Jump to content

ProgorMatic

Members
  • Posts

    26
  • Joined

  • Last visited

Everything posted by ProgorMatic

  1. I'm new to Kerbal Space Program, but I mod almost everything I play, and this game looks to be quite fun to mod, especially enhancing or using existing mods like this one, Interstellar, TAC-LS, MKS, etc. I think I've got this mod working on 1.11. One of the... easter eggs... was not compatible, so I just stopped it from generating for now. I also had to figure out where the Psi-Cartographer dlls went to get that part working. Are people still interested in updates to this mod? If so, I'll update the source code and post instructions to get it running. @seanth are you still interested in maintaining this mod or do I need to start my own repo? Everyone else, the source code is licensed GPL, so seanth has technically already given everyone free reign to make and publish modifications, provided they also release their updates as Free Software. If I don't get his permission, I'll probably pick a different name for my version anyway, just in case he comes back and wants to continue in his own direction. I like the option of converting to python, even if programming in qBasic does bring back long-lost memories of my first programming language... from 30 years ago. If so, Qt will give some basic windows and dropdowns to simplify the GUI. For me, the go-to language for this kind of project is javascript though - and either electron for a desktop experience or a static SPA hosted on github (create your galaxy in a web gui, then download and unzip to GameData). For me, the goal is to build an end-game experience where a player can build a galaxy that is completely unknown. The story for my playthrough is something along the lines of: another star is on its way and expected to merge with Kerbol in 100 years. The Kerbals are relatively safe until then, but the Kerbol system will cease to exist as they know it. Time is of the essence to catalog, explore, and colonize other life-supporting worlds before time runs out. Victory condition: 1000 kerbals have left the Kerbal system by year 100 and made their way to other planets that have Oxygen, water, and enough flat land to build a completely self-sufficient base with the capability of continuing the Space Program indefinitely. To make this interesting, especially the habitable worlds need enough variation that once the colony ship arrives, they might find out that yes, the planet supports life, but only in the oceans because the only land mass is a giant super volcano. Or the only land is mountainous, narrow islands that can't properly support a base with a long, flat runway. Or land is plentiful, but mostly desert because water is so scarce that it couldn't support a growing population. These worlds might support a post-year-100 rest stop and temporary base on the continued quest for New Kerbin, but the colony ship must be repaired, restocked, refueled, and eventually continue its quest for Kerbinkind's final destination. This means I'd need to give more knobs to turn on the number and types of habitable worlds available. Also, simplex noise, no matter how much you tweak it, doesn't provide this kind of variation. So I'm considering integrating an extension of @redblobgames work: https://www.redblobgames.com/x/1843-planet-generation/ It simulates techtonic plates and biomes to build the high-level details (continents and mountains), then uses simplex noise for high-frequency details (hills and valleys). If people are interested in me continuing the work here, I'm looking forward to it. @seanth if you'd prefer me to work on my own mod so you can take this one in a different direction, I understand.
×
×
  • Create New...