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Starsector 0.98a is out! (03/27/25)

Author Topic: Make Cryosleeper and Hypershunt effect range inclusive of 10 light years  (Read 3027 times)

PoZe

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So I have found a Cryosleep ship in some system. I have defeated the guardian fleet it had and then it says that any colony within 10 light years of it should be able to benefit from being able to build Cryorevival facility. However my 3 colonies that are literally 10 light years away from the system that the Cryosleeper is in do not have an option to build Cryorevival facility. So I assume in code the condition check is "if {colony_x_distance_from_cryosleeper} < 10 ly; then unlock_cryorevival", I think it should be inclusive of any colonies that fall exactly on 10 ly too, maybe even round up of 10.x? From my understanding too, when something says "within x something" it means anything from 0 to x including x.
« Last Edit: May 13, 2023, 02:00:48 PM by PoZe »
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SCC

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Yeah, it would be nice if the game rounded distances up instead of down.

Alex

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Hmm, is this with 0.96a? IIRC it's supposed to let you use these when it's within 10 light-years (but not 10.1 or more)
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PoZe

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Hmm, is this with 0.96a? IIRC it's supposed to let you use these when it's within 10 light-years (but not 10.1 or more)

Yes, I am on 0.96a-RC8 version. It is weird, when looking on the sector map it says 10 ly(but I think those numbers are rounded or something?). But when I lay in course it says like 10.2 + 2 ly. Here is the video showing it https://1drv.ms/v/s!Ak8pUCKohmproOkexdaugSeCEj48zw?e=KshSsg. And here is the link to my game save file https://1drv.ms/u/s!Ak8pUCKohmproOkdblsdm6c0CgXqdA?e=Rb50Np.

But I think in general it should round down numbers like 10.4- be counted, but 10.5+ not.
« Last Edit: May 13, 2023, 01:57:23 PM by PoZe »
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Alex

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Ah, ok - so it's working as intended in this case, but I'll keep it in mind!
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PoZe

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Ah, ok - so it's working as intended in this case, but I'll keep it in mind!

Maybe, but notice how it is confusing when in Map -> Sector view it says "10 light-years", this makes it sound like it is within exactly 10ly meaning it should work.
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xenoargh

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Interesting idea: maybe make the falloff for these things gradual, with < 10LY being ideal? It's not like the people you've awoken or the stuff Hypershunt produces will magically disappear.

Now, that said.... I have yet to have a game where I've bothered getting Hypershunt working, largely because it always seems to spawn in an inconvenient place. I look at the math and I'm always like, "not worth the trouble", especially since by the time you can afford to turn them on, you're pretty much done with money for all practical purposes.

If we're ever able to non-destructively attack other colonies (i.e., actual capture / control, the Core powers can expand, etc.) then something like that might make sense as a necessary evil to allow an economy large enough to win a war, but as it stands, Cryosleeper's the win, largely because it's so useful for early growth, whereas Hypershunt always feels like a bunch of work (even just collecting enough Atlases is time-consuming sometimes).

I'd really like to see more ridiculous endgame stuff like that- building Dyson habitats and so forth- but until there's a real point to building super-economies, it's just an endgame toy.
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Vind

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     The amount of work needed for Hypershunt activation is so big it must have sector-wide range at least or provide bonus to systems with existing gate. Ten transplutonics require domain device to produce then you need Another device for wormhole And 10 LY planet nearby. So 3 random factors at once - chances are minimal and most of the games i cant find the device for wormhole creation anyway.
Cryosleeper can be a gate keeper for size 5-6 colony growth, so without securing one you cant have colony size above 4.
     Imagine moving cryosleeper to system of your choice to help with colony growth. Game needs some epic projects to complete. 20 ox tugs to move this big ship etc. :)
   
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SafariJohn

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As Vind said, maybe Hypershunt should be sector-wide. Should their locations really influence colony placement?

I also support using the Cryosleeper as a gatekeeper for colony size and I think it should only affect one colony. Instead of moving it with a bunch of tugs, though, I suggest using the Guardian as a proxy: escorting a Guardian would be less frustrating and much more entertaining.
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Megas

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In my current game, seed MN-1, I have a cryosleeper near the northwest corner of the map that has decent to good planets in the cryosleeper system, with a gate system within the radius, more decent colony systems nearby, and H's Sentinel colony not too far past the radius.  If I wanted to, I could easily set up my colonies within cryosleeper distance.  The reason I have not is accessibility penalty compared to otherwise less ideal planets closer to core worlds.  Also, I have not yet unlocked gate travel.

In one of my 0.95a games, my ideal colony system was barely within cryosleeper distance.

As for Hypershunt, I had a game where I could colonize close enough to it, but since the Tap gives +8 to Pather interest, and thus automatic Pather cell, not to mention other items needed to get the resources, hypershunt and its tap was never an option for me.  No amount of reward was worth the aggravation of whack-a-mole Pather cells.
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PoZe

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Ah, ok - so it's working as intended in this case, but I'll keep it in mind!

Actually here is an interesting fact now. I have moved one of my colonies within range of the sleeper, but notice this screenshot: https://1drv.ms/i/s!Ak8pUCKohmproOkoGM0H5gCnFPTQlw?e=QzyGD2. In this case Alpha Mu I-A is within 10 ly according to Intel -> Planets view which includes decimals. And the other two Colonies Kasdalur and Accrete-Hkere are also within 10 ly. The first colony is able to build Cryorevival facility, the other 2 cannot. This does not make sense?
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