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

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Author Topic: [0.98a] Unknown Skies 3.0.1  (Read 125939 times)

JamesTripleQ

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #120 on: February 07, 2025, 04:07:34 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.

Ah that's unfortunate, was your issue with the generic planets (the ones that act as skins for existing ones like Alkali, Savannah or others) or the unique planets/conditions (Artificial, Windswept, etc)
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SaltyStoryteller

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #121 on: February 08, 2025, 07:12:00 AM »

Ah that's unfortunate, was your issue with the generic planets (the ones that act as skins for existing ones like Alkali, Savannah or others) or the unique planets/conditions (Artificial, Windswept, etc)

The unique conditions weren't so bad. I had one with a religious icon and that was alright. I found it a bit annoying to find worlds that looked fine but then had some bastard condition that made them uninhabitable, but that's whatever - it happens. On the flipside I also had half a dozen worlds with crashed terraforming drones, which seemed to beggar belief just a little...

I think my big issue was the 'skins' as you call them. Playing around in vanilla though, I can't help but find that every damn system just has the same barren, barren-bombarded, rocky-unstable balls of uninteresting rock. Your work does make the sector more interesting, but I think the spawn rate on them is just a touch too high? I think I found like three auric worlds with little commonality between them. One had great farming, the other hardly any.

I'd take my complaints with a pinch of salt though... I'm by no means a veteran player and have gotten to the point of even placing down a colony like... TWICE (I never find any habitable or worthwhile worlds close to the core or the UAF, making it feel like a chore to visit the damn things and keep them alive). I may not be the best person to take balancing advice from. It might help if there was a way to adjust if various worlds or modifiers spawn or at what rates, using the LunaLib mod settings tool?
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JamesTripleQ

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #122 on: February 08, 2025, 07:31:07 AM »

I think my big issue was the 'skins' as you call them. Playing around in vanilla though, I can't help but find that every damn system just has the same barren, barren-bombarded, rocky-unstable balls of uninteresting rock. Your work does make the sector more interesting, but I think the spawn rate on them is just a touch too high? I think I found like three auric worlds with little commonality between them. One had great farming, the other hardly any.

I see, fun fact, Auric worlds aren't actually generated, rather they can replace vanilla Arid worlds after they've already spawned meaning those condition distributions have nothing to do with Unknown Skies and are entirely vanilla. The weights of a few conditions could maybe be revisited, I'll keep that in mind, though remember that most conditions get worse based on market size meaning they aren't as big of a boost as they seem. Also for "uninhabitable conditions" there's really only one non unique one that's kinda rare and comes with a buff as well. Finally, I can't actually make a setting to regulate condition distributions as they are applied using the vanilla procgen system rather than a custom one. I will also say that when I added Hycean worlds I may or may not have made them a bit too powerful so they will be getting a nerf at some point.
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SaltyStoryteller

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #123 on: February 08, 2025, 07:38:47 AM »

I see, fun fact, Auric worlds aren't actually generated, rather they can replace vanilla Arid worlds after they've already spawned meaning those condition distributions have nothing to do with Unknown Skies and are entirely vanilla. The weights of a few conditions could maybe be revisited, I'll keep that in mind, though remember that most conditions get worse based on market size meaning they aren't as big of a boost as they seem. Also for "uninhabitable conditions" there's really only one non unique one that's kinda rare and comes with a buff as well. Finally, I can't actually make a setting to regulate condition distributions as they are applied using the vanilla procgen system rather than a custom one. I will also say that when I added Hycean worlds I may or may not have made them a bit too powerful so they will be getting a nerf at some point.

Seriously? Hot damn, guess I just got a really good seed then, good to know! When I say 'uninhabitable' I really just mean annoying dealbreakers for if I want to drop a few thousand people on there to print me money and ships - I may just be too picky about what I'll accept.

Really nailing it down, I feel like the problem for me at least is that while vanilla world categories are too broad and generic for me to get interested when they pop up, yours might be a little too specific. Again though, this is purely down to a matter of taste, so please don't take it as a real criticism of your work, the mod itself is an incredible achievement. It's just it doesn't matter how good the steak you're serving is, if the guy who ordered it is more into seafood.
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JamesTripleQ

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #124 on: February 08, 2025, 08:57:35 AM »

Ah got it, this is largely a cosmetic mod first content mod second so yeah it's very much up to preference. I do just want to add, both for you and for anyone reading this, that the mod itself only really adds one new rare category for Hycean worlds (which are a mix of Water and Frozen worlds) and a couple of subcategories (Burnt which is just Barren with Irradiated, Methane which Frozen with Organics, etc.) so the impact of it on world gen is much less than what it seems.

Regardless if you still do wanna check out more planets and stars, LOST_SECTOR adds the new Frozen Desert planets, VIC adds the Yellow Supergiant and Neoteric Advent adds Green Stars. Check those out if you are interested.
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MM10000

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #125 on: February 08, 2025, 09:04:41 AM »

Thank god they updated this mod
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JamesTripleQ

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #126 on: February 08, 2025, 11:45:25 AM »

Thank god they updated this mod

Glad you are enjoying it.
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Draconis13

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #127 on: March 06, 2025, 06:39:17 AM »

Got back into playing and I finally found an artificial planet and noticed it was no longer the texture I made. Did it get removed at some point?

Here is the polar mapped finished version, feel free to use or edit it if you want.

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JamesTripleQ

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #128 on: March 06, 2025, 06:51:25 AM »

Got back into playing and I finally found an artificial planet and noticed it was no longer the texture I made. Did it get removed at some point?

Here is the polar mapped finished version, feel free to use or edit it if you want.



Hi, yeah unfortunately it got removed a while ago as it didn't scale well if the planet was bigger and it also didn't quite fit with the vanilla look of other planets. Super sorry about that.
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Draconis13

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #129 on: March 06, 2025, 07:09:35 AM »

Yeah looking at it in game I can sort of get it. I did sort of make it look a bit washed out and ruddy I was going for a crusty oxide look for it and I might have washed it out too much, might look better. Looking at the original, the expanded version before mapping and the colder gray alternative it looks like the polar region mapping I did inadvertently messed up the details and I didn't catch it, ugh.

Also, does anyone know exactly what the texture for the current artificial planet is? It reminds me of something from the unreal games, it seems like some sort of mechanical sphere from a late 00's videogame.

EDIT: I am just going to leave these polarized versions of the oxide/drone red and ruddy concrete colors schemes.





Originals are here https://imgur.com/a/RguiHhV

« Last Edit: March 06, 2025, 07:04:06 PM by Draconis13 »
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Margrave

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #130 on: March 28, 2025, 05:23:00 AM »

Fingers crossed for this to get a .98 update.  This is arguably my favorite mod.
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JamesTripleQ

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #131 on: March 28, 2025, 03:22:34 PM »

Fingers crossed for this to get a .98 update.  This is arguably my favorite mod.

Heya, I haven't played the new update yet but dw I'd like to get a compatibility update out ideally during the next weekend. It's probably not gonna have full log support just yet but it will be functional with 0.98 and will include some changes that I have made already but never published (namely a Hycean rebalance to make them less op).
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captainryan117

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #132 on: March 30, 2025, 09:50:02 PM »

Fingers crossed for this to get a .98 update.  This is arguably my favorite mod.

Heya, I haven't played the new update yet but dw I'd like to get a compatibility update out ideally during the next weekend. It's probably not gonna have full log support just yet but it will be functional with 0.98 and will include some changes that I have made already but never published (namely a Hycean rebalance to make them less op).

That's defnitely great to hear! This mod really does spruce up world variety quite nicely
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IroncladLion

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #133 on: April 01, 2025, 12:01:18 PM »

Eagerly looking forward to the .98 update, this is one of the best mods for exploration!

mstachife

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Re: [0.97a] Unknown Skies 2.0.2
« Reply #134 on: April 01, 2025, 06:14:26 PM »

Eagerly looking forward to the .98 update, this is one of the best mods for exploration!

I've done a full run with this manually updated to 0.98, so far no issues that I'm aware of.
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