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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Unknown Skies 2.0.2  (Read 89842 times)

JamesTripleQ

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[0.97a] Unknown Skies 2.0.2
« on: May 04, 2024, 09:32:11 AM »


Tartiflette's original thread

Explore new systems, with more varied planets and backgrounds.


   An update to Tartiflette's amazing mod, significantly expanding the variety of systems and planets encountered while exploring. Adds 69 system backgrounds, 44 planet types, 6 star variants and 15 uncommon or unique planetary conditions that can make or break a colonization candidate, as well as a few new ambiance sounds for different terrain types and some additional names for planets and stars (often references to other games but subtle enough that you won't notice).

   This mod does not affect the amount of "good" or "bad" planets you will find in the sector, only increase the variety of planets inside each vanilla categories.

   To modders: you are welcome to use these backgrounds and other textures in your own mods, please make sure to use the same names and paths for your planets/backgrounds/etc textures as to not needlessly bloat the memory.

Screenshots




[close]

Updated Changelog
Version 2.0.2 - 19/10/2024
- Added a helper for modders who have certain US planets in their system or that generate procgen systems after a game has started.
- Fixed certain US planet types not spawning with the correct conditions in the Core-Worlds.
- Nerfed Luminescent Clouds, Volatiles production is now +2 (was +3).
- Fixed Hycean planets having a higher spawn chance than intended.
- The Pre-Collapse Cryosanctum can now rarely spawn with Rare Ores.
- Minor text tweaks.

Version 2.0.1 - 11/07/2024
- Added Thin Atmosphere to Dust worlds to match their description.
- Pre-Collapse Cryosanctum now reduces max industries by 1.
- Added a new easter egg name.

Version 2.0.0 - 28/06/2024
- Added 4 new planets:
    . Hycean worlds with a unique condition pool (special thanks to TouchOfVanilla for the original idea and lots of feedback).
    . The Fluorescent Giant, a new unique planet that spawns once per sector (image source: Tartiflette's Texture Pack).
    . Savannah and Alpine world, two new variants for Jungle and Tundra worlds (image source: TextureForPlanets).
- Added a new unique condition: Pre-Collapse Cryosanctum (special thanks to SirHartley for help with the implementation).
- Added stellar clouds (purely cosmetic, image source: Tartiflette's Texture Pack).
- Added organics to Methane worlds.
- Overhauled the spawn system for certain planets:
    . US_volcanic now has the stats of lava_minor instead of lava (as originally intended).
    . Reorganized cat_hab3 fixing Terran Eccentric worlds having extremely low spawn rates.
    . Fixed US_lifeless and US_crimson having swapped categories.
    . Renamed Arid Lifeless to Lifeless (since they're the same now).
    . Fixed US_crimson not matching the spawn weights of US_lifeless.
- Buffed Military Virus:
    . Weapon production is now +4 (was +3).
    . Ground defense is now -40% (was -50%).
    . Population growth is now (colony size + 1) * -2 (was colony size * -3).
- Terran and Continental worlds can no longer have Spores or be turned into Magnetic worlds.
- Unique planetary conditions are now always the rightmost ones.
- Unique conditions (Cryosanctum, Shrooms, Spores, Virus) will now prevent other US special conditions from spawning (planetary conditions and crystals are unaffected).
- Fixed Shrooms spawning on Lifeless worlds when they weren't supposed to.
- Fixed a rare bug that caused Decivilized to spawn without ruins on gas giants with Floating Continent.
- Fixed icon color of Archipelago and Methane worlds.
- Added LunaLib Version Checker links and updated thread ID.
- Added a few new easter egg names.
- Condition tables now show which stat is scaling.
- Externalized condition table strings.
- Minor text fixes.

Version 1.0.11 - 26/04/2024
- Added an expandable tooltip to conditions with scaling that shows the strength of the effect at the various market sizes.
- Conditions that scale with market size now have a scaling cap:
    . Markets of size 2 and lower will always have the size 3 effect.
    . Markets of size 7 and higher will always have the size 6 effect.
- Added the vanilla condition images used by the mod to the files in case they get removed in the future.
- Unique planets and conditions can no longer spawn on the Planet Killer and Planetary Shield planets.
- Unique planets now have the proper TypeId.
- Minor text rewording.
- Added a new easter egg name.

Version 1.0.10 - 22/04/2024
- Added MagicLib dependency.
- Loading settings is now handled by MagicLib making the mod more stable with it in the future.

Version 1.0.9 - 15/04/2024
- Fixed some text inconsistencies.
- Tweaked some of the easter egg names.

Version 1.0.8 - 05/04/2024
- Added proper Slipsurge support to US stars.
- Windswept world can no longer spawns with no atmosphere (it couldn't happen anyway but just to be sure it's properly dealt with now).
- Reverted Artificial worlds being able to spawn in Hypershunt systems without ruins (it didn't make sense).
- Optimized some internal code.

Version 1.0.7 - 01/04/2024
- Fixed US_star_browndwarf spawning too frequently and having some incorrect stats.

Version 1.0.6 - 30/03/2024
- Rewrote most condition effects to be more in line with vanilla.
- Increased Underground Network scaling (was -3/4/5/6, now -6/8/10/12).
- Fixed Old Space Accelerator not properly scaling with market size (was +50/49/48/47, now +50/40/30/20).
- Psychoactive Fungus now only provides its drug production buff on planets with free port.
- Fixed Crashed Terraforming Drone showing an additional hazard reduction as its effect.

Version 1.0.5 - 27/03/2024
- Fixed an issue present in the original mod which caused Archipelago worlds to not be able to build aquaculture.

Version 1.0.4 - 25/03/2024
- Reduced the defense debuff from Military Virus to -50% (was -75%).
- Fixed Military Virus' production buff not applying to Orbital Works.
- Minor text change to Ancient Religious Landmark to specify that it involves Luddic immigrants.

Version 1.0.3 - 23/03/2024
- Fixed a major bug that prevented the US_star_orange from spawning.
- Added a few easter egg names for stars and planets, most of them references to other games but subtle enough you probably won't notice.

Version 1.0.2 - 23/03/2024
- Reverted back to the original Artificial texture due to the new one not scaling well on larger planets.
- Magnetic Crust now properly applies its flat defense buff.
- Unique planets and conditions can no longer spawn on the solar array planet.
- Artificial worlds can now spawn in Hypershunt systems regardless if they have ruins or derelicts.
- Renamed "Unstable Arid" to "Arid Unstable" and "Bombarded Lifeless" to "Lifeless-Bombarded" for better vanilla consistency.
- Updated icon colors for unique planets.
- Tweaked some condition text.
- addConditionIfNeeded and removeConditionIfNeeded functions are now public for anyone using Unknown Skies for custom systems.
- Massive internal refactoring.

Version 1.0.1 - 16/03/2024
- Updated for 0.97a
- Added a new Artificial planet texture courtesy of Draconis13.
- Unique planets and conditions can no longer spawn in the Abyss.
- Parasitic Spores can no longer rarely spawn on Magnetic worlds.
- Planets with Military Virus will always have at least Widespread Ruins.
- Artificial planets will always have at least Extensive Ruins.
- US_gas_giant is now appropriately labeled as an Ice Giant.
- Military Virus' description now mentions its stability debuff.
- Renamed "Windy Arid" to "Windswept".
- Fixed "a Archipelago" typo.
- Fixed a few special conditions breaking if removed.
- Externalized Military Virus strings (which for some reason weren't already).
- Removed many unused files, assets and code.
- The changePlanetType function is now public for anyone using Unknown Skies for custom systems.
- Added a few loading tips.

Original Changelog
Version 1.0-RC2
- Fixed Underground Tunnels tooltip.
- Added save patching code to re-assign the new backgrounds to existing systems.
 > Interestingly, this means US can be added mid-playthrough and it will add the new backgrounds.

Version 1.0-RC1
- Reworked backgrounds:
    . Now includes 69 backdrops (from 27),
    . They are somewhat more consistent in art-style and darker as to not disrupt gameplay.

- Background list can be expanded through modSettings.json entries with third-party sub-mods,
- All strings have been externalized for ease of translation,
- Very rare planets types and conditions have been made unique, often with stronger effects. (Artificial, Magnetic and Perpetual Storm planets, Parasitic Spores, Xeno-fungus and Lingering Virus conditions),
- Added "Chemical Crystals" uncommon condition that can show up on toxic worlds to give them *some* colonization value from time to time.

Version 0.43
- Compatibility patch for 0.95a

Version 0.42
- Removed 0.9a workarounds
- All planet types have the proper conditions generated
- Special planets in non proc-gen system now get the proper special conditions

Version 0.41
- Fixed effect scaling with Magnetic Crust effect

Version 0.40
- Added two more rare planet types
- Added rare planetary conditions

Version 0.21
- Procgen adjustments

Version 0.20
- Added 12 new planet types

Version 0.10
- Initial release
[close]
[close]

Known Issues
- Certain conditions do not affect Industrial.Evolution specializations. This issue has to be solved on Ind.Evo's end (SirHartley is already aware of this).
[close]

Original credits:
Tartiflette: original mod author
Serenitis: provided some planet maps

Like the mod? Consider donating to Tartiflette!
« Last Edit: October 19, 2024, 07:24:10 AM by JamesTripleQ »
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Xarlas

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Re: [0.97a] Unknown Skies 1.0.11
« Reply #1 on: May 13, 2024, 01:29:27 PM »

Soft incompatibility with Ashes of the domain - vaults of knowledge.
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JamesTripleQ

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Re: [0.97a] Unknown Skies 1.0.11
« Reply #2 on: May 13, 2024, 02:23:58 PM »

Soft incompatibility with Ashes of the domain - vaults of knowledge.

I am aware, sadly all AotD compatibility has to be handled by AotD itself. I should probably add that to the main post actually.
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IroncladLion

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Re: [0.97a] Unknown Skies 1.0.11
« Reply #3 on: May 14, 2024, 09:28:46 AM »

Yessss we are so back! Been waiting for this one, almost essential for exploration!

Killsode

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Re: [0.97a] Unknown Skies 1.0.11
« Reply #4 on: May 17, 2024, 01:52:24 AM »

oooooooooooooooooo an update! Damnit, i just had a really good run going! Oh well, time to make a new one with new systems!
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DownTheDrain

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Re: [0.97a] Unknown Skies 1.0.11
« Reply #5 on: May 19, 2024, 07:21:56 PM »

I completely forgot how much I loved this mod.
Thx for bringing it back.
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Coil

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Re: [0.97a] Unknown Skies 1.0.11
« Reply #6 on: May 20, 2024, 10:23:19 PM »

If you could, could you include the date of the update in the changelog? It's hard to keep track of the mod updates sometimes from just version number alone
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JamesTripleQ

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Re: [0.97a] Unknown Skies 1.0.11
« Reply #7 on: May 20, 2024, 11:50:49 PM »

If you could, could you include the date of the update in the changelog? It's hard to keep track of the mod updates sometimes from just version number alone

You can see the various dates on github but sure I don't see why not.
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Coil

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Re: [0.97a] Unknown Skies 1.0.11
« Reply #8 on: May 21, 2024, 12:14:31 AM »

Thank you <3
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Gold

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Re: [0.97a] Unknown Skies 1.0.11
« Reply #9 on: June 06, 2024, 07:59:12 AM »

Haven't been on this account for years lol, just came here to say how amazing your work is James; have a good day  ;)
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Uther Phobos

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Re: [0.97a] Unknown Skies 1.0.11
« Reply #10 on: June 18, 2024, 04:04:55 AM »

Could you be persuaded to include the files for TASC to allow terraforming to some of the added planet types?

I've attached an example for Archipelago worlds. Feel free to use it as you want.
Note: This particular one adds the Water-covered Surface condition and limits Farmland to Rich at most.

Files go into data/campaign/terraforming/


Edit: Refined things a bit and fixed a stupid where i forgot to actually make it change into an Archipelago world instead of a regular Water world.
« Last Edit: June 21, 2024, 06:28:26 PM by Uther Phobos »
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JamesTripleQ

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Re: [0.97a] Unknown Skies 1.0.11
« Reply #11 on: June 18, 2024, 01:24:48 PM »

Haven't been on this account for years lol, just came here to say how amazing your work is James; have a good day  ;)

Thank you, glad you like my updates : )

Could you be persuaded to include the files for TASC to allow terraforming to some of the added planet types?

I don't really play with TASC but I might look into it in the future (though note that it seems like most of the US stuff is already present in the TASC files).
As it stands I'm quite busy, caught between some irl stuff and working on a content update for Unknown Skies (there's some teasers on the discord, not here cause I don't have an imgur account).
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Uther Phobos

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Re: [0.97a] Unknown Skies 1.0.11
« Reply #12 on: June 19, 2024, 05:11:18 AM »

Could you be persuaded to include the files for TASC to allow terraforming to some of the added planet types?

I don't really play with TASC but I might look into it in the future (though note that it seems like most of the US stuff is already present in the TASC files).
As it stands I'm quite busy, caught between some irl stuff and working on a content update for Unknown Skies (there's some teasers on the discord, not here cause I don't have an imgur account).
It's only present in so far as that TASC recognises and can change US planets to other things, but not the other way around, which is largely a leftover from before they exposed the rules so others can edit them. Should be noted i whipped those two files up in like 5 minutes with not much prior exposure to the design, so it's not exactly a lot of work.

If you're adding new types, this would probably be a good idea anyway so TASC will recognise and interact with them right away without having to update it first.
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JamesTripleQ

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Re: [0.97a] Unknown Skies 1.0.11
« Reply #13 on: June 19, 2024, 08:56:18 AM »

It's only present in so far as that TASC recognises and can change US planets to other things, but not the other way around, which is largely a leftover from before they exposed the rules so others can edit them. Should be noted i whipped those two files up in like 5 minutes with not much prior exposure to the design, so it's not exactly a lot of work.

If you're adding new types, this would probably be a good idea anyway so TASC will recognise and interact with them right away without having to update it first.

I will say that I'm not a fan of having crossmod compatibility split between two mods and I'd prefer all that stuff to be in one place. Also the fact that I myself don't use TASC would make updating and debugging that extension pretty annoying.

We'll see... It's not a no by any means but don't expect anything at least until the next update is out. Once that's done I'll look into this properly
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Hansag

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Re: [0.97a] Unknown Skies 1.0.11
« Reply #14 on: June 24, 2024, 07:38:45 AM »

The Screenshots seem to be missing (or links to them dead).

Was looking for a mod that makes all Stars and Systems outside the core unknown. Guessing this is not that mod? (Does anyone know of it?)

Anyway, going to give this a try :)

PS
Lights Out! (https://fractalsoftworks.com/forum/index.php?topic=18416.msg287866#msg287866)
That's the name of it, sorry ^_^
« Last Edit: June 24, 2024, 08:06:32 AM by Hansag »
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