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(http://i.imgur.com/FZ8D8Gm.jpg)
Explore new systems, with more varied planets and backgrounds.
(http://i.imgur.com/ijcYsuF.png)
Download (https://bitbucket.org/CodingTartiflette/torchships/downloads/UnknownSkies_v0.42.7z)
NexusMod mirror (https://www.nexusmods.com/starsector/mods/14)
Essentially a direct implementation of the best of my Texture Pack (http://fractalsoftworks.com/forum/index.php?topic=8136). This mod significantly expands the variety of systems and planets you'll encounter while exploring. To other modders that used the resources pack, please make sure to update the names and paths of your planets as to not needlessly bloat the memory.
Also includes a handful of additional and rare planetary conditions that can make or break a colonization candidate, as well as a few new ambiance sounds for different terrain types.
This mod does not affect the amount of "good" or "bad" planets you will find in the sector, only increase the variety of planets inside each vanilla categories.
Screenshots:
Spoiler
(http://i.imgur.com/NrqyfZN.jpg)
(http://i.imgur.com/hD7VqEl.jpg)
(http://i.imgur.com/g4jKULI.jpg)
Thanks to Serenitis that provided some of the planets maps.
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It looks incredibly pretty and appropriate for the new 0.8 features!
(Also want to see more screenshots please... ;) )
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Very pretty. You know, this will be my first mod for 0.8 :)
(New game not necessary, right?)
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(Also want to see more screenshots please... ;) )
But then where's the fun in exploring new stuff?
Very pretty. You know, this will be my first mod for 0.8 :)
(New game not necessary, right?)
Thanks and a new game is necessary, the new content is directly added to the procgen tables.
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(Also want to see more screenshots please... ;) )
But then where's the fun in exploring new stuff?
Aww... I suppose there's that. :P
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Having said that, it'd be cool to have a gallery or something where players using the mod could share screenshots of their most epic and beautiful adventures.
... Am I thinking too far into this?
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Looking good!
Although you might want to change "plateaux" to "plateaus", as it seems only some Brits still use the French plural form. I know I thought it was a typo at first.
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Although you might want to change "plateaux" to "plateaus", as it seems only some Brits still use the French plural form. I know I thought it was a typo at first.
Sorry but as a Frenchman I won't get convinced to write the plural of plateau with anything but a "x". (plus the usage is actually still near 50/50 in British English, not "some")
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Less than most is some ;)
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uuh, nice! O:
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Surveying planets gives me ideas to colonize them or something!
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Nice! But isn't this in the wrong section?
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Nice! But isn't this in the wrong section?
Mods start out in the "Modding" section of the forum, and have to be approved by the admins before it can be moved up into the parent "Mods" section. Also, it's not necessarily the wrong place - mods can be found in either.
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Thanks for triggering some Star Control nostalgia with those planet classes.
This is a good mod, and you should feel good.
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Another day, another episode of "Tartiflette spoils us with great content and assorted eyegasm"
Finally a series that people want to last longer than Beautiful
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"I'm here to serve." :)
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Just thought I'd let you know, this mod doesn't play well with Lightshow (black screen after loading) and the Portrait Pack (causes a Fatal:null error for some reason).
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Just thought I'd let you know, this mod doesn't play well with Lightshow (black screen after loading) and the Portrait Pack (causes a Fatal:null error for some reason).
I had this too, it seemed like it was shadowyards when i did it. What fixed it was doing the old 64bit java thing and enabling more something, ram probably. I'm using portrait pack too, not getting that problem though.
If it's not mod specific, it may be something to do with the base game?
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Just a thought, which you may/may not agree with:
The clouds on these lovely new planets move far too quickly for my taste, and look a little odd.
After changing a few numbers in planets.json and I'm much happier with the result.
I swapped the rotation direction as well as I think it looks better.
Spoiler
cloudRotation values
US_gas_giant: -7
US_acid: -4
US_acidRain: -4
US_acidWind: -6
US_alkali: -5
US_auric: -6
US_auricCloudy: -6
US_red: -5
US_redWind: -7
US_green: -5
US_blue: -5
US_purple: -6
US_water: -5
US_arid: -5
US_dust: -5
subjective.txt
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So, after finding out that the Fatal:null error was a RAM allocation issue, I solved it and I'm able to use every mod I've bothered trying.
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I have a hundred or so planet textures I've been collecting for a while and this seems like it might be a good home for them, but I have no idea where most of them originally came from.
Would something like that be of any use?
Spoiler
(http://i12.photobucket.com/albums/a224/Tifi78/list_zpsuthruvbp.png)
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Send them my way, I can add a few more to the mod no problem.
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PM sent.
Hope there's something useful. :)
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Right on time! I'm in the middle of cleaning up the json files!
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(http://i.imgur.com/ijcYsuF.png) (https://bitbucket.org/CodingTartiflette/torchships/downloads/UnknownSkies_v0.2.7z)
Thanks to Serenitis, I have added a dozen new planet types, and cleaned up some mistakes. This update should be compatible with your save.
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Are red planets always pointless to survey? Seems like they never have anything.
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I don't think I've found a red planet with anything on them either.
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Thanks very much for this mod my fine sir :^)
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Oh cool. You made some interesting changes to some of those.
And you even made a lightmap for the lava hellworld.
Classy stuff!
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I don't think I've found a red planet with anything on them either.
I think I found one with decent deposits of both ores, but that was it.
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Speaking of world generation. I have found over 10 artificial worlds at this point. Each of which has been a class 1 with sparse deposits or similarly uninteresting. Which is odd considering that they are entirely covered in ruins but I have never found one with ruins or anything interesting. They usually aren't even hot or cold. They would seem to be full of tech caches or at least readily salvaged materials. Even if they are just masses of empty spaced buildings. I am surprised they also aren't polluted or decivilized.
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The worldgen does seem rather keen on bunching similar planet types together.
Like having multiple planets in a system with the same texture. RNG does odd things sometimes.
Life bearing worlds with a class of 4 or 5 are also much more common than vanilla. Probably due to the wider selection of habitable planet types.
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I found a lifeless planet that was habitable with organics and farmland
Spoiler
(http://i.imgur.com/8i4pXWd.png)
seemed a little odd.
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Definitely odd but in game that would be explained away as the planet has ruins, thus it was settled by the domain and subsequently lost along with its new terran-lite biosphere during the collapse. I think it would be neat to see more terraformed and failed terraformed worlds. Like one where the soil nanites borked up or the planet is covered in a mat of noxious algae scum that was supposed to kickstart the atmosphere. Lot of fun stuff to find. I think my favorite so far is when a world has pollution and the description. I can't want to see what odd encounters and inplace faculties we will find in subsequent versions. My big hope is we can tech raid ruins and deciviilized worlds for rare materials and items.
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(http://i.imgur.com/ijcYsuF.png) (https://bitbucket.org/CodingTartiflette/torchships/downloads/UnknownSkies_v0.21.7z)
Only minor adjustments to the procgen repartitions. Still no clue about why some generated planets are empty.
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Will you add more "habitable-looking" planets?
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Those are so rare in-game I don't think we need too many.
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Honestly you made a mod that made changes that I didn't even know I wanted changed. Now I don't want to play without it. Great Job.
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Thanks Tartiflette, this is my favorite .8a mod so far. You're a rock star!
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Updated for 0.9.0a.
I finally found what caused the empty planets and implemented a very dirty workaround until a possible fix from vanilla (if there is ever one). In the meantime some planets might not have the conditions you'd expect, most notably the volcanic ones.
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Will you give planets custom modifiers to suit their lore?
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Unlikely. Or at least not for a while given all the stuff I have on my plate. What I will do however is to add them to more fitting pools of conditions when (if?) Alex fixes an issue preventing some type of planets from recieving any conditions at all.
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So.... What was causing the blank planet syndrome anyway?
[e]
Also just noticed something:
The the texture US_planet_textureChlorine.jpg has 2 columns of 'off' pixels down it's left hand edge.
It's not something you can really see in the flat image, unless you're looking for it. But in game it stands out quite a bit by making it look like the planet has a seam.
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For some reason, an unusual number of habitable planets are alkalai planets.
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For some reason, an unusual number of habitable planets are alkalai planets.
That is vanilla behavior and is reflective of real life. About a quarter of known alkali planets could support life.
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For some reason, an unusual number of habitable planets are alkalai planets.
That is vanilla behavior and is reflective of real life. About a quarter of known alkali planets could support life.
I didn't think Alkali planets were vanilla. ???
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They're not.
Alkali worlds are a nod to Star Control 2, where they were almost always full of various forms of life.
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Tiny update:
"Red Worlds" are now called "Crimson planets" to avoid any confusion.
Water worlds can now build Aquacultures rather than Farms.
Get it in the OP.
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i am assuming so... but will we have to restart to see changes.
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(http://i.imgur.com/FZ8D8Gm.jpg)
Update time! Unknown Skies gets expanded: it now has two new rare planet types that, with the already present Artificial Worlds, get unique planetary conditions potentially making them interesting colonization targets. Additionally, a handful of other rare planetary conditions have been added, some good, other bad, that could make or break a potential colonization candidate. Spawn rates have been adjusted (now habitable planets no longer have a greater chance to be Alkali worlds) and proper resources have been scripted into the added Volcanic planets. Lastly, a handful of ambiance sounds have been added to the terrain that were lacking those. (this update won't break saves but will require a new game to take effect)
KNOWN ISSUE: The discoverable conditions effects won't be reflected in the colonization screen stats, but will be properly applied once the colony is established. This is already fixed for 0.9.1.
Download in the OP (http://fractalsoftworks.com/forum/index.php?topic=12041.0)
Happy exploring!
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This mod continues to own.
There are some very interesting conditions to find.
Some things to think about for the future:
(Unsure how possible, or sensible some of these currently are)
Spoiler
Abandoned Mining Rig
Gives +1 yield to minerals, transmetals and volatiles mined on this world, for any already present.
requiresAny - any presence of the above
Reclaimed Prospect Drone
Adds minimal yield to minerals, transmetals and volatiles, for any not already present on this world.
Not gas giants.
Derelict Refining Facility
Gives +1 production to refined metals, refined transmetals and fuel on this world.
requiresAny - any ruins
Pre-Collapse Civilian Manufactory
Reduces upkeep for Light Industry by 33%.
Gives +2 production to consumer goods and +1 to luxury goods.
requiresAny - any ruins
Habitation Blocks
Gives -50% to planetary hazard level.
Reduces population upkeep cost by 10%.
Artificial Worlds only.
Salvaged Hydroponics Bays
Adds minimal food production ability (farmland_poor) to a world which does not already have any.
requiresNotAny - any farmland
Domain-era Administrative Complex
Reduces global upkeep for all colonies in same system by 10%.
Gives +1 stability for all colonies in same system.
This colony does not count towards administration cap.
requiresAny - ruins_extensive, ruins_vast
Pre-Collapse Atmosphere Processor
Slowly decreases hazard rating by removing hazard conditions as colony grows.
Size 5 - Remove pollution
Size 6 - Remove extreme weather
Size 7 - Remove thin or dense atmosphere, change no atmosphere to thin atmosphere
Size 8 - Remove toxic atmosphere, remove thin atmosphere if previously changed from none
requiresAny - no_atmosphere,thin_atmosphere,toxic_atmosphere,dense_atmosphere,extreme_weather,pollution
Radio-Partictulate Projector
Mitigates the effects of radiation, reducing it's effects by half (-25% hazard).
Addition of planetary shield removes irradiated condition entirely. (Not permanent - if shield is removed, condition returns.)
requiresAll - irradiated
Network Terminus Station
Allows connection to the communications relay network without a comm station built in system.
Increases global upkeep costs on this world by 10%.
Reduces growth by -6, plus an additional -2 for every colony size gained.
requiresAny - any ruins
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I wish to add more, but sadly conditions can only affect the hazard rating, immigration rate, accessibility, ship production quality and stability. Beyond that I can only add other conditions if one is present. So while I did have a lot of ideas similar to yours they cannot be done via simple conditions. (also, some of those would better fit as industries, but that would go further than the scope of this mod)
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Hmm - am I missing something as far as what's required to add, say, a condition that gives +1 to an output of Refining of Fuel Production? It seems like an approach similar to ResourceDepositsCondition (but simpler in that it would be less generic - so, get industry and if it's there, add to its supply) ought to work, but it is entirely possible I'm not thinking of a roadblock to this.
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Well I tried to improve the production of Drugs (because Xeno-shrooms should definitively be a thing) and I failed miserably. Maybe I'll take another look at it if you say it should be doable.
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I think so, yes - it would not, as far as I can see, be too different from how farmland affects the production of food. It'd be something like:
Industry industry = market.getIndustry(Industries.POPULATION);
int modifier = 1;
if (industry.isFunctional()) {
industry.supply(id + "_0", Commodities.DRUGS, modifier, "Xeno-fungus");
} else {
industry.getSupply(commodityId).getQuantity().unmodifyFlat(id + "_0");
}
You would also need to repeat the same code for LIGHT_INDUSTRY provided it's a free port. So, it'd have to be coded for specific industries that produce drugs. One other approach might be to iterate over the industries to see if they're already supplying drugs, and if so provide the bonus. That would fail when population is small enough not to produce any drugs, though. It's also a bit iffy in that conditions are applied before industries, so it would be one "step" behind - but since when you open a colony, the economy takes 3 steps (mainly for this reason, to make sure everything is synced up/stabilized), that should still be ok.
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(https://i.imgur.com/xbSqjXY.jpg)
It had to be done.
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Neat.
You also re-did the Alkali texture, which now looks much nicer.
Also re: Textures.
I'm not a huge fan of the Dust texture, so I changed it.
Spoiler
(https://i.imgur.com/2RszHVA.png)
This is probably just one of those things where I get to be a wierd outlier.
KNOWN ISSUE: The discoverable conditions effects won't be reflected in the colonization screen stats, but will be properly applied once the colony is established.
Also, the conditions will be applied if you save then re-load.
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Actually you are right it isn't great... Or was since I went ahead and gave it a much needed do over:
(https://i.imgur.com/eSf204V.jpg)
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(http://i.imgur.com/FZ8D8Gm.jpg)
Small update to fix a scaling issue with the Magnetic Crust effect. Also includes four new rare conditions as well as a reworked Dust World texture.
Download in the OP (http://fractalsoftworks.com/forum/index.php?topic=12041.0)
Happy exploring!
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Props for changing the Alkali texture, it's much nicer now!
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I like the idea of the psychoactive mushrooms but I think it should work the way Volturnian Lobster works, by adding a sub-good of psychoactive fungus that counts as a unit of recreational drugs with a value bonus that increases based on the distance from the nearest planet with the Fungus modifier.
Otherwise the stability penalty seems a little high, which is OK as long as the penalty goes away when you make it a Free Port which already has people wandering around doing whatever super space drugs 3000+AD can bring
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(http://i.imgur.com/FZ8D8Gml.jpg)
Updated for 0.9.1:
- Removed 0.9a workarounds
- All planet types have the proper conditions generated
- Special planets in non proc-gen system now get the proper special conditions
Download in the OP (http://fractalsoftworks.com/forum/index.php?topic=12041.0)
Happy exploring!
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I recently added you mod. I like the variety it add and to discover the new kind of planets.
Is it your mod which add new planetary conditions (a little bit like MoO and other 4x games):
Spoiler
Crashed terraforming drone
Lifeform which makes every one happy and less productive
?
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Yes it is.
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This mod is really great. I refuse to read anything about it and just play to discover what goodies are out there...
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Spoiler
(https://i.imgur.com/5xzQT1x.png?1)
1. OK, so frozen methane world, fine.
2. Wait it's "hot"? ???
3. Ah, there's non stop lightning storms, they probably keep the planet warm (and ON FIRE).
As Greg the Senior Survey Officer finished taking notes, he looked at the official printout again.
"Ah, what the heck, it will do", as he stamped it with a big seal saying "Habitable World" (under Hegemony-Tri Tachyon unified definition of "Habitable" ref. 137.7). "The rest is Marketing's problem. They could probably sell it as "scenic view" or something.
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Only if there is oxygen.
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Only if there is oxygen.
Well, it's a "habitable world", so it should have oxygen otherwise how would "humans survive exposure unprotected" on the surface (unless Greg the survey officer "massaged" these figures a little).
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Well, it's a "habitable world", so it should have oxygen otherwise how would "humans survive exposure unprotected" on the surface (unless Greg the survey officer "massaged" these figures a little).
"Unprotected" hasn't been defined, so it may mean the atmosphere is dense enough that the pressure and temperature is fine walk around in normal-ish clothes and all you need is a source of air.
The worldgen sometimes does derp things like this though even in vanilla.
Like putting extreme cold cryo worlds in the orbit of extreme heat gas giants which are in turn in the inner orbit of a huge blue giant inside its corona etc.
Alternatively: Space magic.
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There's been some things that have been bothering me about a couple of the textures, and I've finally got off my tail and done something about it.
The two textures in question are tagged as 'chlorine' and 'cyanic'.
And they have a bit of a mismatch across thier opposite edges, so you can see where the edge of the texture is.
Spoiler
(https://i.imgur.com/xwa8BP7.png)(https://i.imgur.com/RPnGceB.png)
So I've done some things that make them a little better.
They're not perfect, but close enough that it shouldn't be immediately obvious theres a join there.
Spoiler
(https://i.imgur.com/J2TRiRz.png)(https://i.imgur.com/9NNHQk2.png)
Textures:
https://i.imgur.com/Rmc7vVo.jpg
https://i.imgur.com/jUAuGax.jpg
Feel free to use as desired.
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Are 'Lifeless Worlds' part of this pack?
I noticed one and the description mentioned them being perfect for colonization because there's no competing biosphere.
Then one of the hazards was "Inimical Biosphere".
https://imgur.com/a/vSnhqgT
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Are 'Lifeless Worlds' part of this pack?
I noticed one and the description mentioned them being perfect for colonization because there's no competing biosphere.
Then one of the hazards was "Inimical Biosphere".
https://imgur.com/a/vSnhqgT
Maybe it didn't always lack a biosphere. And maybe there was something left over, just waiting for a chance to go back to doing whatever it was doing before whatever happened, happened?
The procgen can add that condition to virtually any world, I think except gas giants. Yes, even barren rocks.
And "lifeless" worlds being technically habitable, get a slightly increased chance of seeing it.
I've had a fit of contrarianism again, and come up with some alternate planet textures, if anyone is interested:
NuArtificial
Spoiler
(https://i.imgur.com/7FRFDGA.gif)
Texture link
https://imgur.com/dSOGwb7
NuMagnetic
Spoiler
(https://i.imgur.com/NvcYJqC.gif)
Texture link
https://imgur.com/DXedsav
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While I am not the mod author of Unknown Skies, would it be OK if I used those textures Serenitis?
If you OK that and if I also decide do this, I will credit you of course :)
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While I am not the mod author of Unknown Skies, would it be OK if I used those textures Serenitis?
If you OK that and if I also decide do this, I will credit you of course :)
Sure. If you want to get some use out of them, that's great.
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Really cool mod, I love the variety it adds to planets. However one thing that I've noticed is whatever way it seems to weigh the planet generation at the start of a save, it's really rare for any water worlds to spawn other than the couple confirmed ones in the core systems.
The only reason I've noticed this is I like to use Console Commands to SurveyAll at the start of a save to see if there is a water world at least relatively close to the core systems because I like to make one the heart of my empire, but nine times out of ten when making a save there isn't a single water world.
Is this due to how your mod goes through planet generation or have I just been unlucky? I noticed that even before I used this mod there were few water worlds available to colonize compared to others in most of my saves but there were at least a few every time.
Thanks.
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Great Mod first off, but I was wondering if there was a way to increase the number of planets that spawn in systems. I was specifically looking to increase the amount of faction colonization that takes place as part of Nexerin. I attempted to just simply modify the mix and max orbits in the star_gen csv file but any modification to any of those values seems to return the following Json error:
23691 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - org.json.JSONException: JSONObject["id"] not found.
org.json.JSONException: JSONObject["id"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getString(JSONObject.java:577)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.new(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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(Unknown Source)
and this one:
23805 [Thread-7] ERROR exerelin.campaign.submarkets.PrismMarket - org.json.JSONException: JSONObject["id"] not found.
no other errors in the log.
Any ideas? Or maybe its simply not possible.
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Hi there!
So I think this mod adds the artificial worlds with the modifier "Chaotic Structures". If so, there's a tiny, minute spelling mistake in the description of the modifier:
"On the other hand, the landscape is extremely defendable against an invader that doe not have..."
"doe" should be "does"
I really hope this doesn't come off as nitpicky. I personally would want it pointed out to me so I figured I'd comment. :D
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Great Mod first off, but I was wondering if there was a way to increase the number of planets that spawn in systems.
This mod doesn't affect how planets are spawned during the sector generation, only how many types the vanilla script can pick from for a given spot. Changing the min max orbits will only increase the pool of choices, not the number of planets. To populate the systems with more planets, you will have to change the sector generation script.
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I think you messed something up with his mod.
I added it to my modlist and started a new game. First the save bloated to 142MB (compared to 24MB of playtroughs without US). Now I'm getting CG overhead errors when I try to save.
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Okay, so I'm pretty sure that Unknown Skies crashes my game. I'm running it on a toaster, which pretty much explains why I have issues running this.
I've been trying to muck around a lot with the config file. This toaster of mine is a 32bit win7 install with 2GB of ram. Horrifying, I know, but it didn't have issues running most mods before that. I tried to reinstall the entire game and installed only magiclib, lazylib, version checker and console commands. Those four run without issues, but the second I enable US, it crashes and gives me a null error. Out of memory, to be exact...I'm getting a much better laptop later in September, but I'm wondering, is there any way to make it run somehow? Or better yet, what does it need to run? I really wanna have a shot at this mod since it looks great.
Cheers.
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Increasing memory allocation and reloading...so far it saves normally.
FYI, I got a mighty rig - 20GB ram, i7 procesor
EDIT:
Saving goes progressively worse the longer I play. After an hour I can no longer save.
Save&Exist and Continue seem to be the only way to make this work.
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Hablmet: sorry to hear that, this mod shouldn't increase he ram requirements by much, but it should somewhat bump up the gpu memory requirements. Given your specs I suspect that may be too much.
TrashMan: that would be a first. What is your mod list?
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I don't think it's any of the other mods, since I played with all hose mods for a few days, getting MUCH further in. It's only when I added US that it started. (I did make some tweaks to my own mod, but these were all ship/weapon value tweaks, no scripts)
IF you want tot know, active mods are attached
[attachment deleted by admin]
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FYI, there was a problem reported a few months back with save files bloating in size. Alex tracked it to one of the mods keeping static copies of the sector around using code like this:
private static final SectorAPI sector = Global.getSector();
Without going into all the details of static objects and their use/misuse, let's just say this code caused a bunch of extra data to get shoved into the save file that Starsector would normally not have saved. (For a more detailed explanation check https://fractalsoftworks.com/forum/index.php?topic=15635.msg252371#msg252371 (https://fractalsoftworks.com/forum/index.php?topic=15635.msg252371#msg252371))
My guess is that one of the mods you have installed is doing something similar with a static object somewhere. For what it's worth, I don't see anything like this in Unknown Skies, so you might want to do a quick check of your other installed mods (or at least the ones that include source). It's possible that one of them is causing the save bloat problem, but it just wasn't obvious until all of the extra planet types and conditions were added to the game by this mod.
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I don't think it's any of the other mods, since I played with all hose mods for a few days, getting MUCH further in. It's only when I added US that it started. (I did make some tweaks to my own mod, but these were all ship/weapon value tweaks, no scripts)
IF you want tot know, active mods are attached
Whats that terraforming mod ?
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FYI, there was a problem reported a few months back with save files bloating in size. Alex tracked it to one of the mods keeping static copies of the sector
Well, I couldn't find anything. Weird.
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I don't think it's any of the other mods, since I played with all hose mods for a few days, getting MUCH further in. It's only when I added US that it started. (I did make some tweaks to my own mod, but these were all ship/weapon value tweaks, no scripts)
IF you want tot know, active mods are attached
Whats that terraforming mod ?
Probably this one. https://fractalsoftworks.com/forum/index.php?topic=16155.0
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Hablmet: sorry to hear that, this mod shouldn't increase he ram requirements by much, but it should somewhat bump up the gpu memory requirements. Given your specs I suspect that may be too much.
Very late response but I have a much better laptop now. can't wait to try it out.
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Say, I can't seem to get the bonus from the pre-collapse military base on a colony I built.
I built orbital foundries there and moved one of my pristine nanoforges to it, still no love. The tooltip pop-up still refers to my original foundry and pristine for the bonuses, nothing about the newer colony with the base, foundry and nanoforge.
Am I missing something?
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Say, I can't seem to get the bonus from the pre-collapse military base on a colony I built.
I built orbital foundries there and moved one of my pristine nanoforges to it, still no love. The tooltip pop-up still refers to my original foundry and pristine for the bonuses, nothing about the newer colony with the base, foundry and nanoforge.
Am I missing something?
Production is based on which of your planet has the highest output, not highest quality.
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when i download it i get a weird file also, the louncher doesnt see the mod pls help
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when i download it i get a weird file also, the louncher doesnt see the mod pls help
what weird file? the .7z?
its a 7zip compressed file. 7Zip is an open source compression utility. you can download it here (http://www.7-zip.org/)
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I want a version without the added backgrounds.
EDIT:Nevermind, now I have infinite power through an IDE and have taken matters into my own hands and deleted the part where additional backgrounds are loaded.
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Love the idea, love the mod, love the implementation, but I HATE the descriptions of planets and planetary conditions which are riddled with grammatical, punctuation and style errors.
If you'd be as kind as to provide me with the raw text files I could do some proofreading/editing of the text to make it more palatable and fitting to the Sci-Fi literature style of Starsector. No offense intended: the descriptions are definitely written as to match the core game's style but... they are flawed.
All text would be up to your approval as the mod's author, naturally. Since the mod is not too text-heavy in the first place, it wouldn't take me long and this kind of work is something I have professional experience with.
I was only able to find the text for market conditions in the mod's aptly named 'market.conditions.csv' file - I don't know where the planet descriptions are and if editing anything in these files is safe at all.
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Planet descriptions are stored in the descriptions.csv under UnknownSkies\data\strings. It is mostly safe to edit.
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Planet descriptions are stored in the descriptions.csv under UnknownSkies\data\strings. It is mostly safe to edit.
Thanks. I will rewrite them myself for personal use. I don't want to share/upload anything without the mod author's approval, though.
Again, I mean no offense, but sentences like this are making me wonder if I'm having a stroke:
"In fact the relief expose the influence of the magnetic field on the weather and iron rich water precipitations."
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is there a list of the conditions this mod adds and what they do?
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Description said, that methane world is a "frozen world of liquid methane". But this one seems to be "hot".
Spoiler
(https://i.imgur.com/bDBnAXt.png)
Orbiting red dwarf on a distance of a 1.2 units. Seems like a bug.
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Can we get detailed list of features, such as what type of worlds does the mod adds etc?
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Spoiler
(https://i.imgur.com/62tEU3R.png)
Barren world with inimical biosphere.
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I do not change the way the planet conditions are attributed, that's a vanilla issue.
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Hey, so while I was walking around outside I thought up an idea for a planetary type along with a planetary condition that you might be interested in!
1. Fractured planet: A barren/something planet that has just been cracked into multiple pieces. Description: "This planet has been ruptured to the core, and into multiple pieces, by some unknown event with extremely high energy in the recent past, judging from the fact it can still be somewhat considered a planet. The complete fragmentation of the planet causes massive tectonic activity and instability, along with massive drift of the various fragments of the planet, meaning any settlement, at best, can only be considered very temporary, and at worst, is impossible to create on this hellscape. However, due to the fact that the very core of the planet is exposed, massive deposits of ores (that would otherwise be buried under massive amounts of rock) are visible and extractable. It is also possible that, due to the very exotic nature of the planet, many scientists and tourists would be drawn to the planet to study, observe, and experience the insanity of the terrain. It is unknown for how long it will take for the crust and mantle to drift away, even with the (waning) gravitational force of the core." Can only appear in systems with black holes, sigma worlds (from DME), neutron stars, or any result of a nova/whatever.
Planet is guaranteed to have ultra rich ore and ultra rich rare ore deposits, and maybe some volatiles. Guaranteed to have extreme tectonic activity, thin/no atmosphere, etc.
Market condition (Fragmented): "This planet has been cracked into multiple pieces, causing massive tectonic activity and instability. Due to the massively unstable nature of the planet itself, extreme precautions must be made to prevent the very ground under any colonies from cracking and drifting away from one another. However, the fragmentation reveals massive ore deposits sufficient for extraction, and provides an excellent source of scientific research and experiments, as well as a site for thrill-seekers to enjoy, and perhaps die on." +50% hazard rating, +(some number)% population growth, maybe some bonus to the income from population and infrastructure?
2. Market condition (Pre-collapse defense satellites)/(Derelict defense satellites), revealed on preliminary survey: :Innumerable small defense satellites, appearing to originate from the pre-collapse era, orbit this planet. Armed with multiple long-ranged point-defense weapons and missiles and long-ranged anti-ship weaponry, these satellites are able to protect the planet not only from bombardment, but from invasion as well. They are calibrated to only fire apon ships that match a whitelisted batch of ships and signals, however it appears the calibration systems are outdated and damaged from the ever-steady cosmic radiation and micro-meteorite impacts, meaning incoming ships must take extra precautions to prevent being fired apon, and calibration officers are necessary to manually designate the target status of certain ships.
The satellites are placed in an orbit parallel to the standard orbit of a modern space station, meaning it is possible to calibrate the satellites in such a way that they will provide defensive reinforcement for the station, and any ships around it." Quite rare. Will cause the planet to appear to have vast ruins in orbit.
Effects: +(some number or percent) defense rating, -10% accessibility (or whatever number is good), stations now have a number of derelict satellites with no (or weak) thrusters, an inefficient omni-shield, a very long-ranged ballistic HE/kinetic/fragmentation cannon, 2 very long-ranged ballistic PD rifles, and 1-2 long-ranged PD missle silos. They spawn more at the bottom side of the map, at the left and right, so they can actually shoot at any enemies. They have moderately heavy armor and hull.
I haven't entirely thought them out, but if you're interested, feel free to flesh them out!
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There seems to be a conflict between this mod and the HD Texture pack by CandyFlavour in the Modding Board. From what I can understand the background starscape images are conflicting between the two mods.
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Well also consider that those HD texture packs bloat vram usage massively for no practical visual benefit... And also have a soft-game breaking mechanical change with how they make asteroids physically larger.
Even thinking about compatibility between the mods is a waste of time and energy.
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Got it thanks for looking into it atleast
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Hi! Your mod is fantastic and makes my exploration eventful. May I translate it into Chinese and post it on The Fossic which is a Chinese Forum of Starsector? Waiting for your reply, thanks!
And here is the link: https://www.fossic.org/ (https://www.fossic.org/)
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Sure no problem!
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Sure no problem!
Thanks for the permission! I'll put the address here later too.
edit: And here we are https://www.fossic.org/thread-1700-1-1.html (https://www.fossic.org/thread-1700-1-1.html)
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This is a friendly remainder about issue of version file not being availble on bitbucket. Sorry for the spam.
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Coming by with support for the mod :)