's just that it's not carbon neutral if powered by a coal or oil plant.

There's plenty of options right now too. Aside from filtration and on to emission, Toyota has a working prototype Ammonia engine for use in automobiles that has no ghg emissions. According to them it can use the currently in-place infrastructure to operate too. Nuclear power is always an option, especially since we have the whole nuclear waste thing under control. If we get into space, we can also simply launch the nuclear waste into the Sun or any of the gas giants.
Dmitri  [ophavsmand] 6. feb. 2024 kl. 12:25 
Agree in general, I am just not sure just how much fissile power we would need per given CO2 rate. I am not a meteorologist or ecologist, I am just a programmer. That said, Terra Invicta seems to assume the continuous use of fossil fuels even after the clean energy tech proliferation.
RedRapture 5. feb. 2024 kl. 13:18 
Power hungry? If we used nuclear power plants to power specific air cleaning tech we have all over europe and the US now, we can draw CO2 out of the atmosphere now without offsetting it from power generation.
Dmitri  [ophavsmand] 3. feb. 2024 kl. 16:32 
You ought to read "Clawback Decade" project description, heh.
Jacohover 1. feb. 2024 kl. 16:45 
Loving the zero dawn reference in there xD
muezii 31. jan. 2024 kl. 2:38 
This is exactly what I need. Aliens and speculators are the public enemies of human civilization.