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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

Author Topic: [0.95.1a] Periphery Planet Pack v1.1a  (Read 5005 times)

Great Wound

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[0.95.1a] Periphery Planet Pack v1.1a
« on: April 02, 2022, 12:54:39 PM »

Ever wondered what inspired the Luddic Logo? It turns out Ludd discovered a very special system...



Part of a constellation: Periphery and its brothers can be found just beneath the core worlds:


System Maps:
Spoiler

Periphery:

Nergal:

Lagan:

Wurzle:
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PPP Has now been integrated with [ur=https://fractalsoftworks.com/forum/index.php?topic=23393.0l]KoC[/url], if you run the two together KoC and Mbaye will gain additional planets, offer commissions and participate in hostilities with the other factions.
« Last Edit: August 19, 2022, 03:46:11 PM by Great Wound »
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Great Wound

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Re: [0.95.1a] A Very Luddic System [WIP]
« Reply #1 on: April 03, 2022, 01:13:56 PM »

1.00 Inital Release
Looking for something to do? Sell volatiles to the Path and they'll convert it into fuel for you to buy back at a later date.

Great Wound

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Re: [0.95.1a] A Very Luddic System [WIP]
« Reply #2 on: April 11, 2022, 12:28:32 PM »

1.10 Periphery Planet Pack
 - Now includes 3(!) planets for your tour of the verse.
 - Vanilla compatible
 - Many descriptions missing (feel free to volunteer some)

Brandon0sh

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Re: [0.95.1a] Periphery Planet Pack
« Reply #3 on: May 16, 2022, 08:03:06 AM »

can you reupload this mod and use something normal like google drive which won't expire and try to charge me money
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Great Wound

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Re: [0.95.1a] Periphery Planet Pack
« Reply #4 on: May 16, 2022, 10:40:58 AM »

can you reupload this mod and use something normal like google drive which won't expire and try to charge me money

Prepping the next version of PPP with KoC integration, should have it up and on GDrive later tonight.

Brandon0sh

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Re: [0.95.1a] Periphery Planet Pack
« Reply #5 on: May 19, 2022, 10:34:14 AM »

thanks!
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Great Wound

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Re: [0.95.1a] Periphery Planet Pack
« Reply #6 on: May 20, 2022, 10:34:00 AM »

thanks!

You're welcome:

1.11a
 - New system Wurzle
 - Added integration with KoC
 - Planet descriptions added
 - System locations changed/swapped.
 - Planet industries changed

darkwarrior1000

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Re: [0.95.1a] Periphery Planet Pack v1.1a
« Reply #7 on: June 28, 2022, 05:46:19 PM »

I noticed an oddity in nergal. sometimes the jump point would be pretty close to the center while at other times it would be very far away. maybe it comes up in the other systems too but nergal but I only noticed it there.
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Dafrandle

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Re: [0.95.1a] Periphery Planet Pack v1.1a
« Reply #8 on: July 11, 2022, 03:58:07 AM »

Should this mod make your factions in the ko-combine mod participate in Nexerelin?
because they don't for me.
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Great Wound

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Re: [0.95.1a] Periphery Planet Pack v1.1a
« Reply #9 on: August 19, 2022, 03:45:36 PM »

Should this mod make your factions in the ko-combine mod participate in Nexerelin?
because they don't for me.

I haven't tested it with Nex yet, but they do with vanilla.

Latest version is now bundle with my KoC.

Dafrandle

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Re: [0.95.1a] Periphery Planet Pack v1.1a
« Reply #10 on: August 26, 2022, 09:14:22 AM »

have you made nex config files for the factions and followed his FAQ?


I tried to make my own around July but I realized I dont know enough about the structure of a starsctor mod in general - and your mod in specific to successfully make it


here is the relevant part of the FAQ for posterity: (obv as of this post)
Spoiler
How do I make my mod compatible with Nexerelin?
There are a few things you need to do.
(note: add needed files and csv entries in your own mod, so you don't need a new Nexerelin release before your mod becomes Nexerelin compatible)

1) Stop it from crashing
Your sector generation code should have something like this:

Code: java
import exerelin.campaign.SectorManager;
/*[...]*/

public class MyModPlugin {
    @Override
    public void onNewGame()
    {
boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
if (!haveNexerelin || SectorManager.getManager().isCorvusMode())
    new MySectorGen().generate(Global.getSector());
    }
/*[...]*/
}
If you don't want to import Nexerelin as a library, you can check for random sector at the new game stage by checking if Corvus (or some other vanilla system/planet) exists.

Be careful with any code that targets a specific planet or star system by name! Make sure you disable it in non-Corvus mode, and don't assume a given planet will always belong to its original owner.

2) Add your faction to the list
Open data/config/exerelinFactionConfig and make a .json file with the name of your faction. Actually, copypaste one of the existing ones, like Templars, because it’s faster that way.

Now open your new file and edit it. See this page for details on the various tags and what they do.

Then make a copy of data/config/exerelinFactionConfig/mod_factions.csv in your mod. Edit this copy to contain your faction(s) (and only yours; the other factions should remain in Nexerelin's master copy).

3) Non-random sector support
Copy corvus_spawnpoints.csv in the same way and have the file contain appropriate entries for your faction. This tells Nexerelin where to spawn the player at start.
[close]
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Great Wound

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Re: [0.95.1a] Periphery Planet Pack v1.1a
« Reply #11 on: August 29, 2022, 02:50:29 PM »

have you made nex config files for the factions and followed his FAQ?

Not yet, nex integration is low priority. It should, in theory, be pretty simple to do.

1) Stop it from crashing - SKIP!
There is no custom sector generation code on my end, this is handled by vanilla. Why everyone need their own custom sector.gen I don't know...

2) Add your faction to the list
Copy the Hegemony.json (data/config/exerelinFactionConfig) and change the id. to 'KoC', tweak other values to preference (Use TriTachyon for Mbaye-Gogle)
Add KoC to data/config/exerelinFactionConfig/mod_factions.csv

3) Non-random sector support
Set their homes as the appropriate planets in Arcadia.

Terran Allias

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Re: [0.95.1a] Periphery Planet Pack v1.1a
« Reply #12 on: October 29, 2022, 08:28:39 AM »

Can you make it possible to run Angry Periphery without needing to run KoC?
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Great Wound

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Re: [0.95.1a] Periphery Planet Pack v1.1a
« Reply #13 on: October 29, 2022, 09:16:48 AM »

Can you make it possible to run Angry Periphery without needing to run KoC?

Here's the last version that doesn't require KoC: LINK.

If you don't mind me asking, is there any particular reason you don't want my KoC?