Fractal Softworks Forum

Starsector => Mods => Topic started by: tomatopaste on April 23, 2020, 08:30:23 AM

Title: [0.95.1a-RC6] Lights Out
Post by: tomatopaste on April 23, 2020, 08:30:23 AM
Lights Out
(https://img.shields.io/github/downloads/automatopaste/lightsout/v1.2.0/total?label=Download%20v1.2.0) (https://github.com/automatopaste/lightsout/releases/download/v1.2.0/LightsOut_v1.2.0.zip)

Lights Out features a number of customisable procedural generation modifications to the sector. Moon spawning generates small, bite-sized moons around various planets, scaling to their size. Appropriate weather and resource conditions are applied. Second, Non-core systems (excluding Nebulas due to engine limitations) are hidden from the hyperspace map, and must be seeked out by the player. LightsOut/data/config/settings.json allows various values to be adjusted, and features to be disabled. Should be compatible with all sector generation mods.

v1.2.0
- added Planetary Moon condition to all moons, impedes population growth beyond a capped limit (settings.json to modify)
- updated to 0.95.1a-RC6

Current Features
  • Spawn tiny moons around planets, which can have fully fledged colonies, but typically high hazard ratings. Scales with the size of the host. Moons cannot spawn as terran, arid or tundra worlds.
  • Hides all procedurally generated system stars from the hyperspace map (excluding nebulas due to engine limitations), requiring the player to manually find them. Discovery behaviour requires the player to get in scanning range of the system's jump points to reveal it on map.
[close]

Gallery
minorly outdated, moon images missing modifier
(https://i.imgur.com/ArtUEui.png)
(https://i.imgur.com/eEl7KPG.png)
(https://i.imgur.com/sTUJuFK.png)
(https://i.imgur.com/q0LX4Hx.png)
[close]
Title: Re: Lights Out - Tomato's Procgen Tester - 1.0 release
Post by: lethargie on April 23, 2020, 05:17:58 PM
I have installed and played a bit with this. I must say it is quite enjoyable to have the starsystem hidden early game. It gives quite a fun feeling when you happen upon one of the more desirable type of starsystem. If one is not much interested by exploration it can be a bit of a bore, mission still gives you precise coordinates, you just cant plan or use autopilot.

I haven't noticed much the more moon. Is it because im using a mod adding planet types?

A really original idea, I will probably include it in my next big playthrought
Title: Re: Lights Out - Tomato's Procgen Tester - 1.0 release
Post by: Terethall on April 23, 2020, 06:33:41 PM
This is a really cool idea. Assuming the next release fleshes out exploration and adds content and missions, I'm really excited to use both in tandem.
Title: Re: Lights Out - Tomato's Procgen Tester - 1.0 release
Post by: Harmful Mechanic on April 23, 2020, 07:32:12 PM
This is really cool, and I'm almost as excited to poke around under the hood and see what you did as I am to play a full run with it.
Title: Re: Lights Out - Tomato's Procgen Tester - 1.0 release
Post by: FAX on April 23, 2020, 07:39:39 PM
Fantastic! Really enjoy exploring new worlds.

 
for an upcoming TC mod.
And I guess that would make gameplay similar to FTL? or Avorion more exactly? ???
Title: Re: Lights Out - Tomato's Procgen Tester - 1.0 release
Post by: tomatopaste on April 23, 2020, 07:51:39 PM
This is a really cool idea. Assuming the next release fleshes out exploration and adds content and missions, I'm really excited to use both in tandem.

I'm afraid that this mod is just limited to procgen changes, but I'm glad you like it.

This is really cool, and I'm almost as excited to poke around under the hood and see what you did as I am to play a full run with it.
Thank you! As for the under the hood stuff, it's fairly straightforward (and I'm guessing you can already see the applications for hidden faction content etc.). For any mod author reading this, feel free to use any of the mechanics in this mod for your own stuff   ;).

Fantastic! Really enjoy exploring new worlds.

 
for an upcoming TC mod.
And I guess that would make gameplay similar to FTL? or Avorion more exactly? ???

Well, it's a ways off. I did a writeup about my ideas on the discord, but I've started working on a semi-roguelike conversion mod with a ton of content, missions, lore etc., featuring the procgen I'm live-testing with this mod.

Title: Re: Lights Out - Tomato's Procgen Tester - 1.0 release
Post by: Thaago on April 23, 2020, 10:15:13 PM
This is quite cool, thanks for sharing! I'm also going to poke around in the code and see how its done. :)
Title: Re: Lights Out - Tomato's Procgen Tester - 1.0b - Habitable moons
Post by: tomatopaste on April 25, 2020, 05:07:27 AM
Lights Out. - 1.0b
Changelog:
  • Habitable worlds can now generate in suitable systems. Ruins and salvage can be found here.
  • Adjusted resource generator to less frequently assign low level resources
  • Resource generator no longer guaranteed to give some kind of ore / rare ore
  • Added options to settings.json to adjust spawning probabilities
Title: Re: [0.9.1a-RC8] Lights Out - Tomato's Procgen Tester - 1.0c - Tweaks
Post by: tomatopaste on May 02, 2020, 01:21:45 AM
Lights Out. - 1.0c
Changelog:
  • Reduced moon spawning around gas giants.
  • Added comments to settings.json in mod folder for better clarity
Title: Re: [0.9.1a-RC8] Lights Out - Tomato's Procgen Tester - 1.0c - Tweaks
Post by: tyknapp on May 10, 2020, 07:07:27 AM
Great work thus far! Makes exploration truly feel like discovering things that nobody dared stepped foot for in ages! The uncharted and unknown await withing the cold grasp of the void.
This mod really puts that into action.

It's become an essential mod to my absurdly sized mod lists (115 mods, had to downsize from 137 previously).
Title: Re: [0.9.1a-RC8] Lights Out - Tomato's Procgen Tester - 1.0c - Tweaks
Post by: cathar on May 13, 2020, 02:31:54 AM
That first screenshot immediately sells this mod! It looks so cool, can't wait to start a new playthrough with this enabled.
Title: Re: [0.9.1a-RC8] Lights Out - Tomato's Procgen Tester - 1.0c - Tweaks
Post by: tomatopaste on June 14, 2020, 06:44:48 AM
Lights Out. - 1.0d
Changelog:
  • Tweaked moon condition spawning related to gas giants.
Title: Re: [0.9.1a-RC8] Lights Out - Tomato's Procgen Tester - 1.0d - Tweaks
Post by: Seita on July 23, 2020, 01:59:31 PM
Nice! Loving the exploration aspect. Now I have to really look at the spacelanes available before going into deep space
Title: Re: [0.9.1a-RC8] Lights Out - Tomato's Procgen Tester - 1.0d - Tweaks
Post by: IonDragonX on December 25, 2020, 11:46:53 AM
To players considering this mod: try it! Don't worry about missions & bounties being hidden, they are not!

@tomatopaste, I absolutely love the 'fog of war' effect! I would like to see a couple additions, please:
1- The settings file is deep in the folders but other mods put it in the first, with the mod description file, could you move it?
2- The descriptions of the settings give a general idea but could you add the minimum & maximum range? eg"higher is lower chance for habitable planets. Default: 8" is fine but is the minimum 0 or 1? Is the maximum 10 or 255?
3- Can we have a setting to not-conceal the closest systems to the core worlds? Say, within 10 lightyears? Its really wierd for Dhuzak & Penelope's Star to be hidden.

Thank You Very Much for this Mod!
Title: Re: [0.9.1a-RC8] Lights Out - Tomato's Procgen Tester - 1.0d - Tweaks
Post by: Serenitis on December 31, 2020, 01:44:42 AM
The hidden stars are incredibly cool.
However, there is an issue with them.
Due to how the revealing mechanic appears to work, it is very possible that some stars may remain hidden indefinitely as there are no hints or other feedback showing that a star is in the area even if you don't know exactly where.
They do show up as a non-specific sensor contact, but only at a fairly short range. Short enough that with a big enough fleet/sensor level it doesn't appear at all as the star will be revealed before it shows.

What the problem with this then?
Bounties are spawned in systems as per normal, nothing changes here. That includes stars which you have not yet discovered.
And this can lead to situations where a bounty spawns in a system you don't know about, is far enough away from others in it's constellation/area to be non-trivial to find, and you only have the vaguest idea where in a huge area to look for it.
This caused me enough frustration that I disabled the hiding mechanics just to avoid that stuff.

Might be worth looking at some means of telegraphing the presence of hidden stars at a much greater range, especially when the player has a significantly large fleet/sensor range.

Luckily, this mod is worth it for the procgen changes alone. Even despite the weirdness it causes with the system overview UI that doesn't know how to handle >4 moons.

Title: Re: [0.9.1a-RC8] Lights Out - Tomato's Procgen Tester - 1.0d - Tweaks
Post by: Bucket on April 25, 2021, 11:00:12 AM
This is how the Campaign's map scape should've look in the beginning IMO, with the core worlds actually the only systems explored and inhabited prior to the collapse.
Title: Re: [0.9.1a-RC8] Lights Out - Tomato's Procgen Tester - 1.0d - Tweaks
Post by: exile1st on August 11, 2021, 04:53:48 AM
Do you plan on updating this for the current version of the game or was this just a proof of concept kind of thing?
Title: Re: [0.9.1a-RC8] Lights Out - Tomato's Procgen Tester - 1.0d - Tweaks
Post by: IonDragonX on August 11, 2021, 06:29:53 PM
Do you plan on updating this for the current version of the game or was this just a proof of concept kind of thing?
Tomatopaste had said something about this code being one component of a larger mod (conceptually)
Title: Re: [0.9.1a-RC8] Lights Out - Tomato's Procgen Tester - 1.0d - Tweaks
Post by: JAL28 on August 11, 2021, 08:12:36 PM
Does this replace the vanilla system where slightly smaller planets can spawn around gas giants as “moons”?
Title: Re: [0.95.1a-RC6] Lights Out
Post by: tomatopaste on February 20, 2022, 07:58:40 AM
updated cause someone asked
Title: Re: [0.95.1a-RC6] Lights Out
Post by: Rotok on February 20, 2022, 06:44:55 PM
Does this play nicely with Adjusted Sector?
Title: Re: [0.95.1a-RC6] Lights Out
Post by: Zr0Potential on February 20, 2022, 07:43:53 PM
Quick question, does this mod add moons to the Core Worlds planets or just the unknown systems?
Title: Re: [0.95.1a-RC6] Lights Out
Post by: tomatopaste on February 21, 2022, 09:17:10 AM
Does this play nicely with Adjusted Sector?

Quick question, does this mod add moons to the Core Worlds planets or just the unknown systems?

dunno lol
Title: Re: [0.95.1a-RC6] Lights Out
Post by: A_Random_Dude on February 21, 2022, 10:41:37 AM
I mean... Okay for the part about Adjusted Sector. After all, it's not your mod and all.
However, you did make Lights Out, right? How... do you not know whether your mod about adding planets to a star system affects core worlds or not? It either does, or it doesn't, no?
Title: Re: [0.95.1a-RC6] Lights Out
Post by: tomatopaste on February 21, 2022, 11:51:49 PM
yeah
Title: Re: [0.95.1a-RC6] Lights Out
Post by: Mira Lendin on April 12, 2022, 01:04:41 PM
This is interesting, how does it interacts with bounties ? what if you get a bounty for a system you didn't explore, will the intel give you it's location just as before ?
Title: Re: [0.95.1a-RC6] Lights Out
Post by: Jaghaimo on April 13, 2022, 12:00:28 AM
The intel icon is _I THINK_ in the same location as it would have been in vanilla, but as you can see in vanilla it is rarely near a system. This mod causes bounties to be both pain in the arse, and a method to find constellations and systems.

For exploration missions, I think it was randomized, so you couldn't just follow the icon to a system. I THINK...
Title: Re: [0.95.1a-RC6] Lights Out
Post by: tomatopaste on April 13, 2022, 01:16:57 AM
i haven't actually played with this mod since 0.9.1a so i have no idea how it works
Title: Re: [0.95.1a-RC6] Lights Out
Post by: 5ColouredWalker on May 09, 2022, 08:14:06 PM
Then why is it marked .95.1a?

I was incredibly interested, but hearing that you don't know if or how it works makes it much less tempting.
Title: Re: [0.95.1a-RC6] Lights Out
Post by: tomatopaste on May 10, 2022, 03:18:04 AM
Then why is it marked .95.1a?
because i changed the version number

I was incredibly interested, but hearing that you don't know if or how it works makes it much less tempting.
(https://emojipedia-us.s3.dualstack.us-west-1.amazonaws.com/thumbs/120/apple/325/thumbs-up_1f44d.png)
Title: Re: [0.95.1a-RC6] Lights Out
Post by: 5ColouredWalker on May 10, 2022, 04:19:49 PM
I have tested somewhat, works as advertised and doesn't seem to effect core sector generation. Additionally systems housing mod factions are also visible so this doesn't effect this either from what I can tell.
Title: Re: [0.95.1a-RC6] Lights Out
Post by: tomatopaste on May 10, 2022, 08:13:20 PM
I have tested somewhat, works as advertised and doesn't seem to effect core sector generation. Additionally systems housing mod factions are also visible so this doesn't effect this either from what I can tell.

oh is that what it does, nice
Title: Re: [0.95.1a-RC6] Lights Out
Post by: TheHZDev on May 26, 2022, 08:07:56 AM
Sir, may I ask for your permission to translate your mod into Chinese and update it to the Chinese Starsector Forum(https://fossic.org) with your author infomation?
Title: Re: [0.95.1a-RC6] Lights Out
Post by: tomatopaste on May 26, 2022, 10:38:14 AM
yeah no worries
Title: Re: [0.95.1a-RC6] Lights Out
Post by: TheHZDev on May 31, 2022, 04:05:15 AM
Sir, I have a colony with "Planetary Moon" condition, its market size is five. But the restriction which will reduce population growth by 9999% has no effect on it.
Is this a bug?
(English is not my native language; please excuse typing errors.)
Please check the screenshot of game, it's Chinese Game, sorry.
https://postimg.cc/DJPfMTyY
Title: Re: [0.95.1a-RC6] Lights Out
Post by: Barracuda on August 06, 2022, 04:45:45 AM
Would it be possible to have newly made colonies settled in Nexerelin to reveal the system they are in?
Title: Re: [0.95.1a-RC6] Lights Out
Post by: keiphy on February 03, 2023, 04:54:47 PM
I really like the idea, so i started a playthrough with it. Unfortunately, the save file size keeps increasing, it started around 50 MB and is now at just over 190, saving times are affected badly and i have a decereasing framerate in systems and especially hyperspace. By now, there are a bit over 300k lines that look like this:
Spoiler
<campaign.econ.lout__PlanetaryMoon_-MoonImmigrationModifier z="381156">
<market cl="Market" ref="175553"></market>
<id>lout_planetary_moon_e1dece</id>
<name>Planetary Moon</name>
<amount>-50.0</amount>
</campaign.econ.lout__PlanetaryMoon_-MoonImmigrationModifier>
[close]
The ids vary; just flying in a circle for 5 seconds added around 250kb to the file.

I'm not sure if the rate of bloating is constant, but it starts in a new game, and it also keeps going while paused and doing nothing, every time i saved a copy a few seconds later, it increased in size.

edit: it happens even if no other mod is loaded. File size seems to be increasing more slowly, possibly because vanilla generates a smaller sector than i'd like, resulting in less moons being generated as well.
Title: Re: [0.95.1a-RC6] Lights Out
Post by: vaarelsauce on February 14, 2023, 12:38:55 AM
Is there any way to force-show all the locations of the hidden star sectors?
Like if I had explored 99.99% of the sector, but there is still a tiny hidden pocket of unrevealed area somewhere in the galaxy that I couldn't find even after hundred of hours running around.
Title: Re: [0.95.1a-RC6] Lights Out
Post by: uhbyr1 on May 13, 2023, 03:25:13 PM
Hello,
With 0.96 finally here, may I wonder about this mod's status? Are there plans (no rush, mere curiosity) for patching it up to the current version? It really became a must-have to me.
Title: Re: [0.95.1a-RC6] Lights Out
Post by: Soviet Tom Bombadil on August 26, 2023, 10:57:35 AM
Hello,
With 0.96 finally here, may I wonder about this mod's status? Are there plans (no rush, mere curiosity) for patching it up to the current version? It really became a must-have to me.

was wondering what happened to my smol moons
Title: Re: [0.95.1a-RC6] Lights Out
Post by: SC_Reaper on September 28, 2023, 12:11:54 PM
I really like the idea, so i started a playthrough with it. Unfortunately, the save file size keeps increasing, it started around 50 MB and is now at just over 190, saving times are affected badly and i have a decereasing framerate in systems and especially hyperspace. By now, there are a bit over 300k lines that look like this:
Spoiler
<campaign.econ.lout__PlanetaryMoon_-MoonImmigrationModifier z="381156">
<market cl="Market" ref="175553"></market>
<id>lout_planetary_moon_e1dece</id>
<name>Planetary Moon</name>
<amount>-50.0</amount>
</campaign.econ.lout__PlanetaryMoon_-MoonImmigrationModifier>
[close]
The ids vary; just flying in a circle for 5 seconds added around 250kb to the file.

I'm not sure if the rate of bloating is constant, but it starts in a new game, and it also keeps going while paused and doing nothing, every time i saved a copy a few seconds later, it increased in size.

edit: it happens even if no other mod is loaded. File size seems to be increasing more slowly, possibly because vanilla generates a smaller sector than i'd like, resulting in less moons being generated as well.

Before I begin digging through the mod files, this did get fixed? I really enjoy the exploration aspect that this mod brings and it would be a shame if using it resulted in gradually making the game unplayable. I'd hate to have to give it up.
Title: Re: [0.95.1a-RC6] Lights Out
Post by: JenkoRun on September 28, 2023, 03:03:14 PM
If this ever gates update I'd like to report that this mod doesn't hide undiscovered stars and planets from the intel celestial objects screen, so you can bypass the blind discovery part.
Title: Re: [0.95.1a-RC6] Lights Out
Post by: SC_Reaper on October 14, 2023, 05:37:38 AM
I really like the idea, so i started a playthrough with it. Unfortunately, the save file size keeps increasing, it started around 50 MB and is now at just over 190, saving times are affected badly and i have a decereasing framerate in systems and especially hyperspace. By now, there are a bit over 300k lines that look like this:
Spoiler
<campaign.econ.lout__PlanetaryMoon_-MoonImmigrationModifier z="381156">
<market cl="Market" ref="175553"></market>
<id>lout_planetary_moon_e1dece</id>
<name>Planetary Moon</name>
<amount>-50.0</amount>
</campaign.econ.lout__PlanetaryMoon_-MoonImmigrationModifier>
[close]
The ids vary; just flying in a circle for 5 seconds added around 250kb to the file.

I'm not sure if the rate of bloating is constant, but it starts in a new game, and it also keeps going while paused and doing nothing, every time i saved a copy a few seconds later, it increased in size.

edit: it happens even if no other mod is loaded. File size seems to be increasing more slowly, possibly because vanilla generates a smaller sector than i'd like, resulting in less moons being generated as well.

Before I begin digging through the mod files, this did get fixed? I really enjoy the exploration aspect that this mod brings and it would be a shame if using it resulted in gradually making the game unplayable. I'd hate to have to give it up.

To anyone wondering about this, I’m not sure whether it is the cleanup being performed by another mod, but my savefiles seems to be somewhat stable in size.