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RELEASED FrackinUniverse (Archive)

Discussion in 'Planets and Environments' started by sayter, Jan 6, 2014.

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  1. sayter

    sayter The Waste of Time


    uhhh yes it does.

    Code:
    "slimeworld", "irradiated", "bloodstone", "urban wasteland", "penumbra", "crystalmoon", "bog", "sulphuric", "iceasteroids", "icewaste",
    snippet directly from the downloaded file
     
  2. Ravenholme

    Ravenholme Big Damn Hero

    Is it going to be a full set or just the helmet? Because going by the helmet, a full set of it would look AWESOME. (Seriously, your sprites rock)
     
  3. sayter

    sayter The Waste of Time

    the helm is just a slightly altered and recolored version of a vanilla look for that helm. but ill be changing that helm, more than lkely, so that its more my "own", and a lot uglier since its made from a plant composed of blisters. We'll see though, since I kinda like how it looks now.

    for now, probably just a helm. Animations are something I don't currently have the time to play with :)
     
  4. sayter

    sayter The Waste of Time

    Works fine, as far as I know. Other people that use SMEE are using it and are saying it works just fine. Maybe try reinstalling both mods and the compatibility patch. Also, make sure SMEE is not simply included in a modpack, as that could be the problem. it must be the SMEE mod itself, not the SMEE mod in a modpack
     
  5. Ravenholme

    Ravenholme Big Damn Hero

    That's totally understandable, though I do also hope to see some full sets of biotech armour once you've integrated everything you view as more critical. As I think I mentioned way back when you released FF, I dig your visual style, adds some much needed alien-ness to Starbound's visuals.
     
  6. Scouren

    Scouren Scruffy Nerf-Herder

    No it doesn't, I just downloaded this a minute ago and opened the patch folder's celestial config file. None of the newly added biomes are there. Only the Vitsotu patch has the new biomes.
     

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  7. TeddyTeeth

    TeddyTeeth Void-Bound Voyager

    You're awesome! I'm really loving your mod. Thank you!

    Um. So, I'm in a Proto Biome...just curious, are these plants supposed to pop into ice?
    Screenshot (103).png
     
  8. TeddyTeeth

    TeddyTeeth Void-Bound Voyager

    I get stuck in infinite warp when trying to go to penumbra planets on mine.
     
  9. sayter

    sayter The Waste of Time


    wtf? That's a little strange. I'll delete it and reupload it again, despite already doing that the last time you mentioned the problem.


    Ah, now I see what the problem is. I linked the file incorrectly from the main page. Try redownloading it again. Not sure how I pulled that one off :)
     
  10. sayter

    sayter The Waste of Time

    again: starbound.log file , please. Telling me there is an error is great. But I cannot fix what I cannot diagnose.
     
  11. Jeoshua

    Jeoshua Existential Complex

    My only complaint at this time is that there are so many new biomes being added that I'm having to move to different areas or reset my universe about once a week now. It's a good thing, tho.
     
  12. sayter

    sayter The Waste of Time

    I think I am going to have no choice but to change up the celestial.config file to generate universes with extra temperature zones, and streamline where and when certain types of worlds can appear. That should help spread things out more. It's not mandatory by any means. But I do find that the random generation of solar systems results in a rather uneven spread, pretty much all the time.

    IE: One solar system, I found ELEVEN ice wastes. In another I found only 1, as would be nice. But then there were 6 Bloodworlds. There is no reason for more to appear other than random chance, since I have no weight set to the spawn frequency.


    As such, I think I'll do this (similar to what Visotu does, though more robust)

    Add extra temperature zones as per what Starscape does. So you have Hot/Mild/Cool becoming: Scorching/Hot/Warm/Average/Mild/Cool/Cold/Frozen.

    And then you have "rarity" of systems going from the default: Moon/Planet to Moon/Planet/Rare Moon/ Rare Planet/ Extremely Rare Planet/Extremely Rare Moon


    something along those lines would probably help with the spread substantially.


    In this way I could "enforce" that the vanilla biomes get slightly greater prevalence than any new ones.
     
    Last edited: Jun 4, 2014
    Ravenholme likes this.
  13. Jeoshua

    Jeoshua Existential Complex

    I find one or two of those types of systems frequently, particularly the ice worlds. I have even found several star systems that, on their outer edges, have planet systems with no less than 6 ice wastes as planet and companions. It actually gave me an idea, outlined below.

    If you're going all out like that, in the world generation code, I have a suggestion. I've noticed that Gas Giants have around the same number of planets as any other planet-moon system. It would be nice if different environs like that had differing chances for planetary types and sizes. Gas Giants should have more numerous and less massive companions. Also, no planet should ever have a companion that is larger than itself (!!).

    I like the temperature zones, there. Possibly the frozen area could have a sub zone (or be the actual zone) for an Oort cloud. Planet systems here would only happen at extreme distance from stars, and would consist of only tiny or very small icy bodies, and maybe some asteroids. Basically these would be cometary repositories. They would also be rather numerous. It would always be night on these worlds, being far enough from their parent star that it's just another particularly bright star, in the sky. You could maybe also set up a "planetary system type" of Asteroid Belt. I realize asteroids are already a thing, but having a whole planetary system that's just one massive Asteroid world, along with a couple of smaller Asteroid worlds in it (separate "drifts") and one or two tiny worlds (Like Ceres and Vesta in our planetary system). Those tiny worlds, of course, would be very likely airless, and almost certainly ravaged by frequent meteor showers.

    Finally, raw distance from the star, as opposed to just temperature, would do well to adding another layer of complexity. Planets near to the star would be prone to being sucked in, and thus would be less numerous. They should have fewer moons, too, since small gravitational perturbances in this zone would lead to catastrophic de-orbiting and being consumed by the local sun. Farther out, you would have a different problem, since the orbits are so big that matter randomly distributed around an orbit doesn't have frequent enough encounters with the other matter (due to the huge volume of the orbital space) to have large bodies coalesce into planets. That doesn't mean there isn't something out there, it's just very sparse (hence the Oort cloud suggestion, above).

    These ideas might not seem connected, but they are. They are basically sub-headings under "Planetary System Types". I'm not sure if it's a concept that the game understands, but basically it's having a template that gets filled for differing configurations of planetary companion systems. The Asteroid Belt and The Oort Cloud are two examples of an orbit that had enough matter to form a fully fledged planet, but due to gravity (from nearby Giants, or lack there-of, respectively) did not coalesce very much, and remained sparse. Gas Giants are another example, as might be Hot, Normal, and Cryo Gas Giants. Those would have Few, Many, and Fewer again companion bodies surrounding them. Also Terrestrial Systems, which could have any number of moons, more likely to be on the low side, could form anywhere in the orbital plane, but could not exist near Giants (and would be rather generated as Asteroids).

    And another temperature zone: Epistellar. Same rules as Hot, but the sky is made of FIRE!

    I'm not sure how realistically set up the code is for the generation of the planetary systems, and if these would be feasable in the modding realm, but the Gas Giants being really bare and the planets having moons that outsize them by two classes are really distracting.

    And if I've gone too out of scope with my suggestions, I apologize. I hear someone talking about my (second) biggest gripe about the game, the lack of realistic biomes and planetary systems, and I get excited :D

    I might take some of this to the Suggestions form, just to get the idea out there.
     
    Last edited: Jun 5, 2014
  14. Jeoshua

    Jeoshua Existential Complex

    (To separate this one out, a bit...)

    New Fuel: Helium 3
    Found only on airless worlds, asteroids, and in general, the solar wind of warm temperature zones (hence airless worlds and space only).
    Regolith (surface sand from lunar bodies). Extract at Smelter or (insert appropriate FF Workbench here) from Tiny amounts possible on Ocean worlds?

    Use to fuel ship. Also makes it so that you don't need being found on asteroids in the game, which is really just so that you're guaranteed enough fuel to get out of the area. This obliviates that need. Coal comes from biological materials, mainly in Earth's Carboniferous peroid. Possibly there would be carbonaceous, sooty asteroids, but nothing really like Coal.
     
  15. sayter

    sayter The Waste of Time

    Yea, that's just a tad more advanced than I think we can do. I haven't even seriously looked at the code for it yet, as I have a HEAP of things in this update already to worry about :)
     
  16. Jeoshua

    Jeoshua Existential Complex

    Yeah, it was a long rant, sorry. I still think the core ideas of a "Rock Garden", a "Comet Cloud", and a "Fire world" are good ideas for new biomes. And Helium 3 being extractable from moon soil instead of finding coal there would be exactly on-point for the kind of additions I've seen in this mod, already.
     
  17. sayter

    sayter The Waste of Time

    I don't disagree with any of your points, don't get me wrong :)

    Not sure I want to add another fuel source though. The new updates recently have given us bio-fuel, erithian bio fuel, AND protocyte fuel. Plus coal, uranium, plutonium and solarium. That's a lot of fuel sources. But, that doesn't rule it out. Options are always nice. I'll keep it in mind :) The new update adds some planet-type specific ore tables anyhow.

    It's also useful in nuclear fission, which is something I've already started working in there in tiny pieces. So there is precedent for it's use in other recipes.

    It's also used in cryogenics, if I am not mistaken.
     
  18. sayter

    sayter The Waste of Time

    Okay, for the next update I am effectively re-writing all the quests. With all the new worlds, I now have some reorganised or entirely new resources. As such, I need to guide the player to different world types to gather these new things. So, I may as well just do them all.

    As players, what needs to be in the quests that currently is not? What should NOT be in there that currently is? Anything along those lines. Right now, sadly, we only have Gather type quests. They'll have to do for now. So either "get thing" or "make thing" suggestions only, please.
     
  19. Jeoshua

    Jeoshua Existential Complex

    Well I noticed, when doing the quests from the start of the game, that I quickly reached a point that I had to wait until some later date to collect some resource (like protocyte, for example), because that planet type was inaccessable in the early game. It would be nice to have some quests that deal with other aspects of the mod, like what we're actually doing with all this genetic material we have been gathering.
     
  20. sayter

    sayter The Waste of Time

    Yes, for sure. Part of the rewrite is to add more to the Crafting quest line for this exact purpose. With all the new planet types, there are heaps of new ways to get what you need, as well.

    The new update will see the addition of some new gear, using some new materials. So you'll have a reason to gather different types of tiles. (ie: the purple crystal on Crystal Moons will be , for now, the ONLY source of Silicon. I had to give them a purpose, so there you have it. I'm not using silicon in much yet. A few recipes use it, but that will likely expand in time.

    Youll have less downtime between questlines with the rewrite, and most quests will be tougher to complete. For example, you'll need more than 1 or 2 of a resource to reach most follow-up quests. Not for the extractor, so much, as the other stations. No one wants to be forced to mine 6000 tiles to progress. But I don't think it's unfair to ask for "50" silicon in place of 2.

    I'm also toying with the idea of giving new characters some additional starting gear.


    Here's the current structure I have as an outline on the quests. Now I need to fine tune it so things link up nicely, and fill in any gaps that exist here.

     
    Last edited: Jun 6, 2014
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