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Author Topic: [0.9.1a] CK Industries 2.0.2  (Read 5023 times)

CKCritter

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[0.9.1a] CK Industries 2.0.2
« on: December 15, 2019, 09:42:52 AM »

Adds 4 new Industries and 2 new structures to colonies
My first mod release
Hideously unbalanced, balance patch will be out in 1 week
Art by Astarat
Mod by CKCritter

download link: https://www.dropbox.com/s/aekhhm07nm3q3qs/CK%20Industries%202.0.2.zip?dl=1
Requires Lazylib and Magiclib


Features:
4 new industries:
Biomass Processing: turn dead bodies into food and harvest organs, reduces growth and stability

Distributed Ports: Increases the access of a colony

Dedicated Production Infrastructure: Increases the total output of a each good a colony produces by 1

Scrapyard: Breaks down ship hulls into transplutonics and metals (Note that this is the ship hulls commodities, not actual ships)

2 new structures:
Conscription center: trains the populace into marines, reduces growth
Protective Gear: Reduces the hazard of a colony

Spoiler
2.0.2
-Fixed 3000% access
-Fixed industries supplying when not build
-Removed Biomass Processing penalties when the building is not active
-scrapyard now produces one less of transplutonics/metals than a refinery of the same size
-Alpha core tooltip for Distributed ports now shows the correct bonus
-Alpha core tooltip for Biomass processing now displays the correct modifier
-Alpha core tooltip for Conscription camp displays correctly
-cleaned up some tooltips
-Save compatable

2.0.1
Mod created
[close]
« Last Edit: December 19, 2019, 11:16:09 AM by CKCritter »
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cathar

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Re: [0.9.1a] CK Industries 2.0.1
« Reply #1 on: December 16, 2019, 01:54:09 AM »

These sound pretty cool, more options is always nice. Would this be safe to add to a playthrough with colonies up and running or does it require a new start?
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CKCritter

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Re: [0.9.1a] CK Industries 2.0.1
« Reply #2 on: December 16, 2019, 10:55:11 AM »

It is safe to add but not to remove
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Nanao-kun

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Re: [0.9.1a] CK Industries 2.0.1
« Reply #3 on: December 19, 2019, 09:29:05 AM »

Pretty interesting. Found a bug though, the Scrapyard produces stuff even while it's being built.
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CKCritter

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Re: [0.9.1a] CK Industries 2.0.2
« Reply #4 on: December 19, 2019, 11:16:30 AM »

That bug should be fixed now, thank you.
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Surge

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Re: [0.9.1a] CK Industries 2.0.2
« Reply #5 on: December 19, 2019, 12:30:55 PM »

Very interested to see where this goes!
Some initial thoughts though:
Protective Gear is, quite frankly, a no-brainer to build on literally any planet. Being a non-industry structure with relatively low upkeep that buffs all other structures on the planet it doesn't really have any trade-off to building it. Personally I would make it an industry with a -50% hazard reduction so it's not an auto-build on every colony.
The conscription center offers very little for the trade-offs it presents. As export of marines generates no income the only actual benefit is being able to claim marines from that colony, a benefit to stability or defense rating would make the growth penalty a bit more palatable in my opinion.
Biomass processing is a very cool idea but another one that offers penalties more dramatic than the benefits. Admittedly I don't think I know how to improve this without just nerfing the penalties, which I think should remain severe given what the industry entails. Regardless I somewhat struggle to envision a good use-case for it.
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Razaghal

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Re: [0.9.1a] CK Industries 2.0.2
« Reply #6 on: December 19, 2019, 02:55:24 PM »

Hey, I installed the mod and is going pretty well so far. No bugs nor crashes, but I found some balance issues.
The protective gear is unbalanced for its cost and what it offers. -25% hazard is quite op and the building doesn't have downsides.
On the other hand, the conscription building is quite... useless? It should add more stability or the chance to eradicate pathers quicker.
The scrapyard is an interesting concept, but I haven't built it yet.
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Valikdu

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Re: [0.9.1a] CK Industries 2.0.2
« Reply #7 on: January 02, 2020, 01:54:30 PM »

I ran into the problem of only 12 structures being possible to build on a planet. Is there any way to build more?
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CKCritter

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Re: [0.9.1a] CK Industries 2.0.2
« Reply #8 on: January 03, 2020, 11:33:27 AM »

You should be able to build more than 12 structures, but not able to see the 13th onward because of the UI. That is not something I can fix
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