Concept: Update topics section

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Simon Brodtmann 2025-11-05 18:12:58 +01:00
parent d00dc09275
commit 8b1d03de02

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@ -175,37 +175,11 @@ Travelling to and between planets of this tier requires the space ship to be pro
Whether this tier should be the vanilla shattered planet experience or something else has to be discussed. Whether this tier should be the vanilla shattered planet experience or something else has to be discussed.
## New planets ## Planet topics
New planets are listed by their theme since they don't have a final name yet / a modded planet hasn't been selected yet. New planets are listed by their topic since they don't have a final name yet / a modded planet hasn't been selected yet.
Multiple themes could be combined into one actual planet if that seems fitting. Multiple topics could be combined into one actual planet if that seems fitting.
### Rules for selecting existing planet mods
#### Heavy adjustments
Finished planets that are almost what we need for Space Age Extended probably don't exist. It's clear that existing modded planets needs to be included but heavily adjusted to our needs. The original mod authors must agree to this and be informed and given the chance to include at least some of the adjustments themselves or make them settings of their mod.
#### No cargo drop restrictions
Wube didn't do it and we should stick to it too. The player can always choose to not import things from other planets when starting on a new one but that's not for the mod authors to decide.
There should be at most one exception if a planet fits really well but falls apart without this restriction.
Planets that natively restrict cargo drops shall make that configurable and Space Age Extended enforces it to be off.
#### No puzzles
Puzzle planets don't fit the Wube style and should be avoided. That probably rules out planets like Cerys, Rubia and Cubium.
#### Add new settings
Sometimes it's way easier to not do something in the first place instead of undoing it afterwards. The mod author must be willing to add new settings for such cases.
#### Split the mod
If there are mandatory dependencies that we don't want to include, the mod author must be willing to split the mod into a "base" mod without those dependencies (marked as internal) and a "standalone" mod that adds those things.
### Early phase planet ### Early phase planet
@ -216,7 +190,7 @@ Because why shouldn't I include my own modded planet (it's up for discussion non
* Properties: Easy enemies, easy mechanics. * Properties: Easy enemies, easy mechanics.
* Mod: Lignumis (the need for wood on other planets should be configured away). * Mod: Lignumis (the need for wood on other planets should be configured away).
### Space themed planet ### Space planet
To be discussed. To be discussed.
@ -225,28 +199,28 @@ To be discussed.
* Properties: No atmosphere. * Properties: No atmosphere.
* Mod: Muluna * Mod: Muluna
### Military themed planet ### Military planet
* Tier 2 * Tier 2
* Unlocks: Weapons and personal defense from other vanilla planets. * Unlocks: Weapons and personal defense from other vanilla planets.
* Properties: Enemies that are stronger than Nauvis ones, requiring new weapons and personal defense. * Properties: Enemies that are stronger than Nauvis ones, requiring new weapons and personal defense.
* Possible candidates: Castra, any planet with newly introduced enemies. * Possible candidates: Castra, any planet with newly introduced enemies.
### Production themed planet ### Production planet
* Tier 2 * Tier 2
* Unlocks: Production science pack (taken from Nauvis). * Unlocks: Production science pack (taken from Nauvis).
* Properties: - * Properties: -
* Possible candidates: Vulcanus, any planet that somehow fits the theme remotely * Possible candidates: Vulcanus, any planet that somehow fits the theme remotely
### Train themed planet ### Train planet
* Tier 3: Trains become weak with tier 3 unlocks so the upgrades should be put there. * Tier 3: Trains become weak with tier 3 unlocks so the upgrades should be put there.
* Unlocks: Train upgrades. * Unlocks: Train upgrades.
* Properties: long travel distances because of low resource frequency or islands. * Properties: long travel distances because of low resource frequency or islands.
* Possible candidates: Fulgora, Arig, Moshine, Pelagos, any planet with reduced resource frequency. * Possible candidates: Fulgora, Arig, Moshine, Pelagos, any planet with reduced resource frequency.
### Fusion themed planet ### Fusion planet
* Tier 4 * Tier 4
* Unlocks: Fusion power. * Unlocks: Fusion power.
@ -288,6 +262,32 @@ Personal tools and defense are distributed to be partially unlocked on Nauvis an
## Thoughts on specific planets ## Thoughts on specific planets
### Rules for selecting existing planet mods
#### Heavy adjustments
Finished planets that are almost what we need for Space Age Extended probably don't exist. It's clear that existing modded planets needs to be included but heavily adjusted to our needs. The original mod authors must agree to this and be informed and given the chance to include at least some of the adjustments themselves or make them settings of their mod.
#### No cargo drop restrictions
Wube didn't do it and we should stick to it too. The player can always choose to not import things from other planets when starting on a new one but that's not for the mod authors to decide.
There should be at most one exception if a planet fits really well but falls apart without this restriction.
Planets that natively restrict cargo drops shall make that configurable and Space Age Extended enforces it to be off.
#### No puzzles
Puzzle planets don't fit the Wube style and should be avoided. That probably rules out planets like Cerys, Rubia and Cubium.
#### Add new settings
Sometimes it's way easier to not do something in the first place instead of undoing it afterwards. The mod author must be willing to add new settings for such cases.
#### Split the mod
If there are mandatory dependencies that we don't want to include, the mod author must be willing to split the mod into a "base" mod without those dependencies (marked as internal) and a "standalone" mod that adds those things.
### Lignumis ### Lignumis
* Most progressive recipes should be disabled by default. The impact is just too big to be mainstream. * Most progressive recipes should be disabled by default. The impact is just too big to be mainstream.