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

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Author Topic: [0.98a] Unknown Skies 3.0.0  (Read 120983 times)

JamesTripleQ

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #105 on: November 27, 2024, 06:24:37 AM »

Bro, I can't thank you enough for bringing this beautiful mod back, I keep telling Alex this needs to be baked in core game! LOL!

Thanks so much and looking forward to see what you might do with it to make it even better, gg

Glad you're enjoying the mod. I'm guessing the main reason that this wasn't integrated into vanilla is that it's decently demanding in terms of vram (for starsector mods at least) and is mostly cosmetic meaning it would probably cause issues on weaker PCs. As for the future, I do have some concepts but I've been very out of the loop with the game so I'm not actively working on anything atm.
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PFleur

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #106 on: November 29, 2024, 08:41:54 PM »

Hi, I'm trying to add some of the Unknown Skies conditions to a custom star system but whenever I try to add it with perun2_market.addCondition(Conditions.US_elevator); I get an error stating that US_elevator isn't in campaign.ids.conditions. I'm thinking I need to import something but I don't know what. Would you have any idea what the issue is?
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JamesTripleQ

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #107 on: November 30, 2024, 03:26:29 AM »

Hi, I'm trying to add some of the Unknown Skies conditions to a custom star system but whenever I try to add it with perun2_market.addCondition(Conditions.US_elevator); I get an error stating that US_elevator isn't in campaign.ids.conditions. I'm thinking I need to import something but I don't know what. Would you have any idea what the issue is?

Hi, no the issue is much simpler than that, the Conditions.java class only contains vanilla contions. US doesn't have its own class with all conditions IDs so you need to manually input the string from market_conditions.csv.

In your case it should be:
perun2_market.addCondition("US_elevator");

Also be sure to check that the mod is enabled before adding the condition.
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PFleur

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #108 on: November 30, 2024, 05:12:17 AM »

Thank you! That worked like a charm!
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JamesTripleQ

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #109 on: November 30, 2024, 07:11:48 AM »

Thank you! That worked like a charm!
Happy to help
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Benjallen

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #110 on: November 30, 2024, 05:21:07 PM »

Hey all. First off, love the mod, big thanks for the effort and keeping it alive. However, I'm trying to start a drug lord campaign and wanted to do some private tinkering of the US_shrooms.java file to make the stability debuff of the psychedelic fungus less punishing (changing the penalty from -3 to -1 instead). Of course, it wasn't as simple as just changing "STABILITY_MALUS = -1" in that file. I'm assuming there may be other stuff going on with the various API's that calculate this, but I have no java experience. How might I go about editing the relevant files to make that debuff less crazy, or even increase the amount of drugs produced from say 2 units to 3? (I know this is very unbalanced, it is more me trying to do some roleplay). Thanks in advance for anyone who may know.
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JamesTripleQ

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #111 on: November 30, 2024, 07:36:47 PM »

Hey all. First off, love the mod, big thanks for the effort and keeping it alive. However, I'm trying to start a drug lord campaign and wanted to do some private tinkering of the US_shrooms.java file to make the stability debuff of the psychedelic fungus less punishing (changing the penalty from -3 to -1 instead). Of course, it wasn't as simple as just changing "STABILITY_MALUS = -1" in that file. I'm assuming there may be other stuff going on with the various API's that calculate this, but I have no java experience. How might I go about editing the relevant files to make that debuff less crazy, or even increase the amount of drugs produced from say 2 units to 3? (I know this is very unbalanced, it is more me trying to do some roleplay). Thanks in advance for anyone who may know.

Hi, yes, on paper it's as simple as editing that value but editing the source code won't actually do anything if you don't recompile the jar file.
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JamesTripleQ

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #113 on: December 01, 2024, 07:58:46 AM »

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Dadada

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #114 on: December 01, 2024, 09:00:13 AM »

Woah, dope!
A thread from the creator of these planet textures just dropped: https://fractalsoftworks.com/forum/index.php?topic=31082.0  :o 8)
« Last Edit: December 01, 2024, 09:02:37 AM by Dadada »
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Benjallen

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #115 on: December 02, 2024, 02:01:00 PM »

Hey all. First off, love the mod, big thanks for the effort and keeping it alive. However, I'm trying to start a drug lord campaign and wanted to do some private tinkering of the US_shrooms.java file to make the stability debuff of the psychedelic fungus less punishing (changing the penalty from -3 to -1 instead). Of course, it wasn't as simple as just changing "STABILITY_MALUS = -1" in that file. I'm assuming there may be other stuff going on with the various API's that calculate this, but I have no java experience. How might I go about editing the relevant files to make that debuff less crazy, or even increase the amount of drugs produced from say 2 units to 3? (I know this is very unbalanced, it is more me trying to do some roleplay). Thanks in advance for anyone who may know.

Hi, yes, on paper it's as simple as editing that value but editing the source code won't actually do anything if you don't recompile the jar file.

Cool beans, I'll look into recompiling the jar file then after making the edits. Thanks for the quick response!
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SC_Reaper

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #116 on: December 20, 2024, 10:12:44 AM »

https://www.reddit.com/r/starsector/comments/1h3wq9q/extra_planet_textures_pack_as_rendered_in_game/  <_<

Wow, most of these are pretty good, no promises or guarantees but I'll see what I can do

Would be absolutely wonderful if you could get them into the mod. They look awesome.

There's also another guy teasing a planet texture mod on the subreddit (u/ColourlessAmiba), his looks pretty awesome too. Integration between the mods would be very very nice
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Vaelophisnyx

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #117 on: January 26, 2025, 05:24:53 PM »

Any chance we could get a config setting to turn off the "only one US modifier per planet" thing, off by default of course?
Would like to play around with them some but that code hard-limits what can be done with them
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JamesTripleQ

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #118 on: January 27, 2025, 05:28:51 PM »

Any chance we could get a config setting to turn off the "only one US modifier per planet" thing, off by default of course?
Would like to play around with them some but that code hard-limits what can be done with them

Heya, so unfortunately that's not something that can be easily done. While it is certainly possible it requires to rewrite a good chunk of the post procgen code and even if that weren't an issue the config would still be kinda janky due to the fact that the unique planets have to be manually placed. So I'm really sorry but I can't do that. If you want you can use the consoles to set planets to those types and in the future I might add special console commands that make it even simpler.
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SaltyStoryteller

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #119 on: February 06, 2025, 03:07:06 PM »

I really regret that I had to turn this off. I like some of the worlds it introduces, but others just don't work for me. I think it was seeing them so often that finally made me remove it. They're gorgeous, they're unique, they're interesting they're... Everywhere.

When every star system is special and unique, well... It feels like none of them are.
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