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Author Topic: [0.97a-RC11] More Planetary Conditions 3.0.2  (Read 65831 times)

NikoTheGuyDude

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[0.97a-RC11] More Planetary Conditions 3.0.2
« on: August 27, 2022, 12:33:19 PM »

More Planetary Conditions

THE OVERGROWN NANOFORGE HAS HAD SOME ISSUES IN DEV, including one very worrying deserialization bug I have been unable to fix, or even replicate, but I know it happens. A fix that should maintain total stability has been implemented and tested, but Im unable to test it in the context of the bug, meaning it might still not work. If you want to help me debug this, play with the mod, and search "overgrown nanoforge corruption detected, replacing handler so the game doesnt crash, stability cannot be guaranteed" in your starsector.log every time you load your game. Tell me about it, and send me your save + modlist, if you find it.
 
If you want a COMPLETELY stable game, you go into data>campaign>procgen>condition_gen_data.csv and delete both the "overgrown nanoforge" rows, so they dont spawn.

REQUIRES LAZYLIB, LUNALIB

Adds a number of custom planetary conditions, each with their own unique mechanics, scripting, and behavior, that hopefully set them apart from everything else.

Probably not safe to put into a existing save.
DEFINITELY not safe to remove from a existing save.

Current conditions:

Anti-asteroid satellites
Arrays of anti-asteroid satellites surround certain planets. These satellites suppress the asteroid condition, increase ground defense, decrease pather interest, and reduce accessability. However, what they're most useful for is the fact that they bolster the orbital defenses.
If you attempt to interact with a planet with satellites in orbit, and 1. its uncolonized, 2. your transponder is off, or 3. youre hostile to the planet, you cannot interact with the planet. Period. Not until you defeat the satellites and any nearby fleets in combat (or turn your damn transponder on).
In combat, the satellites are cruiser-sized modular ships. Their core and connector modules have incredible range and can harass you from a distance further than a station, and a pair of heavy combat modules prevent any damage from being snuck in. The satellites have one achilles heel-they cannot turn, they cannot move, and can be flanked. You can also shoot out the connector module from between the heavy combat modules to instantly destroy the connector module, frontal struts, and heavy combat modules.

These satellites will respond to ANY combat thats on top of the planet. AI, player, you name it, as long as its neutral with one side and hostile to the other.
The satellites ally with whoever holds the planet at the moment. They also engage anything that attempts to preform hostile actions on the planet (raids and such) much like a station would.
[close]

Overgrown Nanoforge
An old abandoned industrial nanoforge, endlessly expanding in a grey-goo scenario.

Is essentially a very needy bansai tree. There are three main "modes" of a nanoforge: The core, its growths, and its spreading progress.

The CORE outputs a large amount of commodities, costs no upkeep, and is all in all a pretty nice thing to have. The problem, though, comes in the fact that it spreads. As time progresses, it will progressively spawn more and more "growths", which are smaller structures with upsides and downsides, that take a structure slot. When the market is full of structures, the growths will begin eating non-junk structures, until they get to population & infrastructure, at which point, the market decivs. This growth can be monitored in real time via intel (see the gallery), so its not as scary as it sounds.
These growths can be culled, but it takes a concerted effort. You must use the intel screen to "cull" these growths, which takes credits and time. You can over-exert your government by surpassing 100% "culling capacity" for a cost, but you can also underutilize it by going below 20% for a massive discount to all costs (useful for suppressing growths!). Once all growths are culled, the core nanoforge may be attacked, allowing for its destruction.

Each growth, except for the core, has positives and negatives, with the positives usually greatly outweighting the negatives. An example: +7 supply output, but +20% hazard rating.

Apon destruction of the core nanoforge, you get an "overgrown nanoforge" item, which massively increases supply of any industry, while increasing demand, as well as increasing upkeep. When installed in your primary heavy industry, it quadruples fleet size of all planets in your empire, but quarters their ship quality. It's worth one million credits, which is probably going to be a lot less than what it took for you to cull the nanoforge.

Upsides and downsides of these growths include:

Supply alteration - Either increase or decrease the commodity output of the core nanoforge. Allows for incredibly high amounts of commodity output.
Hazard (Negative) - Increase hazard rating of the market.
Accessability (Negative) - Decrease accessability of the market.
Indefensible (Negative) - Decrease defense rating of the market.
Ungovernable (negative) - Decrease stability of the market.
Derelict Auto-Forge - Creates a fleet spawner, capable of spawning up to 500 FP. Spawns a fleet every month or so. These fleets roam the system and attack anything they are hostile to. If positive, is the faction of the controlling government (hostile if none). If negative, is ALWAYS hostile. Try using this with ind.evo's salvage yards!
Volatile - When destroyed, disables a random industry.

All positive effects are disabled if you exceed 12 structures, as this is a core balancing part of the mod. You can disable this in config, but I recommend against it.

These are VERY RARE. You might get none, one, or two, in any given run, but often no more than that.
[close]

Gallery: https://imgur.com/a/bxGugFX

Download: https://github.com/nikothedude/MorePlanetaryConditions/releases
Repo: https://github.com/nikothedude/MorePlanetaryConditions

Changelog
3.0.2:
Fixes intel crashes, use niko_MPC_convertObjectsToEnum command if updating from previous versions
Makes overgrown nanoforges a bit rarer
Overgrown nanoforges have 1 less intel tab

3.0.1:
Update to Starsector 0.97a

INCOMPATABLE WITH PREVIOUS SAVES
Update to Starsector 0.96a-RC10

New condition: Overgrown Nanoforge:
    A old abandoned industial nanoforge, endlessly expanding in a grey-goo scenario.
Adds industry: Overgrown Nanoforge
    Has a inherent costless and demandless output of goods
    Will continuously generate structures that augment it's stats
        Ex. A structure that increases the industry's supply output by 3, but increases upkeep by 2000 credits.
        A structure that increases accessibility, but lowers fuel output by 1.
    These structures do not instantly deconstruct, and the process of creation cannot be instantly stopped
        It takes time and money to do so
    Prior to construction, the effects of the structures become progressively more known as it nears the end
        Encourages you to make early judgements on if you want to start destroying it before it's made, at less cost
   
    The main industry is only destroyable once all connected structures are destroyed
        Once destroyed, you receive a unique nanoforge item that massively increases commodity output of any structure it's inserted into,
        but has various negative effects
        If installed in heavy industry, increases faction-wide fleet size by 400% but reduces ship quality by 400% as well
    The growths cease to grow and benefits are unapplied if the visible structure amount exceeds the vanilla cap
        Sorry grand sector
    At max structures (NOT ABOVE!), growths will begin to destroy and overtake existing structures
        A really needy bonsai tree
        Encourages you to stay on top of it
        Always targets pop&infra last
            If it is destroyed, the market decivs
    Effects
        Alter Supply: Increases/Decreases core industry output of a random commodity by x amount
        Alter hazard: Increases hazard by x
        Alter accessability: Decreases accessability by x
        Alter stability: Decreases stability by x
        Alter defense: Decreases ground defense by x
        Spawn hostile fleets: Periodically spawns a friendly/hostile derelict fleet (no guardians) that patrols the system, up to x fp

    This encourages you to treat this as a sort of bonsai tree, constantly minmaxing the effects, minimizing negatives, maximizing positives
    Extremely rare - only 1-2 if any will spawn in a given game

Anti-Asteroid Satellites:

Bugfixes
    Fixed a rare bug taht caused a crash in campaign due to ai

Num of satellites per planet reduced to 2
    FAR less oppressive, now, yet still very helpful

Ships
    Overclocked targetting (Frontal plate system) now 1. Overloads for far longer 2. Lasts for far less
    Infinite range removed from core and connector, replaced with a long-lasting infintie range system that doesnt overload
        Works on a cycle of, say, 23 secs of infinite range and 7 secs of normal
        Gives you a bit of breathing room
    Harpoon MRM small removed from most variants, as it was way too spammy
    All weapons either now have secondary or primary PD capabilties
        PD_ALSO and PD tags respectively
    Variants
        Standard
            Rebalanced the frontal plates to be far more ballistics-focused
            To compensate for the lost OP, the left plate now has harpoon doubles
        Ordnance
            Replaced annihilator pods with jackhammer/typhoon respectively
            Variant weight drastically reduced
        Beamer
            Replaced most missiles with DEMs
            Variant weight moderately reduced
        Shielded
            Connector module Locust replaced with hellbore to reduce spam
            Variant weight slightly reduced
        New:
        Blaster
            Overfluxed, overgunned
            Energy focus
            Plasma cannons, heavy blasters, and antimatter blasters
            *** terrifying -- But with a very small variant spawn chance
        Mining
            About 20 mining blasters in total, is capable of stripping armor off anything
            General mining theme
            Pretty rare
    Core
        Do not fire through added - modules will no longer fire through the core, enhancing flank capabilities
        Weapons adjusted in general
    Core/Connector
        Max recoil of weapons reduced to 10%
            Sounds like a buff, but is actually a fat nerf as it makes it way easier to dodge projectiles

2.1.1a:
SAVE COMPATABLE
SOme misc balance changes, such as reducing the time the superheavy damper is active for, increasing targetting overclock cooldown, switching the ordnance locust to a hurricane

2.1.1:
SAVE COMPATABLE

Satellites significantly buffed: Heavy combat modules now have the system "Overclocked Targetting", which multiples weapon range by a factor of 100 for ~10 seconds, before overloading the module for 10 seconds. Has custom AI so that it doesn't activate when it's fighting a nearby ship. The satellites were a little sucky at their role as a long-ranged artillery platform, and this will significantly alleviate that flaw.
Core given "Superheavy damper field", a damepr field that reduces damage taken by 90% but only lasts for 2.5 seconds, has a 1 second cooldown, has 2 charges, and takes a while to recharge. The intent is to give cores a small amount of survivability against strike attacks, so you cant just rush in and burst it down. You're forced to at least hit it for 2.5 seconds, and at worst, 6 full seconds.
Heavy combat modules have been given armored weapon mounts.
Their beams are now modded weapons, that have instant travel time. This makes the beamer varient scary.
Raised DP/FP to 60.
Swarm variant is more common and now is composed almost entirely out of wasps. :)

Misc. cleanup

2.1.0a
Removes magiclib dependency

2.1.0
MAYBE SAVE COMPATABLE I DONT REMEMBER
Makes satellites work a bit more consistantly
Raesvelg now starts with satellites (You can generate satellites on planets via the config)
Hopefully fixed an edge case crash

2.0.0
NOT SAVE COMPATBLE
Massively refactors most of the mod
Fixed a few critical bugs
Fixed a few misc bugs
Changed some satellite stats
Game should be significantly more stable

1.0.5a
LIKELY SAVE COMPATABLE

Fixes up a few things from the last updates and polishes it

1.0.5

HOPEFULLY SAVE COMPATBLE

Laid very initial groundwork for next condition
Made a workaround for a bug that caused a crash when a game was loaded

1.0.4
INCOMPATABLE WITH PREVIOUS SAVES

Added a few config options for discovering every satellite at once
Added a stopgap for the satellite fleet drift issue by forcing the satellite fleet on fleets interacting with the planet to orbit the planet
Improved station digging code so that it almost always finds the satellite entity and returns important data, even if the entity we interact with isnt a station
Added a lot more debug code that should hopefully catch and resolve scenarios where entity is null apon application of the satellite condition
Improved code for fighting your own faction's satellites to use a better method
Increased satellite sensor profile to 3 from 1

Backend:
Documented campaignplugin heavily
Misc documentation and annotations
Misc nullchecks
Misc naming improvements
Deleted unneccessary files, renamed a few to be more descriptive and accurate

1.0.3
Added a few config options for enabling/disabling a few features
Reworked some of the backend
Satellites now always defend markets and stations if you interact with them
Upgraded debugging
More station compatibility

1.0.2
Fixed NPE on fighting station markets

1.0.1
Fixed NPE on simulation
Removed weapons from the game, they were unused
Added tips
Satellites can no longer turn
Most likely save compatable? Probably?

1.0.0

Release
Satellites no longer spawn in core worlds.
Fixed up some combat AI.
Polished some things
Fixed the console command

1.1.0_beta:

Added a new console command, FindPlanetsWithConditionId (conditionId). Lists all planets in the game with a given condition. Syntax: FindPlanetsWithConditionId (conditionId)

1.0.0_beta:

Finishing up the beta stage. All major bugs seem to have vanished and functionality has never been better.
Added a new very rare swarm variant. This one will kick your ass.

0.0.6_beta:
Adds a bunch of questionably balanced variants. Fixes a few bugs. Reduces satellite DP to one to hopefully let their allies deploy more ships.

0.0.5_beta:
Reworked a lot of the backend. Improved a lot of ***, although in a way that makes me unhappy.

Next update will probably be a huge quality pass.

0.0.4_beta:
Fixed a few crashes.

Improved polish further.
Buffed satellites FP.
Buffed satellite range.
Nearly perfects fleet interception.

More misc changes. All in all, its way more playable now.

0.0.3_beta:
Fixed a few crashes.
Improved the functionality of hostile fleet interception. It now works. Somewhat.

You can now fight your own colony's satellites.
Improved the description of the condition.
Added illustrations that arent placeholders.

Misc polish and ***.

0.0.2_beta:
Fixed a NPE when loading saves. Hopefully.

Please tell me if you get any strange crashes at random, I found a possible hole in the logic of my design (I am assuming many variables will not be null, they may be).

0.0.1_beta:
Satellite balance: Nerfed the range of the satellites, reduced the number of the satellites, reduced the amount of harpoons on the heavy combat modules, reduced the health/armor of the heavy combat modules. Satellites now start at 70% CR.

New features: Untested framework for fleets being attacked by satellites if the fleets want to attack the planet.

New description for satellites. New sprite for satellites in orbit of entities.
Cleaned up some backend code.

Many more misc changes I won't be assed to document until release.

0.0.0_beta:
Beta release
[close]
« Last Edit: February 26, 2024, 07:15:19 PM by NikoTheGuyDude »
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NikoTheGuyDude

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Re: [0.95.1a] More Planetary Conditions 0.0.0_dev
« Reply #1 on: August 27, 2022, 12:34:57 PM »

See the gallery for images
« Last Edit: August 28, 2022, 09:39:52 PM by NikoTheGuyDude »
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Dadada

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Re: [0.95.1a-RC6] More Planetary Conditions 0.0.0_dev
« Reply #2 on: August 27, 2022, 02:38:57 PM »

That's dope!
I am sorry but I crave more, moooore planetary conditions and yes, I am using Unknown Skies and also Lights Out for (more) moons. My body is beyond ready.
No pressure!

E: Planetary conditions? Anomalous and "alien/unknown" structures, Roche limit, tidally locked, ring world, planet sized/planetary super computer, "Gaia" style Boltzmann brain shenanigans, strange/dark matter, radioactive, machine civilization, Van Neumann probes stacked on the planetary surface, liquid Biomass "atmosphere", living planet/planet sized (symbiotic) organism, planetary engines (which possibly ignore gravity and do other magic things), ... Sooo many options, my body is ready - Maybe I should start modding, oh noes!
Isolated humans but not deciv, maybe non space faring, hedonist and locked in VR, alien infested, false planet which hides X, ruins from Kardashev type 1-5 tier civs...
E2: Supermassive core, strange matter core, sun like/fusing core, hollow/layered planet, (alien) beacon, strategic site, exotic resources, inactive X but if disturbed... Gosh am I exited, don't mind me :D
Hypershunt-transmitter-repeater, "inverted" planet whatever that means, compressed crystalline planet...

« Last Edit: August 27, 2022, 03:02:41 PM by Dadada »
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NikoTheGuyDude

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Re: [0.95.1a-RC6] More Planetary Conditions 0.0.1_dev
« Reply #3 on: August 28, 2022, 07:35:09 PM »

https://media.discordapp.com/attachments/707825513468526632/1013636980095074334/Jdk7_2022.08.28_-_22.30.40.04.mp4

if anyone cares to download, here's a video showcasing the orbits of the satellites
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NikoTheGuyDude

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Re: [0.95.1a-RC6] More Planetary Conditions 0.1.0_dev
« Reply #4 on: August 28, 2022, 09:19:30 PM »

Mod has been updated to 0.1.0_dev, making the condition actually use proper condition spawning logic. It's a lot rarer now, so the mod is now actually usable.
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NikoTheGuyDude

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Re: [0.95.1a-RC6] More Planetary Conditions 0.1.0_dev
« Reply #5 on: August 28, 2022, 09:40:35 PM »

.
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NikoTheGuyDude

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Re: [0.95.1a-RC6] More Planetary Conditions 0.0.1_alpha
« Reply #6 on: September 08, 2022, 12:16:37 PM »

mod is now in alpha, aka code for "this probably will be playable but might break your game becaues its still heavily in development"
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NikoTheGuyDude

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Re: [0.95.1a-RC6] More Planetary Conditions 0.0.0_beta - Beta release
« Reply #7 on: September 23, 2022, 02:33:13 PM »

Mod is now in beta, meaning most core functionalities are implemented!
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RoquetheRogue

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Re: [0.95.1a-RC6] More Planetary Conditions 0.0.0_beta - Beta release
« Reply #8 on: September 23, 2022, 03:17:06 PM »

This looks really cool! can't wait to see ingame
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Dadada

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Re: [0.95.1a-RC6] More Planetary Conditions 0.0.0_beta - Beta release
« Reply #9 on: September 23, 2022, 04:47:36 PM »

Mod is now in beta, meaning most core functionalities are implemented!
:D
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Dadada

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Re: [0.95.1a-RC6] More Planetary Conditions 0.0.2_beta - Beta release
« Reply #10 on: September 24, 2022, 10:44:40 AM »

Since I dunno about the rules here for double posts and I dunno if an edit bumps the thread...

So here goes my quick test run:
I tried to test the mod with my current but retracted(?) Magiclib 44.1, I deleted the version requirement to enable the mod and generated a new sector with my 150 or so mods... I popped survey all into the console, scrolled the planets list and visited a bunch of systems and... Nothing.
I could not find any conditions generated by your mod.
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NikoTheGuyDude

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Re: [0.95.1a-RC6] More Planetary Conditions 0.0.2_beta - Beta release
« Reply #11 on: September 24, 2022, 11:09:12 AM »

Since I dunno about the rules here for double posts and I dunno if an edit bumps the thread...

So here goes my quick test run:
I tried to test the mod with my current but retracted(?) Magiclib 44.1, I deleted the version requirement to enable the mod and generated a new sector with my 150 or so mods... I popped survey all into the console, scrolled the planets list and visited a bunch of systems and... Nothing.
I could not find any conditions generated by your mod.

Well, they're rare as hell. That's the balancing factor to them being super strong. You mightve just gotten unlucky, since they have a very low chance to just not spawn.
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Dadada

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Re: [0.95.1a-RC6] More Planetary Conditions 0.0.2_beta - Beta release
« Reply #12 on: September 24, 2022, 11:21:53 AM »

So maybe I just got unlucky if they are so rare., I did not consider the option of them being so rare :(
Or I am blind and I did not notice one of your planetary conditions while scrolling the list. Or something interfered with your mod. Well, anyway, thanks for making this mod, I reaaaalllly crave more planetary conditions to spice things up so I will visit the thread occasionally. :D
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NikoTheGuyDude

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Re: [0.95.1a-RC6] More Planetary Conditions 0.0.2_beta - Beta release
« Reply #13 on: September 24, 2022, 12:14:15 PM »

So maybe I just got unlucky if they are so rare., I did not consider the option of them being so rare :(
Or I am blind and I did not notice one of your planetary conditions while scrolling the list. Or something interfered with your mod. Well, anyway, thanks for making this mod, I reaaaalllly crave more planetary conditions to spice things up so I will visit the thread occasionally. :D

Good to hear it! This kinda positive feedback is the lifeblood of my motivation to make this ***, so I'm grateful to have someone who likes this stuff.
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NikoTheGuyDude

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Re: [0.95.1a-RC6] More Planetary Conditions 1.0.0 - RELEASE
« Reply #14 on: September 28, 2022, 06:05:10 AM »

The mod is FINALLY released. Im happy with it.
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