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General Discussion / Re: A couple dozen custom planet textures for modders to use as they wish
« on: December 01, 2024, 06:14:10 PM »
Very nice, I might add a few of these to Unknown Skies.
Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)
https://www.reddit.com/r/starsector/comments/1h3wq9q/extra_planet_textures_pack_as_rendered_in_game/ <_<
Hey all. First off, love the mod, big thanks for the effort and keeping it alive. However, I'm trying to start a drug lord campaign and wanted to do some private tinkering of the US_shrooms.java file to make the stability debuff of the psychedelic fungus less punishing (changing the penalty from -3 to -1 instead). Of course, it wasn't as simple as just changing "STABILITY_MALUS = -1" in that file. I'm assuming there may be other stuff going on with the various API's that calculate this, but I have no java experience. How might I go about editing the relevant files to make that debuff less crazy, or even increase the amount of drugs produced from say 2 units to 3? (I know this is very unbalanced, it is more me trying to do some roleplay). Thanks in advance for anyone who may know.
Thank you! That worked like a charm!Happy to help
Hi, I'm trying to add some of the Unknown Skies conditions to a custom star system but whenever I try to add it with perun2_market.addCondition(Conditions.US_elevator); I get an error stating that US_elevator isn't in campaign.ids.conditions. I'm thinking I need to import something but I don't know what. Would you have any idea what the issue is?
Bro, I can't thank you enough for bringing this beautiful mod back, I keep telling Alex this needs to be baked in core game! LOL!
Thanks so much and looking forward to see what you might do with it to make it even better, gg
Hello!
Is there anyone who has a full list of the conditions that this generates?
I know it's in the mod config, but I can only find the descriptions - not the actual effects. Apologies if I am missing something
While I wasn't affected: Thank you and thank you for maintaining and further developing the mod, I really love the mod. <3 :3
I think I get it, I guess those are the limitations of not being able to actually create these new categories like "cat_hab" and such. Would still be nice to get a review on these vanilla sector generated planets with inconsistent conditions for a potential next update.
Wow, this went into an interesting direction. Any reason why Hyceans are being classified as Frozen and then overridden? Even if the basic procgen mechanism requires you to hack something that makes useof vanilla archetypes and then overrides it afterwards, why not use the Water archetype as the basis?
Hey, just wanted to chime in on this. The random proc-gen planets in Core World systems are, believe it or not, a vanilla thing - as far as I know, nearly all Core systems also get proc-gen planets and terrain in addition to their usual features. The most notable example is the Duzahk system (the Starsector patch notes mention habitables being prevented from spawning in the system), but I also checked the Aztlan system in two separate vanilla saves, and those saves had differing numbers and types of planets within Aztlan. So, random proc-gen planets/terrain in Core systems is definitely an intentional feature in vanilla Starsector and, therefore, something that should be accounted for in mods.
Hey, great mod!
Just a thing, I have some planets that were generated with weird conditions that I would imagine wouldn't be possible in vanilla. Let me give you two examples.
I got aztlan's III-B from the vanilla core sectors overloaded by an hycean world that actually seems to keep the original's characteristics.
I also got a jungle world with both Hot and Mild Climate at the same time, I would imagine these to be mutually exclusive.
https://imgur.com/a/rw51Czi
Loving the mod so far, is there compatibility between this and Terraforming and Station Construction? For example I wanna terraform my capital into an Archipelago world and so on.
Oh yeah, speaking to the colony item and gas giant with fluorescence, it does work with regular mining but if you have industrial evolution it does not work with the upgrade "fracking" or the other big upgrade that requires a mantle bore, at least not in my save if it works for you then sweet.