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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)  (Read 506047 times)

Hague

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Re: [0.9.0a] Unknown Skies v0.41 (2019/04/06)
« Reply #60 on: April 15, 2019, 11:12:35 PM »

I like the idea of the psychoactive mushrooms but I think it should work the way Volturnian Lobster works, by adding a sub-good of psychoactive fungus that counts as a unit of recreational drugs with a value bonus that increases based on the distance from the nearest planet with the Fungus modifier.

Otherwise the stability penalty seems a little high, which is OK as long as the penalty goes away when you make it a Free Port which already has people wandering around doing whatever super space drugs 3000+AD can bring
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Tartiflette

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Re: [0.9.0a] Unknown Skies v0.41 (2019/04/06)
« Reply #61 on: May 11, 2019, 08:28:50 AM »


   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

Happy exploring!
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MajorTheRed

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Re: [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« Reply #62 on: May 20, 2019, 10:07:09 AM »

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
[close]
?
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Tartiflette

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Re: [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« Reply #63 on: May 20, 2019, 10:11:51 AM »

Yes it is.
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eidolad

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Re: [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« Reply #64 on: May 20, 2019, 05:27:49 PM »

This mod is really great.  I refuse to read anything about it and just play to discover what goodies are out there...
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Shad

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Re: [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« Reply #65 on: June 11, 2019, 12:22:06 PM »

Spoiler
[close]

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.
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Tartiflette

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Re: [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« Reply #66 on: June 12, 2019, 12:59:29 AM »

Only if there is oxygen.
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Shad

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Re: [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« Reply #67 on: June 12, 2019, 08:38:55 AM »

Only if there is oxygen.
Well, it's a "habitable world", so it should have oxygen otherwise how would "humans survive exposure unprotected" on the surface (unless Greg the survey officer "massaged" these figures a little).
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Serenitis

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Re: [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« Reply #68 on: June 12, 2019, 09:27:02 AM »

Well, it's a "habitable world", so it should have oxygen otherwise how would "humans survive exposure unprotected" on the surface (unless Greg the survey officer "massaged" these figures a little).
"Unprotected" hasn't been defined, so it may mean the atmosphere is dense enough that the pressure and temperature is fine walk around in normal-ish clothes and all you need is a source of air.

The worldgen sometimes does derp things like this though even in vanilla.
Like putting extreme cold cryo worlds in the orbit of extreme heat gas giants which are in turn in the inner orbit of a huge blue giant inside its corona etc.

Alternatively: Space magic.
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Serenitis

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Re: [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« Reply #69 on: June 15, 2019, 05:34:57 AM »

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
[close]

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
[close]

Textures:
https://i.imgur.com/Rmc7vVo.jpg
https://i.imgur.com/jUAuGax.jpg
Feel free to use as desired.
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ROFLtheWAFL

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Re: [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« Reply #70 on: June 15, 2019, 04:31:45 PM »

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
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Serenitis

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Re: [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« Reply #71 on: August 03, 2019, 01:31:55 AM »

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
[close]
Texture link
https://imgur.com/dSOGwb7

NuMagnetic
Spoiler
[close]
Texture link
https://imgur.com/DXedsav
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MesoTroniK

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Re: [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« Reply #72 on: August 03, 2019, 01:42:36 AM »

While I am not the mod author of Unknown Skies, would it be OK if I used those textures Serenitis?

If you OK that and if I also decide do this, I will credit you of course :)

Serenitis

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Re: [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« Reply #73 on: August 03, 2019, 11:32:07 AM »

While I am not the mod author of Unknown Skies, would it be OK if I used those textures Serenitis?

If you OK that and if I also decide do this, I will credit you of course :)

Sure. If you want to get some use out of them, that's great.
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Nawj

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Re: [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« Reply #74 on: August 17, 2019, 11:34:31 PM »

Really cool mod, I love the variety it adds to planets. However one thing that I've noticed is whatever way it seems to weigh the planet generation at the start of a save, it's really rare for any water worlds to spawn other than the couple confirmed ones in the core systems.
The only reason I've noticed this is I like to use Console Commands to SurveyAll at the start of a save to see if there is a water world at least relatively close to the core systems because I like to make one the heart of my empire, but nine times out of ten when making a save there isn't a single water world.

Is this due to how your mod goes through planet generation or have I just been unlucky? I noticed that even before I used this mod there were few water worlds available to colonize compared to others in most of my saves but there were at least a few every time.
Thanks.
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