planetmaker
Chieftain
- Joined
- Aug 28, 2009
- Messages
- 14
A long time ago I made a mod mod for Final frontier focusing on planets only. I have recreated that mod again, but adding a few more things.
The nutrition facility has been replaced with the Atmospheric Processor. It enhances the atmosphere of a planet, or the hab moon of a gas giant. Planets with it have a thicker glow to them, or the hab moon of a gas giant. Also the mag rail has been moved to the hab moon too! See the pic below
Here is a brief overview of the planets
Planets, by type
Grays - Barren, limited atmospheres and food production. Silicate crusts hamper mining efforts, with limited access to volatiles. The most common type of planet, with a lot of variety. Occasionally they have CO2 atmospheres and can grow algae foods without an atmospheric processor.
Typical food/prod/commerce 0,3,3, Totals range from 5-8.
Browns - easy to colonize, browns have great potential. Their CO2 atmospheres are ideal for the construction of pressurized greenhouses. Easy to mine with low pressure suits, they usually have good production potential. With an atmospheric processor they can produce a surplus of food.
Typical values 2 food, 4 - 7 production, 0 - 3 commerce.
Toxic worlds - Hostile to colonists, they are usually harvested for their highly sought after volatiles. They have a negative food value - you have to import food to feed the colonists..
Typical values -2 food, 0 production, 8 to 10 commerce.
Lava worlds - Typically close to stars, these worlds are dangerous to colonize due to high temperatures, molten surfaces, and high tectonic activity. However, easy access to ore and minerals makes their production potential the greatest of all the worlds.
Typical values -1 food, 7 - 9 Production, 1 -2 Commerce.
Ice worlds - On the other side of the system to lava worlds are the ice worlds. They have mixed atmospheres and good access to exotic volatiles and water. Good luck mining them, all the good stuff is buried under hundreds of Km of ice. However, despite their cold temperatures, they are good places for greenhouses as there is no lack of water for growing things.
Typical values 2 -3 food, 0 - 1 Production, 4 - 8 commerce.
Desert/Martian
These worlds contain fair CO2 atmospheres and have great potential. Desert worlds have limited access to minerals, but have good solar power potential. Martian worlds are colder, but have greater production potential
Typical values 3 food, 2 - 5 production, 2 - 5 Commerce.
Home worlds
These green worlds are highly sought after. They are balanced when it comes to food, production and commerce.
Typical values 4 food, 2 - 5 production, 2 - 5 Commerce.
Gaia worlds
These worlds are the cream of the crop. Be careful with them, industry can easily pollute them.
Typical values 5 food, 2 - 5 production, 2 - 5 Commerce.
Swamp worlds
These worlds offer great growth potential, but their boggy landscapes have little in the way of commercial value, mainly revolving selling cute pets. And mining them? Forget it.
Typical values 6-7 food, 0 - 1 production, 1 - 2 Commerce.
Gas Giants.
You cant live on a gas giant, but their moons can be colonized, and their vast reserves of hydrogen gas can be scooped from their atmospheres. Systems without them are very poor indeed. Without lunar atmospheric processors, food usually has to be imported, but there is great potential for commerce and raw materials.
Typical values -1 food, 1 - 8 production, 5 - 14 Commerce.
Ideally I'd like to make more buildings, and restrict them to certain planets. Also rather than have the toxics have -2 or -3 food, I'd like to be able to assign negative health to them a bit like flood plains.
The nutrition facility has been replaced with the Atmospheric Processor. It enhances the atmosphere of a planet, or the hab moon of a gas giant. Planets with it have a thicker glow to them, or the hab moon of a gas giant. Also the mag rail has been moved to the hab moon too! See the pic below
Here is a brief overview of the planets
Planets, by type
Grays - Barren, limited atmospheres and food production. Silicate crusts hamper mining efforts, with limited access to volatiles. The most common type of planet, with a lot of variety. Occasionally they have CO2 atmospheres and can grow algae foods without an atmospheric processor.
Typical food/prod/commerce 0,3,3, Totals range from 5-8.
Browns - easy to colonize, browns have great potential. Their CO2 atmospheres are ideal for the construction of pressurized greenhouses. Easy to mine with low pressure suits, they usually have good production potential. With an atmospheric processor they can produce a surplus of food.
Typical values 2 food, 4 - 7 production, 0 - 3 commerce.
Toxic worlds - Hostile to colonists, they are usually harvested for their highly sought after volatiles. They have a negative food value - you have to import food to feed the colonists..
Typical values -2 food, 0 production, 8 to 10 commerce.
Lava worlds - Typically close to stars, these worlds are dangerous to colonize due to high temperatures, molten surfaces, and high tectonic activity. However, easy access to ore and minerals makes their production potential the greatest of all the worlds.
Typical values -1 food, 7 - 9 Production, 1 -2 Commerce.
Ice worlds - On the other side of the system to lava worlds are the ice worlds. They have mixed atmospheres and good access to exotic volatiles and water. Good luck mining them, all the good stuff is buried under hundreds of Km of ice. However, despite their cold temperatures, they are good places for greenhouses as there is no lack of water for growing things.
Typical values 2 -3 food, 0 - 1 Production, 4 - 8 commerce.
Desert/Martian
These worlds contain fair CO2 atmospheres and have great potential. Desert worlds have limited access to minerals, but have good solar power potential. Martian worlds are colder, but have greater production potential
Typical values 3 food, 2 - 5 production, 2 - 5 Commerce.
Home worlds
These green worlds are highly sought after. They are balanced when it comes to food, production and commerce.
Typical values 4 food, 2 - 5 production, 2 - 5 Commerce.
Gaia worlds
These worlds are the cream of the crop. Be careful with them, industry can easily pollute them.
Typical values 5 food, 2 - 5 production, 2 - 5 Commerce.
Swamp worlds
These worlds offer great growth potential, but their boggy landscapes have little in the way of commercial value, mainly revolving selling cute pets. And mining them? Forget it.
Typical values 6-7 food, 0 - 1 production, 1 - 2 Commerce.
Gas Giants.
You cant live on a gas giant, but their moons can be colonized, and their vast reserves of hydrogen gas can be scooped from their atmospheres. Systems without them are very poor indeed. Without lunar atmospheric processors, food usually has to be imported, but there is great potential for commerce and raw materials.
Typical values -1 food, 1 - 8 production, 5 - 14 Commerce.
Ideally I'd like to make more buildings, and restrict them to certain planets. Also rather than have the toxics have -2 or -3 food, I'd like to be able to assign negative health to them a bit like flood plains.
Attachments
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Solar System Closeup 1.jpg44.6 KB · Views: 35
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hab moon.jpg45.3 KB · Views: 32
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Starsystem6.jpg35.9 KB · Views: 26
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Starsystem5.jpg28.9 KB · Views: 17
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Starsystem4.jpg27.2 KB · Views: 25
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Starsystem3.jpg36.1 KB · Views: 22
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Starsystem2.jpg29.2 KB · Views: 22
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Starsystem1.jpg39.5 KB · Views: 23
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Solar System Closeup 6.jpg98.3 KB · Views: 21
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Solar System Closeup 5.jpg66.7 KB · Views: 24
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Solar System Closeup 4.jpg67.5 KB · Views: 23
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Solar System Closeup 3.jpg107.2 KB · Views: 26
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Solar System Closeup 2.jpg125.2 KB · Views: 19