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Author Topic: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)  (Read 511933 times)

AxleMC131

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Re: [0.9.0a] Unknown Skies v0.30 (2018/11/17)
« Reply #45 on: December 02, 2018, 08:59:24 PM »

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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Serenitis

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Re: [0.9.0a] Unknown Skies v0.30 (2018/11/17)
« Reply #46 on: December 03, 2018, 10:31:45 AM »

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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Tartiflette

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Re: [0.9.0a] Unknown Skies v0.31 (2018/12/13)
« Reply #47 on: December 13, 2018, 02:25:49 AM »

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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arwan

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Re: [0.9.0a] Unknown Skies v0.31 (2018/12/13)
« Reply #48 on: December 13, 2018, 02:57:50 AM »

i am assuming so... but will we have to restart to see changes.
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Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.

Tartiflette

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Re: [0.9.0a] Unknown Skies v0.40 (2019/03/29)
« Reply #49 on: March 29, 2019, 12:08:31 AM »


   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

Happy exploring!
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Serenitis

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Re: [0.9.0a] Unknown Skies v0.40 (2019/03/29)
« Reply #50 on: March 31, 2019, 03:40:27 AM »

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
[close]
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Tartiflette

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Re: [0.9.0a] Unknown Skies v0.40 (2019/03/29)
« Reply #51 on: March 31, 2019, 06:35:05 AM »

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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Alex

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Re: [0.9.0a] Unknown Skies v0.40 (2019/03/29)
« Reply #52 on: March 31, 2019, 08:52:03 AM »

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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Tartiflette

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Re: [0.9.0a] Unknown Skies v0.40 (2019/03/29)
« Reply #53 on: March 31, 2019, 11:04:25 AM »

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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Alex

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Re: [0.9.0a] Unknown Skies v0.40 (2019/03/29)
« Reply #54 on: March 31, 2019, 12:02:59 PM »

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:

Code: java
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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Tartiflette

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Re: [0.9.0a] Unknown Skies v0.40 (2019/03/29)
« Reply #55 on: April 04, 2019, 01:54:52 PM »


It had to be done.
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Serenitis

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Re: [0.9.0a] Unknown Skies v0.40 (2019/03/29)
« Reply #56 on: April 05, 2019, 11:53:46 AM »

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

This is probably just one of those things where I get to be a wierd outlier.
[close]

Quote
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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Tartiflette

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Re: [0.9.0a] Unknown Skies v0.40 (2019/03/29)
« Reply #57 on: April 05, 2019, 03:21:45 PM »

Actually you are right it isn't great... Or was since I went ahead and gave it a much needed do over:

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Tartiflette

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Re: [0.9.0a] Unknown Skies v0.41 (2019/04/06)
« Reply #58 on: April 06, 2019, 12:53:51 AM »


   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

Happy exploring!
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Bastion.Systems

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Re: [0.9.0a] Unknown Skies v0.41 (2019/04/06)
« Reply #59 on: April 12, 2019, 11:17:06 AM »

Props for changing the Alkali texture, it's much nicer now!
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