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

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Author Topic: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)  (Read 518857 times)

JDL212

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #240 on: June 21, 2023, 11:12:58 PM »

Could you advise me on how to enable the mod on version .96a? I can't seem to because it requires the earlier version .95a and I've never messed around with changing mod settings so I have no real clue how to make it let me try to run with it anyway.
In the Unknownskies mod folder find the mod_info.json file open in note pad and change the gameVersion variable to 0.96a
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NGTM-1R

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #241 on: June 22, 2023, 12:12:00 AM »

Could you advise me on how to enable the mod on version .96a? I can't seem to because it requires the earlier version .95a and I've never messed around with changing mod settings so I have no real clue how to make it let me try to run with it anyway.

In the mod folder, open the file "mod_info.json" in notepad. On the line that says "gameVersion", change the area in quotations after the colon to read "0.96a". The mod will now work, though it'll be marked as for an older version of the game in your modlist unless you get more specific in the alteration to whatever is the current version of 0.96.
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Crimson Spirit

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #242 on: August 08, 2023, 03:06:32 AM »

An absolutely core mod for me, I hope we get to see a new update, the varieties this mod presents makes exploration in this game 10 times more enjoyable for me
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SpaceDrake

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #243 on: August 08, 2023, 11:36:46 AM »

It doesn't really need an update, though; it works just dandy as-is and is largely feature-complete.

(I do appreciate the heck out of this mod, tho!)
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NaokiP

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #244 on: August 09, 2023, 11:23:15 PM »

Seems like the Military Virus condition doesn't actually provide the boost to heavy arms productions as its tooltip suggests, unless I'm interpreting something wrong.
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SCMDR_Aramantha

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #245 on: August 10, 2023, 04:42:19 AM »

So I noticed that people are saying to just change the game version for the mod and it would work fine.
I'm a bit skeptical, so has there been any crashes linked to an edited Unknown Skies?
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Stukov81

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #246 on: August 10, 2023, 09:13:03 AM »

no crashes yet for me
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SpaceDrake

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #247 on: August 10, 2023, 11:28:20 AM »

So I noticed that people are saying to just change the game version for the mod and it would work fine.
I'm a bit skeptical, so has there been any crashes linked to an edited Unknown Skies?

Nope, no crashes and I've used it for months. Wouldn't be recommending it if there were known issues and I hadn't tested it myself.

On the technical end, the mod is fairly "simple" in that planetary types and conditions are fully exposed to modding and the various APIs surrounding planets have remained basically untouched for half a decade; Starsector .96a didn't change anything in the game's central guts that would conflict with Unknown Skies. It doesn't even use fancy tooltips, so the old tooltip code it uses won't cause a crash with the game updated TooltipAPI. So it isn't that complex on that front; it's just that Tartiflette did the legwork of actually creating assets for all these new planet types and conditions.

So it's still perfectly compatible! No need to worry about funky interactions.
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Lycaeon

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #248 on: August 13, 2023, 08:16:30 PM »

After trying this mod out I couldn't go back to vanilla systems. The diversity of planets and system backgrounds made vanilla look like a copy-paste job in comparison, and the additional planetary conditions contribute to making the game feel more alive.
« Last Edit: August 13, 2023, 08:21:44 PM by Lycaon »
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SpaceDrake

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #249 on: August 15, 2023, 12:08:27 PM »

There is one thing that I've been curious about for a while now:

So in prior versions, Lifeless planets were still a subtype of habitable, and the description still says these are habitable worlds that simply didn't evolve an ecosystem. Arid Lifeless and Arid Windy worlds remain habitable in 1.00, but Lifeless worlds are now a subtype of "barren"-style worlds. That feels like a slightly odd change, and if Tartiflette still checks this thread at all, I'm curious about the rationale behind that change.
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Droll

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #250 on: August 15, 2023, 02:05:29 PM »

There is one thing that I've been curious about for a while now:

So in prior versions, Lifeless planets were still a subtype of habitable, and the description still says these are habitable worlds that simply didn't evolve an ecosystem. Arid Lifeless and Arid Windy worlds remain habitable in 1.00, but Lifeless worlds are now a subtype of "barren"-style worlds. That feels like a slightly odd change, and if Tartiflette still checks this thread at all, I'm curious about the rationale behind that change.

Lifeless worlds are a weird one because not all of them actually spawn as habitable planets. So they're sort of a barren/habitable hybrid class that are hard to categorize. I think making them barren type makes more sense though from a terraforming mod compatibility standpoint. In TASC for example, you cannot terraform a planet type into another type that belongs in the same type (so arid lifeless can't become arid). Making them barren lets the player freely change it to any of the base types, other compatibility factors notwithstanding.
« Last Edit: August 15, 2023, 02:07:24 PM by Droll »
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Starslinger909

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #251 on: September 11, 2023, 11:44:40 AM »

There is one thing that I've been curious about for a while now:
Lifeless worlds are a weird one because not all of them actually spawn as habitable planets. So they're sort of a barren/habitable hybrid class that are hard to categorize. I think making them barren type makes more sense though from a terraforming mod compatibility standpoint. In TASC for example, you cannot terraform a planet type into another type that belongs in the same type (so arid lifeless can't become arid). Making them barren lets the player freely change it to any of the base types, other compatibility factors notwithstanding.

I've also seen that some other world types like Archipelago worlds are not considered "watery" worlds despite their description labeling them as having significant amounts of water, meaning you cannot use TASC water transport to ship water from these worlds so I would love that the 0.96 update to this mod to at least reconsider world classes in respect to TASC or DIY-P
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Strebor

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #252 on: October 15, 2023, 05:09:38 PM »

If anyone is crashing after clicking add industries button on a planet with #US_magnetic, #US_storm, or #US_artificial, I found removing the # in front of those 3 in the mods > UnknownSkies > data > campaign > procgen > planet_gen_data.csv file fixed the issue.
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Clockwokis

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #253 on: November 01, 2023, 11:59:50 AM »

is this a dead mod or is it still being worked on?
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Shogouki

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Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« Reply #254 on: November 01, 2023, 08:40:30 PM »

is this a dead mod or is it still being worked on?

Unfortunately Tartiflette is burned out on Starsector and may or may not return to modding.  Some of Tartiflette's mods are being updated by others but I'm not sure if this one is.
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