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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - Kentington

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1
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: September 07, 2023, 10:52:36 AM »
Apologies to everyone who tried to contact me on this board - I've had so little free time this past year that I've barely thought about Starsector, but I'm glad that people seem to still be enjoying my mods! I've passed on the source code to FluffyRabbit and added a GitHub link to the original post. Might be helpful to start a new topic for the community-maintained version so that the first post can be edited.

2
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: November 05, 2021, 07:10:21 AM »
Hey there, been a while. I've finally found room to breathe amidst the series of disasters that is 2021, and took the time to solve some of Beyond the Sector's most notorious bugs. Most notably, the end-of-month calculations will actually proc when you're in a distant sector, and distant systems no longer drastically shift the Sector's center-of-mass resulting in bizarre Accessibility stats.

3
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: November 05, 2021, 07:01:51 AM »
Been a while, hasn't it? I've finally found a bit of sanity in the neverending series of disasters that is 2021, and so here's the first of many fixes to my old and semi-abandoned mods. The latest version of DIY Planets includes fixes for the Irradicator bug and several others, as well as a method of constructing new hypershunts!

4
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: April 12, 2021, 04:01:42 PM »
Hi! Could you share a link to a previous version that is compatible with 0.9.1a? If it's still available and not too much work. I'm holding onto my 0.9.1a campaign until most of my favorite mods will update. Which are almost all of the mods. Yeah, I'm sick. Sickly in love of Starsector. :D

Unfortunately no such version exists - it was originally developed for 0.95a. Backporting might be possible if there's enough demand, but it'll have to wait until my schedule opens back up.

I got two groups of two so maybe the first group would have been defeatable (at large losses) but not the second.

Yeah, it's a difficult balancing act. I found that putting only one "killer space butterfly" in a fleet made it too easy for an endgame fleet to farm their weaponry. I agree that two per fleet is probably overkill - I might reduce it to one Tesseract and one Facet - but with hit-and-run tactics you should be able to fight only a single fleet at a time.

If it helps to know, there's no hidden treasure (yet) in the [SUPER REDACTED] systems - just a chance to acquire more special weapons than the base game allows.

5
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: April 12, 2021, 03:56:08 PM »
Is anyone else having problems getting the Irradicator cores to work? The Planetside building won't accept the core for some reason.

Which industry is having the issue - are you trying to remove ore deposits or the Irradiated condition?

6
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: April 11, 2021, 08:55:35 PM »
Found a bug. If your outside the sector at the end of the month, you don't get your monthly report. Instead it rolls over to next month.

Thanks, will look into this!

Aww YES. Bless you Kentington. This was exactly what the next step after the campaign should have been. Uh, just to inquire though, any potential issues with adjusted sector or other mods that affect procgen that we should worry about?

That's a good question. This mod uses vanilla classes to create the new systems, so anything that works in the Sector should still generate normally here. I'd imagine the biggest issues would be lore-breaking (specific items/structures from modded factions showing up halfway across the galaxy), but please let me know if you do run into compatibility issues.

---

Also, wondering if anyone has run into the... ahem... overly purple systems yet and what their impressions are. ::)

7
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: April 11, 2021, 03:36:02 PM »
Today's update adds a new artifact: the Irradicator Core. This bizarre piece of Domain tech massively accelerates radioactive decay, cleaning up an irradiated planet in mere days - or it can be used to remove rare ore deposits from a farming world, allowing the use of soil nanites.

It's also possible to add hazards in this update: specifically, low gravity can be added to any planet using an n-brane oscillator (even planets with heavy gravity can be brought straight to low, if you'd prefer) and atmospheres can be removed from non-habitable planets with normal or thin atmospheres.

For the moment, drop tables have been kept the same.

8
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: April 11, 2021, 03:19:14 PM »
It is safe to add to existing games - I'll update the post.

9
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: April 11, 2021, 01:11:25 PM »
So, after some digging, it looks like the techmining_first_find group is responsible for this wild imbalance. All vanilla industry artifacts except the synchrotron core/corrupted nanoforge/AI cores appear only in the rare_tech and rare_tech_low drop groups, but these three also show up in techmining_first_find, which as the name implies is only used by early techmining rolls. Tech-mining can occasionally trigger rare_tech_low, which is where the other vanilla artifacts are coming from.

It may or may not be an accident that only the pre-0.95a artifacts are easily acquired through tech-mining - I've asked Alex to weigh in on the matter and when I hear back I'll change the drop tables in accordance with vanilla's intent. Thanks for looking into this matter, Khornaar!

The next version will also include a method for adding "no atmosphere" and "low gravity" to planets, removing "irradiated," and removing rare ores from farming worlds.

Shameless plug: If you're looking for a lore-friendly way to increase your perfectly terraformed colony to size 7, a questline from my new mod Beyond The Sector might be just the thing. :)

10
Mods / [0.95a] Beyond The Sector - Endless Randomized Systems
« on: April 10, 2021, 05:57:34 PM »

v0.6, for Starsector 0.95a

Download

So you've finished the main questline (for now) and explored every system in the Sector. What's left for a space captain to do?

With this mod, any Gate can provide endless exploration. At the cost of 5,000 fuel, you can create a round-trip connection to a random Gate anywhere in the galaxy. Threats and treasures are scaled for an endgame player, so be well-prepared before you venture Beyond The Sector!

Beyond The Sector is safe to add to existing games.

How It Works
Spoiler
[close]

Simply approach a Gate and you'll be granted a brief snippet of story which unlocks the ability to connect to random Gates. When you select the option, the mod generates a temporary star system based on one of three themes, filled with loot and possibly with extreme danger. While away from the Sector you won't be able to enter hyperspace, so you're limited to that particular system, and upon returning the temporary system is deleted.

Traveling beyond the Sector has its rewards - after all, you're the first vessel to make contact in over two centuries. Domestic and luxury goods acquired elsewhere become "exotic" when you bring them home, doubling their value, and even public data pulled from a foreign comm relay has value. And somewhere out there, greater treasures lie in wait...

New Questline Spoilers
Spoiler
Landed Cryosleeper

When in a foreign sector, planets that generate with Vast Ruins now have a chance to include a special mission. You'll know it by the distress signal. Securing the cryosleeper requires lots of marines, or a story point and an alpha core (not consumed). If you manage to actually repair and launch it, at tremendous cost in supplies, fuel, and heavy machinery, it will be added to your fleet; otherwise, you can use it to fill your holds with crew, marines, and organs.

Towing a cryosleeper to one of your colonies allows you to permanently place it in orbit. It provides all the usual benefits of a cryosleeper for the surrounding 10 light years, and allows that particular colony to reach size 7.
[close]

For now, this mod is largely a proof of concept - the next major step is to generate inhabited systems with randomly-generated factions. You might also see more unique loot questlines, and perhaps a special mission to a very familiar planet...

Changelog:
  • v0.6: End-of-month calculations now properly occur when you're in a distant sector. Distant stars no longer shift the Sector's center-of-mass by an absurd amount, fixing Accessibility bugs. Other minor bugfixes.
  • v0.5: Initial release.

11
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: April 01, 2021, 07:58:38 AM »
Finally had time to update this - DIY Planets should now be 0.95a compatible. Be on the lookout for more fixes and updates soon!

12
General Discussion / Re: The AI skill...
« on: March 30, 2021, 06:20:00 AM »
I took a crack at rebalancing this. Check out Adjustable Automated Ships - the new limit is set to 50 by default, just enough to deploy a single Radiant battleship commanded by an alpha core, but can be freely adjusted in a json file.

13
Modding / [0.95a] Adjustable Automated Ships
« on: March 30, 2021, 06:15:38 AM »
Adjustable Automated Ships is a simple mod which allows the player to specify the maximum deployment value of automated ships in the player's fleet, rather than using the hardcoded value of 30. By default, this is set to 50 - just enough to deploy a single Radiant battleship commanded by an alpha core - but the value can be adjusted in automation_config.json.

Download

Changelog

Spoiler
  • 1.0.0: Initial release
[close]

14
Mods / Re: [0.95a] Capture Officers and Crew
« on: March 30, 2021, 06:07:57 AM »
Finally back! Updated this for 0.95a. DIY Planets will take longer.

Lots of good suggestions in this thread during my absence - I'll look into implementing some of them once I have a bit more time.

15
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 17, 2020, 08:09:26 AM »
You've outdone yourself again, Alex! It's difficult to pick my favorite aspect of these patch notes, but the story points system in particular seems like something the genre as a whole has been missing: a way for the player to directly say "this, here, is what's most meaningful to my playstyle."

Not such a fan of the changes to colonies, though. Putting a hard cap on colony size basically forces the player to play "wide" rather than "tall" (in the parlance of 4X games). Given that the current version of Starsector already requires quite a bit of babysitting your colonies, bouncing back and forth across the Sector as threats pop up, I'm concerned that this will end up being an additional tax on the player's time. Especially since planets that are appropriate for particular industries just got rarer, thanks to the restrictions on industry-boosting items. And this change doesn't play well with an existing cap on colonies: the number of administrators/alpha cores the player has access to.

If I may offer a couple of suggestions:
  • Some method of breaking the cap on colony size. As others have mentioned, the perfect in-universe explanation already exists: the cryosleepers. Perhaps the player could use one or more story points to tow one into orbit around a colony, permanently restricting its use to that colony only, but allowing it to reach size 7+. Alternatively, perhaps if certain core worlds become destabilized enough (cough Can't imagine how that might happen), it triggers a refugee crisis event which allows a colony to reach size 7 at some massive resource cost.
  • Workarounds for the restrictions on industry boosters. Perhaps some kind of "Environmental Precautions" toggle which allows heavy industry to avoid polluting the planet, at a punishing cost in credits - or, alternatively, this could be one of the industry improvements which costs story points. A choice to make if you're more interested in ship production than credit income, or just for roleplaying purposes.
One last question: with the introduction of megaprojects, is there a chance we'll eventually see some kind of terraforming option introduced into the base game?

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