(http://i.imgur.com/FZ8D8Gm.jpg)
Explore new systems, with more varied planets and backgrounds.
(http://i.imgur.com/ijcYsuF.png)
Download (https://www.patreon.com/posts/80147964)
NexusMod mirror (https://www.nexusmods.com/starsector/mods/14)
This mod significantly expands the variety of systems and planets you'll encounter while exploring. Adds 69 system backgrounds, 40 planet types and 14 uncommon or unique 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.
To modders: you are welcome to use these backgrounds and other textures in your own mods, please make sure to use the same names and paths for your planets/ring/etc textures as to not needlessly bloat the memory.
Screenshots:
Spoiler
(http://i.imgur.com/NrqyfZN.jpg)
(http://i.imgur.com/hD7VqEl.jpg)
(http://i.imgur.com/g4jKULI.jpg)
Changelog
1.0
[RC2]
- Fixed Underground Tunnels tooltip.
- Added save patching code to re-assign the new backgrounds to existing systems.
> Interestingly, this means US can be added mid-playthrough and it will add the new backgrounds.
[RC1]
- Reworked backgrounds:
. Now includes 69 backdrops (from 27),
. They are somewhat more consistent in art-style and darker as to not disrupt gameplay.
- Background list can be expanded through modSettings.json entries with third-party sub-mods,
- All strings have been externalized for ease of translation,
- Very rare planets types and conditions have been made unique, often with stronger effects. (Artificial, Magnetic and Perpetual Storm planets, Parasitic Spores, Xeno-fungus and Lingering Virus conditions),
- Added "Chemical Crystals" uncommon condition that can show up on toxic worlds to give them *some* colonization value from time to time.
0.43
- Compatibility patch for 0.95a
0.42
- 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
0.41
- Fixed effect scaling with Magnetic Crust effect
0.40
- Added two more rare planet types
- Added rare planetary conditions
0.21
- Procgen adjustments
0.20
- Added 12 new planet types
0.10
- Initial release
Thanks to Serenitis that provided some of the planets maps.
You like the mod? Help making it better: Donations will be used to commission content I cannot create myself, such as illustrations or music.
(https://i.imgur.com/bAIZOoi.png) (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WYWX8DR5WPV8G) (https://i.imgur.com/odD0uZQ.png) (https://www.patreon.com/tartiflette)
To whomever it may interest:
As it has become pretty obvious, this past year I for the most part moved on from modding this game. While it may be disappointing to hear I cannot promise to ever returning to the debit of frequent updates I once held. I however do not want to let this mod die. Thus in the case I have yet to show up 3 months after the next major game release, anyone is free to update Unknown Skies and/or change it however they want.
In the meantime, Unknown Skies' code and assets can freely be re-used by anyone without asking with 3 conditions: It must be for a Starsector mod, that mod must have a similarly permissive license, and I (plus Serenitis in the case of the planet textures) am credited.
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
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)
(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.
I found a lifeless planet that was habitable with organics and farmland Spoiler
(http://i.imgur.com/8i4pXWd.png)
seemed a little odd.
(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.
(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!
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
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.
(https://i.imgur.com/xbSqjXY.jpg)
It had to be done.
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.
(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!
(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!
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
?
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.
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.
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
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.
Spoiler
(https://i.imgur.com/62tEU3R.png)
Barren world with inimical biosphere.
(http://i.imgur.com/FZ8D8Gml.jpg)
Download (https://www.patreon.com/posts/49266173)
Quick compatibility update for Starsector 0.95a.
Don't know if this is going to get changed once version checker gets updated, but right now it says that the version JSON is malformed:
Spoiler
(https://i.imgur.com/66pr1Vs.png)
Don't know what exactly it doesn't like.
You shouldn't need any particular code to use Unknown Skies planets/conditions, planet types and conditions are specified by ID when generating a system.
Well, except that you might want to check for Unknown Skies and use different planets/conditions if it's absent (unless you want to make your mod specifically depend on this one).
if (Global.getSettings().getModManager().isModEnabled("US")) {
/* do stuff */
}
I also have Industrial Evolution and Terraforming and Station Construction on, maybe something's interfering.
I wanted to include a screenshot, but I'm giving up after four different methods didn't work. (Why is it so hard to screenshot this game in particular?) So I'll just say that I have two planets with an accelerator, a size 6 which gets +47% accessibility from it and a size 5 which gets +48%.
edit: never mind, I remembered there is a built-in screenshot function.
Spoiler
(https://i.imgur.com/Lu6lmmE.jpg)
Maybe I'm a weirdo, but I tend to look through mod files myself to see what stuff is added. UnknownSkies\data\campaign\market_conditions.csv contains the human-readable names for the various conditions that this mod adds. I've added them here behind a spoiler. Other CSV files contain the new planet types.
Spoiler
Magnetic Crust
Chaotic Structures
Perpetual Dust Storm
Military Virus
Ancient Religious Landmark
Pre-Collapse Military Base
Floating Continent
Crashed Terraforming Drone
Old Space Accelerator
Psychoactive Fungus
Underground Network
Parasitic Spores
Accessible Sub-Ice Bedrock
I like this mod since it adds some much needed variety. It makes bounties considerably less annoying since "the target is near a burnt world in a system with a giant star in the Chungus constellation" narrows it down more than the old "the target is near a barren world in a system with giant star..." when the system in question has five barren worlds.
Very beautiful mod overall, but I find the texture BarrenF kind of weird --- it's very blue, blue-er than that of the azure world. In game, Barren-F worlds appear some what like translucent water worlds. Do you mind having a look?Spoiler
(https://i.imgur.com/xEGlAoo.png)
(http://i.imgur.com/FZ8D8Gm.jpg)
This long delayed update of Unknown Skies offers an all-reworked, vastly expanded selection of backgrounds, as well as some tweaks to the special planetary conditions.
- The main event are the new backgrounds: 69 new system backdrops (nice), some reworked from the previous 27, but most entirely new. They are more consistent in quality, often darker and softer as to not be a distraction in combat.
- Some of the rarer planet types and conditions have been made unique with reworked/amplified effects. These include Artificial, Magnetic and Perpetual Storm planets, Parasitic Spores, Xeno-fungus and Lingering Virus conditions.
- One new uncommon condition has been added: Chemical Crystals can show up on toxic worlds, improving the Luxury Goods production. Now these usually undesirable planets can have at least something going for them.
- Other miscellaneous improvements include externalized strings to ease the work of translators, and expandable background lists for 3rd party sub-mods.
This update is save compatible
(Obviously some of the changes will only show up on a new game)
(http://i.imgur.com/ijcYsuF.png)
Download (https://www.patreon.com/posts/80147964)
NexusMod mirror (https://www.nexusmods.com/starsector/mods/14)
Changelog
1.0
[RC2]
- Fixed Underground Tunnels tooltip.
- Added save patching code to re-assign the new backgrounds to existing systems.
> Interestingly, this means US can be added mid-playthrough and it will add the new backgrounds.
[RC1]
- Reworked backgrounds:
. Now includes 69 backdrops (from 27),
. They are somewhat more consistent in art-style and darker as to not disrupt gameplay.
- Background list can be expanded through modSettings.json entries with third-party sub-mods,
- All strings have been externalized for ease of translation,
- Very rare planets types and conditions have been made unique, often with stronger effects. (Artificial, Magnetic and Perpetual Storm planets, Parasitic Spores, Xeno-fungus and Lingering Virus conditions),
- Added "Chemical Crystals" uncommon condition that can show up on toxic worlds to give them *some* colonization value from time to time.
To whomever it may interest:
As it has become pretty obvious, this past year I for the most part moved on from modding this game. While it may be disappointing to hear I cannot promise to ever returning to the debit of frequent updates I once held. I however do not want to let this mod die. Thus in the case I have yet to show up 3 months after the next major game release, anyone is free to update Unknown Skies and/or change it however they want.
In the meantime, Unknown Skies' code and assets can freely be re-used by anyone without asking with 3 conditions: It must be for a Starsector mod, that mod must have a similarly permissive license, and I (plus Serenitis in the case of the planet textures) am credited.
Wanted to report this seemingly long-standing oversight, now that this mod is being maintained: the "Military Virus" condition currently loses its boost to Heavy Armaments production once a Heavy Industry upgrades to an Orbital Works. Considering that this bonus is the only upside for the condition's many downsides, it'd be nice to have this fixed.
The relevant code starts at line 35 (as well as line 51) of US_Virus.java, where there's no mention of the Orbital Works industry anywhere:
// Raise weapon production
Industry industry = market.getIndustry(Industries.HEAVYINDUSTRY);
if (industry != null) {
if (industry.isFunctional()) {
industry.supply(id + "_0", Commodities.HAND_WEAPONS, WEAPON_BONUS, condition.getName());
} else {
industry.getSupply(Commodities.HAND_WEAPONS).getQuantity().unmodifyFlat(id + "_0");
}
}