[Starsector Mods][0.95.1a-RC6] More Planetary Conditions 2.1.0a

  • Post category:Mods
  • Post comments:0 Comments

More Planetary Conditions

REQUIRES LAZYLIB

Adds a number of custom planetary conditions, each with their own unique mechanics, scripting, and behavior, that hopefully set them apart from everything else.

Probably not safe to put into a existing save.
DEFINITELY not safe to remove from a existing save.

Current conditions:

Spoiler: click to expand
Anti-asteroid satellites
Arrays of anti-asteroid satellites surround certain planets. These satellites suppress the asteroid condition, increase ground defense, decrease pather interest, and reduce accessability. However, what they’re most useful for is the fact that they bolster the orbital defenses.
If you attempt to interact with a planet with satellites in orbit, and 1. its uncolonized, 2. your transponder is off, or 3. youre hostile to the planet, you cannot interact with the planet. Period. Not until you defeat the satellites and any nearby fleets in combat (or turn your damn transponder on).
In combat, the satellites are cruiser-sized modular ships. Their core and connector modules have incredible range and can harass you from a distance further than a station, and a pair of heavy combat modules prevent any damage from being snuck in. The satellites have one achilles heel-they cannot turn, they cannot move, and can be flanked. You can also shoot out the connector module from between the heavy combat modules to instantly destroy the connector module, frontal struts, and heavy combat modules.

These satellites will respond to ANY combat thats on top of the planet. AI, player, you name it, as long as its neutral with one side and hostile to the other.
The satellites ally with whoever holds the planet at the moment. They also engage anything that attempts to preform hostile actions on the planet (raids and such) much like a station would.

Example video of what they can do:
https://cdn.discordapp.com/attachments/707825513468526632/1022979310765735946/Base_Profile_2022.09.23_-_17.13.41.01.mp4

Gallery: https://imgur.com/a/oAFxxmw

Download: https://github.com/nikothedude/MorePlanetaryConditions/archive/refs/heads/release.zip
Repo: https://github.com/nikothedude/MorePlanetaryConditions

If you want to quickly experience the satellites, make a new game and run FindPlanetsWithConditionId niko_MPC_antiAsteroidSatellites , then go to a provided location.

Spoiler: click to expand
Changelog
2.1.0a
Removes magiclib dependency

2.1.0
MAYBE SAVE COMPATABLE I DONT REMEMBER
Makes satellites work a bit more consistantly
Raesvelg now starts with satellites (You can generate satellites on planets via the config)
Hopefully fixed an edge case crash

2.0.0
NOT SAVE COMPATBLE
Massively refactors most of the mod
Fixed a few critical bugs
Fixed a few misc bugs
Changed some satellite stats
Game should be significantly more stable

1.0.5a
LIKELY SAVE COMPATABLE

Fixes up a few things from the last updates and polishes it

1.0.5

HOPEFULLY SAVE COMPATBLE

Laid very initial groundwork for next condition
Made a workaround for a bug that caused a crash when a game was loaded

1.0.4
INCOMPATABLE WITH PREVIOUS SAVES

Added a few config options for discovering every satellite at once
Added a stopgap for the satellite fleet drift issue by forcing the satellite fleet on fleets interacting with the planet to orbit the planet
Improved station digging code so that it almost always finds the satellite entity and returns important data, even if the entity we interact with isnt a station
Added a lot more debug code that should hopefully catch and resolve scenarios where entity is null apon application of the satellite condition
Improved code for fighting your own faction’s satellites to use a better method
Increased satellite sensor profile to 3 from 1

Backend:
Documented campaignplugin heavily
Misc documentation and annotations
Misc nullchecks
Misc naming improvements
Deleted unneccessary files, renamed a few to be more descriptive and accurate

1.0.3
Added a few config options for enabling/disabling a few features
Reworked some of the backend
Satellites now always defend markets and stations if you interact with them
Upgraded debugging
More station compatibility

1.0.2
Fixed NPE on fighting station markets

1.0.1
Fixed NPE on simulation
Removed weapons from the game, they were unused
Added tips
Satellites can no longer turn
Most likely save compatable? Probably?

1.0.0

Release
Satellites no longer spawn in core worlds.
Fixed up some combat AI.
Polished some things
Fixed the console command

1.1.0_beta:

Added a new console command, FindPlanetsWithConditionId (conditionId). Lists all planets in the game with a given condition. Syntax: FindPlanetsWithConditionId (conditionId)

1.0.0_beta:

Finishing up the beta stage. All major bugs seem to have vanished and functionality has never been better.
Added a new very rare swarm variant. This one will kick your ass.

0.0.6_beta:
Adds a bunch of questionably balanced variants. Fixes a few bugs. Reduces satellite DP to one to hopefully let their allies deploy more ships.

0.0.5_beta:
Reworked a lot of the backend. Improved a lot of ***, although in a way that makes me unhappy.

Next update will probably be a huge quality pass.

0.0.4_beta:
Fixed a few crashes.

Improved polish further.
Buffed satellites FP.
Buffed satellite range.
Nearly perfects fleet interception.

More misc changes. All in all, its way more playable now.

0.0.3_beta:
Fixed a few crashes.
Improved the functionality of hostile fleet interception. It now works. Somewhat.

You can now fight your own colony’s satellites.
Improved the description of the condition.
Added illustrations that arent placeholders.

Misc polish and ***.

0.0.2_beta:
Fixed a NPE when loading saves. Hopefully.

Please tell me if you get any strange crashes at random, I found a possible hole in the logic of my design (I am assuming many variables will not be null, they may be).

0.0.1_beta:
Satellite balance: Nerfed the range of the satellites, reduced the number of the satellites, reduced the amount of harpoons on the heavy combat modules, reduced the health/armor of the heavy combat modules. Satellites now start at 70% CR.

New features: Untested framework for fleets being attacked by satellites if the fleets want to attack the planet.

New description for satellites. New sprite for satellites in orbit of entities.
Cleaned up some backend code.

Many more misc changes I won’t be assed to document until release.

0.0.0_beta:
Beta release


See the gallery for images

That’s dope!
I am sorry but I crave more, moooore planetary conditions and yes, I am using Unknown Skies and also Lights Out for (more) moons. My body is beyond ready.
No pressure!

E: Planetary conditions? Anomalous and “alien/unknown” structures, Roche limit, tidally locked, ring world, planet sized/planetary super computer, “Gaia” style Boltzmann brain shenanigans, strange/dark matter, radioactive, machine civilization, Van Neumann probes stacked on the planetary surface, liquid Biomass “atmosphere”, living planet/planet sized (symbiotic) organism, planetary engines (which possibly ignore gravity and do other magic things), … Sooo many options, my body is ready – Maybe I should start modding, oh noes!
Isolated humans but not deciv, maybe non space faring, hedonist and locked in VR, alien infested, false planet which hides X, ruins from Kardashev type 1-5 tier civs…
E2: Supermassive core, strange matter core, sun like/fusing core, hollow/layered planet, (alien) beacon, strategic site, exotic resources, inactive X but if disturbed… Gosh am I exited, don’t mind me :D
Hypershunt-transmitter-repeater, “inverted” planet whatever that means, compressed crystalline planet…


https://media.discordapp.com/attachments/707825513468526632/1013636980095074334/Jdk7_2022.08.28_-_22.30.40.04.mp4

if anyone cares to download, here’s a video showcasing the orbits of the satellites


Mod has been updated to 0.1.0_dev, making the condition actually use proper condition spawning logic. It’s a lot rarer now, so the mod is now actually usable.

.

mod is now in alpha, aka code for “this probably will be playable but might break your game becaues its still heavily in development”

Mod is now in beta, meaning most core functionalities are implemented!

This looks really cool! can’t wait to see ingame

Mod is now in beta, meaning most core functionalities are implemented!

:D


Since I dunno about the rules here for double posts and I dunno if an edit bumps the thread…

So here goes my quick test run:
I tried to test the mod with my current but retracted(?) Magiclib 44.1, I deleted the version requirement to enable the mod and generated a new sector with my 150 or so mods… I popped survey all into the console, scrolled the planets list and visited a bunch of systems and… Nothing.
I could not find any conditions generated by your mod.


Since I dunno about the rules here for double posts and I dunno if an edit bumps the thread…

So here goes my quick test run:
I tried to test the mod with my current but retracted(?) Magiclib 44.1, I deleted the version requirement to enable the mod and generated a new sector with my 150 or so mods… I popped survey all into the console, scrolled the planets list and visited a bunch of systems and… Nothing.
I could not find any conditions generated by your mod.

Well, they’re rare as hell. That’s the balancing factor to them being super strong. You mightve just gotten unlucky, since they have a very low chance to just not spawn.


So maybe I just got unlucky if they are so rare., I did not consider the option of them being so rare :(
Or I am blind and I did not notice one of your planetary conditions while scrolling the list. Or something interfered with your mod. Well, anyway, thanks for making this mod, I reaaaalllly crave more planetary conditions to spice things up so I will visit the thread occasionally. :D

So maybe I just got unlucky if they are so rare., I did not consider the option of them being so rare :(
Or I am blind and I did not notice one of your planetary conditions while scrolling the list. Or something interfered with your mod. Well, anyway, thanks for making this mod, I reaaaalllly crave more planetary conditions to spice things up so I will visit the thread occasionally. :D

Good to hear it! This kinda positive feedback is the lifeblood of my motivation to make this ***, so I’m grateful to have someone who likes this stuff.


The mod is FINALLY released. Im happy with it.

Leave a Reply