#Planterary Mastery
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@mint cove I would appreciate some help. I'm partially taking this one to expand my skill set, I have some self taught programing experience, so I'm looking to add Lua under my belt, as well as get into artistry ike sprite work, maybe even pick up Blender.
But obviously the priority is enhancing the gameplay, it is a mod after all
well my first thought is considering the absurdly long distance to the shattered planet, you would require a new thruster
are these crushing recipes and the stuff after them done in space?
flamethrower would be really cool. internally thrusters use a pair of fluids (oxidizer and fuel) while flamethrowers use only one. you would either have to make the thruster take only one fluid by connecting the second input to an infinity pipe, use only fuel for the flamethrowers (which I wouldn't like), or make the flamethrower fuel something you process into both fuel and oxidizer
That was the point of the advanced thruster fuel/oxidizer. The only reason i could see making a new thruster be developmentally cost effective would be to add direct combinator control of the efficiency, but at this point I feel like the thruster controls being non-existant finicky is a feature. But since the intent is just to get there faster, having a fuel/oxidizer that is just better meets that need.
I would modify the base game Flamethrower turret to use the thruster technical mechanics. It might require some kind of Mk2 Flamethrower, to pull off, but I think it should be possible to just have it so that if a flamethrower has a fluid that isnt either advanced fuel or oxidizer, it just simply will not accept anything else. Handheld flamethrower fuel would obviously be its own crafted item.
And yeah. The intent is to basically just make interstellar space kinda like a "sixth" enviroment. So the progression would go from "Nauvis -> Vulcanus/Gleba/Fulgora -> Aquilo -> Victory + Shattered Planet if you feel like it" to "Nauvis -> Vulcanus/Gleba/Fulgora -> Aquilo -> [sweeping base optimizations and overhauls] -> Interstellar Space -> Shattered Planet -> actual Victory" Hopefully it'll feel like there is actual progression between base game "Victory" and the Planet. You're using promethium science to do other kinds of research, and make the ships more reliant on what's between here and there, as opposed to how much critical supplies you can cram into the ship. Eventually a ship should be INFINITELY sustainable in space.
But there will be a shift from the ground factories producing ships that are just logistically just space trains, and also you build one to beat the game, and "maybe" one for The Planet. but i would hope that my new "post-game" content would be enough to incentivise priortizing building larger advanced platforms to create actual whole ass space factories.
well advancer fuel/oxidizer doesn't give you extra thrust, I believe you would require an additional thruster with much higher thrust to actually reach the shattered planet
The base game recipe doesn't, im talking about a whole new pair of fluids crafted with promethium.
well "provided thrust" isn't a property of the fuel
Yeah, but I can change the base game thruster to accept a different set of fluids and have better thrust if it's the advanced fluids.
that would be too complicated imo
I mean, its just background code. What info gets presented to the player and how I go about making that happen doesn't have to strictly line up as long as the functional result is the same.
If i say special promethium fuel yeilds 2x thrust, and the thruster makes 2x times thrust by using it, what's the issue?
its the technical part. you would have to swap the entity I guess
also UPS should somehow be addressed. promethium ships already tank UPS, I doubt you could afford actually reaching the shattered planet UPS wise if the asteroids work as current
Looking at the entity prototype data for thrusters, I should absolutely be able to hook into the base game thruster effectiveness relative to what fluids its using.
Also part of the flamethrower and advanced weapons. I was considering ripping using 1.0 rampants entity stacking for chunks though. Only caveat there is I'd probably have to also make chunks stackable on belts and inserters which could get WEIRD fast.
But for the Flamethrowers, the intent would be to solve UPS by just, mitigating the number of asteroids on screen en-masse.
this sounds interesting, can you explain it more?
Rampant would take biters and stack them into a single entity visually, and then basically turned the number of biters into "extra lives" for a single biter.
So rather than kiII 10,000 biters, you killed 100 biters 100 times each.
that would be an interesting way of doing it
if they managed to solve the performance issue this way, I suppose you could too
what would you say to a different kind of promethium asteroid? different health/resistances, but the same chunks
Well, if you're still trying to solve the UPS issue, it comes more to the volume of chunks. Tons and tons of the basic chunks because one huge chunk eventually makes so many regular ones. And the issue with those is no amount of AoE can kiII regular chunks despite being the most densely packed. But if you stack them, collectors can "one-shot" each chunk, and potentially entire stacks. I'd say that would be far more complex technically speaking than the thruster stuff is.
But I also don't see how a different asteroid type would very beneficial, unless it just had better yeilds, and so we could replace the amount of chunks in space for the same relative resource yeild. Have a "high purity" chunk that when processed produces the output of 10 chunks, and consequently allows me to toggle down default chunk spawning by 90% and solve the UPS that way...
Frankly that's probably way easier...
the higher purity one sounds pretty good
Actually yeah, cause there's so many issues with the stacking method.
Like how to make a collector reduce the stack while still grabbing a chunk.
Or how to have quality collectors target them.
I'm still with you on the flamethrower part, however idk how to make them create "clouds" of damage
Oh, just rip the poison capsule mechanics and recolor it.
And tweak stats to overpower asteroid defences.
Or make a special damage type exclusive to them that asteroids can't resist.
So instead of putting fire on the ground, when the flamethrowers are in space, they put these clouds at the target spot, and then give them the same asteroid drifting functions. I'd have to look into that more from the FFF's and protoypes to see how that works specifically, but at a base it's an entity so the modding should be just Frankenstein-ing the appropriate properties from asteroids and poison capsuls into a new prototype.
lmao right
Also, looking at the thruster protoype properties, I should absolutely be able to hook into their efficiency relative to what fluid they hold.
It might be as simple as "if promethium fuel and oxidizer then min/max efficiency values * 2"
Obviously not the exact code but it just floats the min and max efficiency relative to its fluid contents. So allowing the thruster to hold a different fluid pair would be worse than adjusting the efficiency for those fluids.
But I think I can just mod the protype to have third and fourth internal fluid boxes that are locked out or lock out the other two for regular fuel/oxidizer, and then efficiency calculations are done just down the line as they would be normally.
The advanced fluid boxes would just be weighted higher.
oh? I didn't think that was possible
Modding the thrusters in general or specifically that?
the thruster part
Yeah. You can just look up any prototype properties thorough the API site. So when the game boots up and loads the mods, i can basically just inject modifications to any base game prototypes like the thrusters.
well the performance only works based on fluid pressure
doesn't specify which fluid
I suppose you could have two thrusters on top of each other or something like that too
Exactly. So by using a different pair of fluid boxes internally that are exclusive to the first, if the second is empty, then the weight on the calculations is 1, and does nothing that the thrusters wouldn't already do. If there is fluid in the second boxes, then the first boxes are locked out, and the combined regular calculations and the weighting on them would make for effectively >100% efficiency.
what abount the visuals?
Oh, easy. Just recolor the sprites.
the sprite that is used is based off which fuel is present.
unless..... unless you make the "base" thruster consume both normal and promethium fuel, and add an invisible thruster on top of it which only consumes promethium fuel
If regular fuel, regular sprites. If advance fuel, recolored sprites.
Yeah, but thats double entities, and I'd have to figure out how to layer them in the same space, which means messing with tiles and stuff. Plus it's just begging for an error where the "invisible" thruster locks out the normal because it thinks it's being supplied normal fuel and vice versa.
well I'm unsure what you aim to do with them, but well if it works then it works
Wait, you aren't talking about the actual thruster structure are you? When you said visuals I thought you meant like the flame jet out the back while it's operating. I wouldn't change the actual thruster itself at all visually.