Slipways

Slipways

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Extreme Quirks
   
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8 Sep, 2022 @ 12:49pm
8 Sep, 2022 @ 2:48pm
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Extreme Quirks

Description
Extreme Quirks
This mod contains a selection of system quirks, some significantly more extreme than those in the base game, with the goal of introducing some more varied games.

System Quirks
  • Accelerated Metabolism - All planets that need People also need Food. Food-producing planets produce +1 Food.
  • Cultural Renaissance - Successful People-producing planets and structures produce 1 Culture, increasing to 2 Culture at Prosperous, however they require Culture to upgrade to Prosperous.
  • Deep Sea - This sector has an altered composition, with significantly more ocean and swamp planets.
  • De-Industrialized - As a result of significant de-industrialization, there are no forgeworld planets in this sector. CREDITS: Xenemedes first released this sector quirk in their No Forgeworlds Quirk mod.
  • Equality - All planets gain unhappiness for each connection they have to a more successful planet, unless they are at their maximum prosperity level. A planet that is connected only to planets of its prosperity level, or planets of lower prosperity level that are at their maximum prosperity level, gain 1 happiness.
  • Exotic Biology - Many planets in this sector have the following quality: Exotic Biology: This planet hosts an exotic biosphere allowing you to found a nature reserve on it.
  • Manual Labour - Non-People-producing planets, excluding planets producing special resources, such as Energy or Culture, require People to upgrade to Established. All People-producing planets produce 2x People. Trade income from exporting People is reduced by 1.
  • Piezoelectric Crystals - Many planets in this sector have the following quality: Piezoelectric Crystals: If this is a Mineral-producing planet, and it is Successful it will produce 1 Energy.
  • Uncolonized - The forebears never colonized this sector of space, leaving it in a pristine natural state. This sector has no forgeworld or remnant planets and no forebear ruins structures. To assist in your ventures, the council have granted you access to the Nanofabrication technology.

Config File
Each system quirk is enabled through a config file, allowing you, the user, to turn them on and off at will. This file, called 'config.xls', is found in the root directory of the mod. The default root directory for this mod should be in your Steam Install Directory, followed by:
...\steamapps\workshop\content\1264280\2860403108

You will need an application that can open '.xls' files, such as Microsoft Excel or Google Sheets, to make changes to this config file. While unfortunate that it is not plain text, there are many free and premium applications that can do this on any operating system.

Once opened, you will see three columns. The left hand column contains a series of ids that will look like mutator.quirk_name.enabled. The middle column will contain nothing but a 1 or 0, and the right hand column will contain a description and instructions.

To disable a system quirk, change the corresponding 1 to a 0, or to re-enable it, from a 0 to a 1, and then save the file. Make no other changes. You will need to relaunch Slipways for this change to take effect. To avoid errors, make sure to abandon any ongoing game that uses the quirk you are going to disable, before you do so.

Balance
While I have tried to make these interesting and balanced, I am only a single decent player. The values assigned to these quirks will undoubtedly be wrong and some of these effects may be exploited by more savvy players.

If this is the case, please let me know. If I get lots of reports of a particular quirk needing changes, I'll change it.

Bugs
Same goes for bugs. If something breaks, please let me know, along with a copy of the stack-trace, provided in the game's error logs, along with a description of what you did immediately preceding the error.

Compatibility
As far as I can tell, this shouldn't be an issue. There should be no problem with combining any number of mods in slipways, unless one of them does something particularly weird or wacky. This mod isn't that weird or wacky.

Localisations
I am only a native English speaker, so this mod is currently only available in English. If you wish to localise it into another language, I will happily look over and include it in this mod. You will be credited here.
  • English - ilikegoodfood, mod author.

Direct Download
If you happen to be a none-steam user, in offline mod or can't use the workshop for any other reason, here's a direct download link, via Dropbox.[www.dropbox.com]

Permissions
This section is for other modders. General users can ignore this.

Any modder that wishes to emulate my config system, please feel free to do so. The config file's data is checked at the bottom of the mutators.py file, in the mod's code folder, and used to inform the game about which mutators it should use. It should be easy to extend this for technologies, quirks, or whatever else you need.

Similarly, there is a file called Technology.py in the mod's code folder. This folder contains a number of helper functions and wrappers that I wrote for the game's somewhat esoteric technology manipulation functions.

With the contents of this file, you can easy check the status of any tech, including locked technologies, by id, race, source, and tier, and even unlock and/or invent them with a single command. Feel free to copy this file into your project and use it as is.

While credits for these features would be appreciated, I will by no means be checking or patrolling the workshop to find copycats. Just go ahead and use them to make cool stuff. :)
2 Comments
ilikegoodfood  [author] 10 Sep, 2022 @ 4:37am 
@蘑菇蘑菇炭 Thank You
蘑菇蘑菇炭 9 Sep, 2022 @ 9:28pm 
wow, nice idea!