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Author Topic: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)  (Read 518856 times)

JamesTripleQ

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #300 on: March 24, 2024, 05:29:46 AM »

Hi,

Suggestion: planets with the Megacities should always have at least extensive ruins.

Thanks

Megacities are from the Relics of the Past module of Random Assortment of Things. That's actually why I dislike that module as the conditions are too frequent and placed with no real logic.
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Tranquility

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #301 on: March 24, 2024, 09:53:20 PM »

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:
Code: Java
        // 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");
            }
        }
« Last Edit: March 24, 2024, 09:57:06 PM by Tranquility »
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JamesTripleQ

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #302 on: March 25, 2024, 12:36:23 AM »

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.

Thanks for the report, I'll look into it when I can.
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Uther Phobos

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #303 on: March 25, 2024, 07:56:47 AM »

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.

Thanks for the report, I'll look into it when I can.
On that note, keep in mind that some mods add further types of Heavy Industry. AotD especially.
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JamesTripleQ

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #304 on: March 25, 2024, 08:32:02 AM »

Thanks for the report, I'll look into it when I can.

Quote
1.0.4
- Reduced the defense debuff from Military Virus to -50% (was -75%).
- Fixed Military Virus' production buff not applying to Orbital Works.
- Minor text change to Ancient Religious Landmark to specify that it involves Luddic immigrants.

Quote
1.0.5
- Fixed an issue present in the original mod which caused Archipelago worlds to not be able to build aquaculture.

Quote
1.0.6
- Rewrote most condition effects to be more in line with vanilla.
- Increased Underground Network scaling (was -3/4/5/6, now -6/8/10/12).
- Fixed Old Space Accelerator not properly scaling with market size (was +50/49/48/47, now +50/40/30/20).
- Psychoactive Fungus now only provides its drug production buff on planets with free port.
- Fixed Crashed Terraforming Drone showing an additional hazard reduction as its effect.

Quote
1.0.7
- Fixed US_star_browndwarf spawning too frequently and having some incorrect stats

Quote
1.0.8
- Added proper Slipsurge support to US stars.
- Windswept world can no longer spawns with no atmosphere (it couldn't happen anyway but just to be sure it's properly dealt with now).
- Reverted Artificial worlds being able to spawn in Hypershunt systems without ruins (it didn't make sense).
- Optimized some interior code.

https://github.com/JamesTripleQ/Unknown-Skies/releases/latest
« Last Edit: April 05, 2024, 07:20:30 AM by JamesTripleQ »
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HopeFall

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #305 on: April 08, 2024, 01:55:34 AM »

Thank you for your work James.
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Uther Phobos

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #306 on: April 08, 2024, 04:26:59 AM »

I think it's time for a new thread, what with you throwing out more updates in a month than Tart did in years.
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JamesTripleQ

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #307 on: April 08, 2024, 12:12:53 PM »

I think it's time for a new thread, what with you throwing out more updates in a month than Tart did in years.

I considered that however this thread is still on the index so I don't really know if it makes sense to have two of them. Also sorry for the frequent micro updates lol.
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Uther Phobos

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #308 on: April 09, 2024, 07:22:27 AM »

I think it's time for a new thread, what with you throwing out more updates in a month than Tart did in years.

I considered that however this thread is still on the index so I don't really know if it makes sense to have two of them. Also sorry for the frequent micro updates lol.
Nothing to apologise for. And since you've taken over the mod, it would make sense to have a thread where you can actually edit the OP and title.
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Droll

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #309 on: April 10, 2024, 02:25:26 PM »

I think it's time for a new thread, what with you throwing out more updates in a month than Tart did in years.

I considered that however this thread is still on the index so I don't really know if it makes sense to have two of them. Also sorry for the frequent micro updates lol.
Nothing to apologise for. And since you've taken over the mod, it would make sense to have a thread where you can actually edit the OP and title.

Especially because the title is misleading to someone just browsing the board and who doesn't know about the mod_info.json version number trick, it looks like the mod is out of date, but from what I read here this seems to be updated for the latest version.
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JamesTripleQ

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #310 on: April 15, 2024, 07:52:02 AM »

I will consider making a proper post when I have time. In the meantime I made another super minor update with some text fixes for my perfectionist brain.

Quote
1.0.9
- Fixed some text inconsistencies.
- Tweaked some of the easter egg names.

Quote
1.0.10
- Added MagicLib dependency.
- Loading settings is now handled by MagicLib making the mod more stable with it in the future.

https://github.com/JamesTripleQ/Unknown-Skies/releases/latest
« Last Edit: April 22, 2024, 08:04:48 AM by JamesTripleQ »
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PrisonDictator

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #311 on: April 24, 2024, 01:34:37 AM »

Are thre any compatability patches between this mod and AoTD and IndEvo? Found a good planet with fungus but the modifier didn't affect the corporate governance or the light industry from AoTD
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JamesTripleQ

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #312 on: April 24, 2024, 01:44:57 AM »

Are thre any compatability patches between this mod and AoTD and IndEvo? Found a good planet with fungus but the modifier didn't affect the corporate governance or the light industry from AoTD

AotD compatibility is not something I have planned due to the sheer size and scope of that mod and it's probably something Kaysaar will have to add on his end. As far as I'm aware there shouldn't be any issue with IndEvo since the government types still technically count as population.
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JamesTripleQ

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #313 on: April 26, 2024, 12:39:54 PM »

Yet another update... this one was supposed to fix IndEvo specializations not being affected by drug nullification but that's an issue on Hartley's end sadly. Should be save compatible.

I also didn't look into making a forum post yet but I'll try to get that sorted out soon.

Quote
1.0.11
- Added an expandable tooltip to conditions with scaling that shows the strength of the effect at the various market sizes.
- Conditions that scale with market size now have a scaling cap:
   . Markets of size 2 and lower will always have the size 3 effect.
   . Markets of size 7 and higher will always have the size 6 effect.
- Added the vanilla condition images used by the mod to the files in case they get removed in the future.
- Unique planets and conditions can no longer spawn on the Planet Killer and Planetary Shield planets.
- Unique planets now have the proper TypeId.
- Minor text rewording.
- Added a new easter egg name.

https://github.com/JamesTripleQ/Unknown-Skies/releases/latest

After way too long I finally made a forum post for the update:
https://fractalsoftworks.com/forum/index.php?topic=29876.0
« Last Edit: May 04, 2024, 09:33:00 AM by JamesTripleQ »
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