Planetfall 2.0 (apparently)

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DGill
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Re: Planetfall 2.0 (apparently)

Post by DGill »

Cholmondely wrote: Sun May 25, 2025 6:54 pm
So the first solution is still genocidal. The second solution restores the status quo ante - back to non-Feudal landing sites (Amazonius Starbase - Customs Control) & New Wakefield (Department of Trade).

But I'll next try landing again and see if I have a bit more luck.

Might it be that the Feudal Landing sites are just not specified anywhere for Onormala?
It works fine for me on a PC.

Have you tried gal 1 - 6 to see if it works there?
else disable Feudal_States_Extended.oxp by removing the ,oxp and seeing if that works.
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Re: Planetfall 2.0 (apparently)

Post by phkb »

No, it was me. I introduced a bug in my update to Feudal_PlanetFall.oxz. I'll get a patch out shortly.
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Re: Planetfall 2.0 (apparently)

Post by phkb »

OK, patch is out (v1.4) which should correct the issue of no landing sites in Feudal systems.
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Re: Planetfall 2.0 (really!!!)

Post by Cholmondely »

That seems to do it! Not landed yet, but there is now a Feudal Hunting Lodge on the planet.

Hurrah!

The Thargoids did not prevail!



The Bard:

In the shadowed depths of Jaftra's night,

Where stars once shimmered, now lost from sight,

The Thargoids came with their chilling might,

Yet from the ashes, rose those who fight.

Brave souls who weathered the tempest's roar,

With hearts unyielding, they stood at the fore.

In the face of despair, they forged a new way,

Defenders of hope, they would not sway.

Through the chaos and fear, they held their ground,

In the silence of space, their courage resound.

With ships like phantoms, they danced through the fray,

For the fallen and lost, they would not betray.

O survivors of Jaftra, your spirit shines bright,

In the annals of history, you are the light.

With every new dawn, your legacy grows,

In the heart of the cosmos, your bravery glows.

So let us remember, as we chart our own course,

The strength of the few who faced the dark force.

In the vastness of space, your tales will inspire,

For the survivors of Jaftra, we raise our fire.
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Planetfall 2.0 (apparently)

Post by Cholmondely »

Just to confirm - the new rejig works fine, Thank You!

Landed at the Palace of Fortitude (Feudal Lodge) and was able to grab a flitter to the Royal Court.

Now en route to the Wild West with a cargo of Ceremonial Swords for the Court of Isbeen.


The Bard: (lightly edited)

In the realm of stars where the traders roam,

Through the cosmic winds, they call it home,

A ship sails forth, its hull gleaming bright,

To deliver the swords, a ceremonial rite.

Crafted with care, in the forges of old,

Each blade tells a tale, of valour and gold,

Forged in the fires of battles long past,

A symbol of honour, a legacy cast.

Isbeen awaits, in the shadows of night,

A leader of legends, a beacon of light,

With each sword bestowed, a promise is made,

To uphold the honour, never to fade.

Through asteroid fields and nebulae's glow,

The crew stands united, their spirits aglow,

Navigating dangers, with courage and pride,

For the fate of their kin, they shall not divide.

As they approach, the station looms near,

The whispers of history, echoing clear,

With ceremonial swords, they honour the past,

In the galaxy of Jaftra, their legacy lasts.

So raise up your blades, let the Ooniverse hear,

The tales of the brave, the stories we cheer,

For in every delivery, a bond is reborn,

In the heart of the stars, a new dawn is sworn.
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Planetfall 2.0 (apparently)

Post by phkb »

Version 2.17 just released. Not a huge update, just doing the whole "move text to missiontext.plist for easier localisation" thing. And also removed the monkey patch on Market Inquirer as it's no longer needed.
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Re: Planetfall 2.0 (apparently)

Post by Wildeblood »

phkb wrote: Mon Jun 09, 2025 6:55 am
Not a huge update, just doing the whole "move text to missiontext.plist for easier localisation" thing.
Having been there, done that, I don't under-estimate what a tedious chore it is. I want to say that I appreciate your effort.
"Must keep this response efficient to preserve remaining context."
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Re: Planetfall 2.0 (apparently)

Post by phkb »

Wildeblood wrote: Mon Jun 09, 2025 7:00 am
Having been there, done that, I don't under-estimate what a tedious chore it is.
Some are certainly easier than others, that's for sure!
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Re: Planetfall 2.0 (apparently)

Post by Cholmondely »

phkb wrote: Mon Jun 09, 2025 7:02 am
Some are certainly easier than others
I've finally started adding in the Lore-based landing sites to Famous Planets oxp. And it even seems to work!!

Questions:
1) what if the lore only names one site and I'm happy for the others to be randomly created and randomly named (by PF2/Galactic Almanac etc.). Is this doable?



2) And, at a later stage, if I want landing at Larais to be suffused in an orange fog with no visibility...

Image

Vanilla F7 screen: This world is a revolting revolving dump (Old Galactic Catalogue Entry for 1:177 (Larais))

Famous Planets:
In the past, Larais was an industrial planet, churning out fusion energy products. After the discovery of Quirium, fusion power became quickly obsolete. The industrial complexes on Larais became deserted and polluted. Three centuries later an airborne plant species was developed and Larais switched to an agricultural economy, even though the planet is permanently shrouded in a thick, orange haze. No-one knows exactly what secrets are to be found at ground level as the industrial fog is simply too dense.

Drew (Mutabilis):
Larais was not a beautiful planet, in fact the Galactic Census entry was short, somewhat ‘tongue in cheek’ and to the point – “This world is a revolting dump.”

As accurate as this currently was, the description didn’t do justice to the planet’s past. Long ago it had been an industrial planet, churning out fusion energy products: drive cores, reactors, missile warheads and the like. It was the centre of an atomic industry shipping products all around the eight galactic regions and one of the richest planets in the quadrant. Virtually the entire surface of the planet was covered in factories, power plants and vast condominiums built to house the billions of dependent workers.

A downside of this was severe pollution, but huge atmospheric scrubbers kept the air breathable for the most part, although a constant thick orange haze of hydrocarbons blanketed the planet in a permanent shroud.
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Planetfall 2.0 (apparently)

Post by phkb »

Cholmondely wrote: Tue Jun 24, 2025 11:35 am
1) what if the lore only names one site and I'm happy for the others to be randomly created and randomly named (by PF2/Galactic Almanac etc.). Is this doable?
Not at the moment, but I think I can make something work that will allow some mixing and matching.
Cholmondely wrote: Tue Jun 24, 2025 11:35 am
2) And, at a later stage, if I want landing at Larais to be suffused in an orange fog with no visibility...
Again, not at the moment. However, I've already got a system whereby night-side landings have a dark-blue filter applied to the normal visuals. There might be a way I can allow for customisation of the filter.

Anyway, I'll dive into this tomorrow and let you know what I come up with.
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Re: Planetfall 2.0 (apparently)

Post by Cholmondely »

1) what if the lore only names one site and I'm happy for the others to be randomly created and randomly named (by PF2/Galactic Almanac etc.). Is this doable?
phkb wrote: Tue Jun 24, 2025 12:10 pm
Not at the moment, but I think I can make something work that will allow some mixing and matching.
No need. I'll just put on my thinking cap and work out how to bamboozle Wilde the Blood to come up with some decent names!
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Planetfall 2.0 (apparently)

Post by Cholmondely »

Cholmondely wrote: Tue Jun 24, 2025 11:35 am
2) And, at a later stage, if I want landing at Larais to be suffused in an orange fog with no visibility...
phkb wrote: Tue Jun 24, 2025 12:10 pm
Again, not at the moment. However, I've already got a system whereby night-side landings have a dark-blue filter applied to the normal visuals. There might be a way I can allow for customisation of the filter.

Anyway, I'll dive into this tomorrow and let you know what I come up with.
There are a number of things along these lines.

Here is a synopsis for Galaxy 1 / Santaari

Larais, as above

0,8 Zaatxe
(Effect: vicious sandstorms) - sand “mining” plants and computer factories near sand deserts.

0,10 Teaatis
(Effect: increased wear and tear from acid clouds)

0,16 Rizala
(Effect: mystic blue and purple light)

0,19 Azaqu
Effect: Lobstoid city beneath the sea?

0,20 Retila
Cities are underground due to solar flares

0,89 Beusrior
Effect: snowstorms?

0,100 Vetitice
+ Parking Meters effects?

0,129 Zaonce
(Effects: Hurricane Kev, Volcano del Plasma)

0,153 Aona
Dark Wheel places everything underwater with only volcano tips poking out! But Vanilla/Povray/Stranger’s FPO textures don’t show any of this.

0,154 Isinor
St Standing (Capital township!)
Special Effects: No other ports unless landing in a Moray!

0,186 Zarece
Effects - needs cloud cities
And thus dock at Cloud Cities not at space ports?


I can't see doing them all. But one or two might be easily doable if you can manage Larais. (white snowstorms for Beusrior/mystic blue and purple light for Rizala/vicious sandstorms for Zaatxe et cetera).
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Planetfall 2.0 (apparently)

Post by Bicorn »

I've been playing with this for a while now, and I'm finding the turbulence pretty intense even with stabilisers; there's so much jitter that it's interfering too much with my enjoyment of the atmospheric view. I eventually ended up just turning turbulence off in the config, but it'd be nice if there was a config option to reduce it instead.

Are stabilisers supposed to reduce turbulence automatically? I felt like there wasn't much difference with or without them.

For the on-planet markets, I notice the explanation for what the various settings do appears to be missing from the wiki. It's on the table of contents, but the links lead nowhere. Why are the markets all disabled by default, by the way?

Also, a little cosmetic issue - in the landing image sequence, I'm seeing cloudy skies even when landing on a moon with no atmosphere.

Incidentally, is there a way to suppress automatically going from yellow to red alert when close enough to the planet? The WOOP WOOP and ColuberHUD switching to combat configuration is a little distracting.
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Re: Planetfall 2.0 (apparently)

Post by phkb »

Bicorn wrote: Tue Jun 24, 2025 6:50 pm
I've been playing with this for a while now, and I'm finding the turbulence pretty intense even with stabilisers; there's so much jitter that it's interfering too much with my enjoyment of the atmospheric view. I eventually ended up just turning turbulence off in the config, but it'd be nice if there was a config option to reduce it instead.
A scaling factor will be in the next version.
Bicorn wrote: Tue Jun 24, 2025 6:50 pm
Are stabilisers supposed to reduce turbulence automatically? I felt like there wasn't much difference with or without them.
They essentially halve the maximum impact of turbulence. But if you're on mouse/keyboard I'm not sure how that would feel. Hopefully the new scaling factor will make a difference.
Bicorn wrote: Tue Jun 24, 2025 6:50 pm
For the on-planet markets, I notice the explanation for what the various settings do appears to be missing from the wiki. It's on the table of contents, but the links lead nowhere.
There are so many options, I thought it best to hide it all by default, otherwise you'd spend ages paging through all the info. In the "Options" section (in the body, not in the contents), there should be a link on the right labelled "Show me everything". That will unhide the options. Click the "Turn it off! Turn if off!" link to hide them again.
Bicorn wrote: Tue Jun 24, 2025 6:50 pm
Why are the markets all disabled by default, by the way?
I couldn't work out a "best" default, given these markets are so close to the main station. My thoughts, if I'm pushed reluctantly into lore, are that the main station is where cargo is offered to traders. Planetary markets are off limits by nature of the GalCop agreement each system has signed. (No doubt someone will be along shortly to tear my lore explanation to shreds, but that's par for the course!).
Bicorn wrote: Tue Jun 24, 2025 6:50 pm
Also, a little cosmetic issue - in the landing image sequence, I'm seeing cloudy skies even when landing on a moon with no atmosphere.
Yeah, that shouldn't happen. Must be a bug in there somewhere. I'll have a look.
Bicorn wrote: Tue Jun 24, 2025 6:50 pm
Incidentally, is there a way to suppress automatically going from yellow to red alert when close enough to the planet? The WOOP WOOP and ColuberHUD switching to combat configuration is a little distracting.
I'm not sure. The fact is, you are perilously close to the surface by the time the docking sequence kicks is. If you don't dock (for whatever reason), you are is serious danger. But I'll have a look and see if I can suppress it somewhat.

And thanks for the feedback! Super helpful!
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Re: Planetfall 2.0 (apparently)

Post by phkb »

Cholmondely wrote: Tue Jun 24, 2025 1:05 pm
No need. I'll just put on my thinking cap and work out how to bamboozle Wilde the Blood to come up with some decent names!
Well, I did it anyway! In the next version, adding a blank entry to the location overrides roles and names will add a standard randomised location.

For example, this expands the Lave OXP's landing sites:

Code: Select all

    var pf = worldScripts.PlanetFall2;
    pf._locationOverrides["0 7"] = {
        main: [
            {
            	// a blank entry (ie "") means "pick a randomised location"
                roles: ["capitalCity", "capitalCity", "leisureComplex", "factory", "", ""],
                
                // a blank entry (ie "") means "pick a random name"
                names: ["Ashoria (Capital City)", "Port Arcadia (City)", "Daphne Project (Leisure Complex)", "Cowell & MgRath Shipyards", "", ""],
            },
        ],
        moon: [
            {
                roles: ["colonyDome", "", ""],
                names: ["Imperial Palace (Colony Dome)", "", ""],
            }
        ],
    };
Note: I pulled the names back out of the descriptions.plist file to make this easier to read.
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