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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

Author Topic: [0.97a] Second Playthrough - Less Grinding, More Fighting  (Read 3351 times)

mllhild

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[0.97a] Second Playthrough - Less Grinding, More Fighting
« on: November 03, 2024, 03:28:23 AM »

Second Playthrough
Less Grinding, More Fighting





The mod requires
LunaLib
MagicLib
LazyLib


About
This mod aims to improve the replayability of the game Starsector.
- quicker start via less exploration
- set who hates you for more war
- no free storage, so you are forced to have a colony that you need to defend
- change up the sector by scrabling the system positions



What does it do:


Content controlled via Luna Lib settings.

1. Randomizing system position without breaking of missions (Random Core, Random Rim, Move Mod factions to core, Random All).

2. Mitigating access penalties for distance from the core worlds (10% Access bonus per 5000su from center of sector)
   
3. Remove storage from abandoned stations.

4. Custom Start Bonuses
   preliminary survey data / full survey data of X(0-100) percent of planets
   known location of hypershunts
   known location of cryosleepers
   known location of stations
   known location of caches
   known location of derelict mothership
   known location of derelict surveyship
   known location of gates
   ability to activate gates

5. Permanent Wars

    all vanilla factions hate you
    all non vanilla factions hate you
    Total War (everyone hates everyone)
    faction list vs faction list
    faction list vs you
    (see logfile if you want to know the name for all in game factions, the mod prints them all out when you start a new game)




Credits
The people from the Galatia Academy who helped me out all the time:
Lucas04, Kayssar, Histidine, Shoey, TwistOfChocolate, vladimirulyanov, ruddygreat, Fluffy Homete!

« Last Edit: January 22, 2025, 01:16:51 PM by mllhild »
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mllhild

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Re: [0.97a] X is now a Core World
« Reply #1 on: November 03, 2024, 03:28:35 AM »

Reserved
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TheHZDev

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Re: [0.97a] X is now a Core World
« Reply #2 on: November 18, 2024, 05:22:29 AM »

So interesting...maybe this can solve the problem of overlapping starsystem positions.
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PFleur

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Re: [0.97a] X is now a Core World
« Reply #3 on: November 27, 2024, 08:27:46 AM »

First, you should add the mod dependencies into the mod_info.json file, it looks to be lazy lib (for lunaLib), lunaLib (for mod configuration), and magicLib (hyperspaceCleanup() function (although just quickly going through the code I didn't see magicLib's hyperspace cleanup function called)) especially since those three are just commented out.
This solves the major issue with Nex's random core worlds but leaves me wishing there was a way to randomize planet type of the core/inhabited worlds.
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mrpras

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Re: [0.97a] X is now a Core World
« Reply #4 on: December 08, 2024, 03:07:06 PM »

Nice mod, maybe if spreading out across the sector you could add a balance adjustment to the impact of colony access so that systems don't collapse from being too remote.
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mllhild

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Re: [0.97a] X is now a Core World
« Reply #5 on: December 13, 2024, 03:39:27 AM »

So interesting...maybe this can solve the problem of overlapping starsystem positions.
Yeah I should add a check to prevent RNG from piling up starsystems.

First, you should add the mod dependencies into the mod_info.json file,...  especially since those three are just commented out.
Ups, getting right to it.

This solves the major issue with Nex's random core worlds but leaves me wishing there was a way to randomize planet type of the core/inhabited worlds.
For the uninhabited planets this would be viable.
For the inhabited planets the code would need to check if there is any industry that needs that resource, which would then cause problems with mods that add industries, so changing inhabited planet resources isnt a good idea, at most a few conditions can be added or removed.

Nice mod, maybe if spreading out across the sector you could add a balance adjustment to the impact of colony access so that systems don't collapse from being too remote.
I would need to add separate planetary conditions for increased access +10% .... +70% and then add them to the inhabited planets. Or I could add it to all planets and essentially disable the distance to core mechanic, reducing it to only be affected by nearby colonies.
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mllhild

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Re: [0.97a] X is now a Core World
« Reply #6 on: December 13, 2024, 02:22:50 PM »

Version 1.1 released
Added:
  • Access bonus in function of distance to core. (effectively disables the relevance of your distance to the core)
    This may need some fine tuning, since I gave rather generous bonuses
    Placeholder icon, since I have no idea what to do there and I dont think I can add an invisible icon.
    Enable in Mod Setting
  • Minimum distance between adjacent systems. Set to your desired level in Mod Settings. Code will try 10 times for each system before giving up and going to the next one.
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SCMDR_Aramantha

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Re: [0.97a] Second Playthrough - Less Grinding, More Fighting
« Reply #7 on: January 26, 2025, 05:09:08 PM »

Nice, mod will you add an option to have colonies at the start of the game? I want to skip colonization process and get straight to warring.
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