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

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Author Topic: [0.98a] Unknown Skies 3.0.2  (Read 128971 times)

chriswilliams115

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Re: [0.98a] Unknown Skies 2.1.0
« Reply #150 on: April 24, 2025, 06:05:24 PM »

Thanks, or alternatively set the planet type to one of yours, such as US_gas_giant, right?

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sot

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Re: [0.98a] Unknown Skies 2.1.0
« Reply #151 on: April 25, 2025, 02:07:54 PM »

First time found the accessible sub-ice bedrock on the dark+cold planet that, with the lamp, will have 50% hazard rating. I think it's too good, the bedrock is basically equivalent to habitable and should also be a -25% hazard rating condition.
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thinkling

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Re: [0.98a] Unknown Skies 2.1.0
« Reply #152 on: April 29, 2025, 02:13:02 AM »

First off: Great mod!

My question: I have noticed that soil nanites do not work on aqua cultures. Any chance you are going to change that or introduce a new item to increase food production on water planets?

Also: Would I be able to change that myself without extensive modding knowledge (how?)
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JamesTripleQ

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Re: [0.98a] Unknown Skies 2.1.0
« Reply #153 on: April 29, 2025, 11:26:47 AM »

First off: Great mod!

My question: I have noticed that soil nanites do not work on aqua cultures. Any chance you are going to change that or introduce a new item to increase food production on water planets?

Also: Would I be able to change that myself without extensive modding knowledge (how?)

Heya, glad you like the mod.

1) Can't really modify soil nanites effectively. I have actually considered adding an acquiculture industry item however while it is true that US increases the number of planets with that industry (due to archipelago and hycean worlds) I feel like it might be a bit of a bad idea. When making colonies, it's almost guaranteed that you'll have farming for example but you might choose to not colonize a water-like world so finding an industry item for it would be rather disappointing. I could make a more complex questline where you get only one of the item and can choose to keep it or sell it ig but that's a bit more complex. I will say, it has been a while since I have evaluated this however so I might give it a second thought.

2) No you need to at least have some java knowledge to get it to work unfortunately and it's not something commonly done by mods so I sadly can't give you a guide to look at.
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thinkling

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Re: [0.98a] Unknown Skies 2.1.0
« Reply #154 on: April 29, 2025, 02:53:05 PM »

Heya, glad you like the mod.

1) Can't really modify soil nanites effectively. I have actually considered adding an acquiculture industry item however while it is true that US increases the number of planets with that industry (due to archipelago and hycean worlds) I feel like it might be a bit of a bad idea. When making colonies, it's almost guaranteed that you'll have farming for example but you might choose to not colonize a water-like world so finding an industry item for it would be rather disappointing. I could make a more complex questline where you get only one of the item and can choose to keep it or sell it ig but that's a bit more complex. I will say, it has been a while since I have evaluated this however so I might give it a second thought.

2) No you need to at least have some java knowledge to get it to work unfortunately and it's not something commonly done by mods so I sadly can't give you a guide to look at.


Thank you for explaining. I was asking because the two systems I ended up colonizing in my current campaign both feature water worlds as their "food"-type planets, and now the soil nanites I found while exploring are sitting in my inventory collecting dust. Not a serious problem, of course. Being the completionist type of player, I simply feel like there should be a fitting item for every colony building.

I shall visit my local Luddic shrine and find acceptance ;)
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Sentrynest33

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Re: [0.98a] Unknown Skies 2.1.0
« Reply #155 on: April 29, 2025, 03:20:57 PM »

A questline for a single water soil nanites item would sound interesting.
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Uther Phobos

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Re: [0.98a] Unknown Skies 2.1.0
« Reply #156 on: April 29, 2025, 05:22:20 PM »

First off: Great mod!

My question: I have noticed that soil nanites do not work on aqua cultures. Any chance you are going to change that or introduce a new item to increase food production on water planets?

Also: Would I be able to change that myself without extensive modding knowledge (how?)

Heya, glad you like the mod.

1) Can't really modify soil nanites effectively. I have actually considered adding an acquiculture industry item however while it is true that US increases the number of planets with that industry (due to archipelago and hycean worlds) I feel like it might be a bit of a bad idea. When making colonies, it's almost guaranteed that you'll have farming for example but you might choose to not colonize a water-like world so finding an industry item for it would be rather disappointing. I could make a more complex questline where you get only one of the item and can choose to keep it or sell it ig but that's a bit more complex. I will say, it has been a while since I have evaluated this however so I might give it a second thought.

2) No you need to at least have some java knowledge to get it to work unfortunately and it's not something commonly done by mods so I sadly can't give you a guide to look at.
PAGSM has exactly that item actually. As well as a quest that rewards it.
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JamesTripleQ

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Re: [0.98a] Unknown Skies 2.1.0
« Reply #157 on: April 29, 2025, 06:56:18 PM »

PAGSM has exactly that item actually. As well as a quest that rewards it.

Neat, I don't really use that mod but ig that solves the issue.
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Twilight Sentinel

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Re: [0.98a] Unknown Skies 2.1.0
« Reply #158 on: May 05, 2025, 01:10:23 PM »

EDIT: Sorry, this is not a bug.  It's the colony producing drugs locally, it isn't a consumer.

Bug report: It looks like the 'parasitic spores' effect does not fully nullify the drug demand for a size 6 population.

https://i.imgur.com/xQidYBI.png
https://i.imgur.com/ZZLIy5M.png
« Last Edit: May 05, 2025, 03:08:34 PM by Twilight Sentinel »
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JamesTripleQ

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Re: [0.98a] Unknown Skies 2.1.0
« Reply #159 on: May 06, 2025, 02:28:15 AM »

EDIT: Sorry, this is not a bug.  It's the colony producing drugs locally, it isn't a consumer.

Bug report: It looks like the 'parasitic spores' effect does not fully nullify the drug demand for a size 6 population.

https://i.imgur.com/xQidYBI.png
https://i.imgur.com/ZZLIy5M.png


Haha, it's ok dw.
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pipai

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Re: [0.98a] Unknown Skies 2.1.0
« Reply #160 on: May 08, 2025, 04:02:43 PM »

There appears to be a rare interaction with vanilla that causes one of the vanilla rules.csv to have a small bug. Here's the link: https://fractalsoftworks.com/forum/index.php?topic=32969.0

In summary, a rare event in vanilla happens on a specific planet that has specific conditions on it during worldgen. When Unknown Skies clears out the conditions when generating Hycean planets, it causes the event to bug out slightly.
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JamesTripleQ

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Re: [0.98a] Unknown Skies 2.1.0
« Reply #161 on: May 08, 2025, 05:38:47 PM »

There appears to be a rare interaction with vanilla that causes one of the vanilla rules.csv to have a small bug. Here's the link: https://fractalsoftworks.com/forum/index.php?topic=32969.0

In summary, a rare event in vanilla happens on a specific planet that has specific conditions on it during worldgen. When Unknown Skies clears out the conditions when generating Hycean planets, it causes the event to bug out slightly.

Huh, very interesting and extremely rare given that hyceans are actually likely to spawn with plentiful volatiles. I could try removing the miners but instead I'll try and find a way to test if the planet has them and if so just upgrade volatiles. Could you use the console to add plentiful volatiles to that planet? Since I imagine actually testing this fix is gonna be a nightmare.
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pipai

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Re: [0.98a] Unknown Skies 2.1.0
« Reply #162 on: May 08, 2025, 09:07:15 PM »

I edited my save file to change volatiles_abundant to volatiles_plentiful, and the event now works properly.

I've also noticed that the planet that the event is on has the following extra data after the salvageSeed:

Code
<e>
<st>$salvageSeed</st>
<Lp>-6943381581142760405</Lp>
</e>
<e>
<st>$locr_miners</st>
<bp>true</bp>
</e>

So it should be possible to detect the miners.
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JamesTripleQ

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Re: [0.98a] Unknown Skies 2.1.0
« Reply #163 on: May 09, 2025, 01:21:47 AM »

I edited my save file to change volatiles_abundant to volatiles_plentiful, and the event now works properly.

I've also noticed that the planet that the event is on has the following extra data after the salvageSeed:

Code
<e>
<st>$salvageSeed</st>
<Lp>-6943381581142760405</Lp>
</e>
<e>
<st>$locr_miners</st>
<bp>true</bp>
</e>

So it should be possible to detect the miners.

Yo nice that helps a lot, sadly I probably won't actually be able to test this but the fix should work.
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JamesTripleQ

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Re: [0.98a] Unknown Skies 3.0.0
« Reply #164 on: May 11, 2025, 09:53:08 AM »

Updated to 3.0.0. I hope you enjoy the update.
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