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Author Topic: Alien Biosphere Mod - Exploratory Thread  (Read 4511 times)

Lurksquatch

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Alien Biosphere Mod - Exploratory Thread
« on: November 25, 2019, 04:21:19 pm »

I was watching a YouTube video of someone playing Subnautica: Below Zero (because I'm nowhere near brave enough to play that myself lol), and I had the idea to try to simulate an alien biosphere in DF. Not, "oh, lets import my favorite sci-fi monsters into DF to kill dwarfs", but an actual, living alien world, with it's own flora and fauna, various ecosystems, etc.

My concept is that you would play as a group of humans trying to set up a colony on this alien world. They would have the high technological and industrial base one would expect of a space-faring civilization, meaning no swords and bows for you. I have an idea of how to make firearms, but any advice would be appreciated. I also thought that instead of domesticated animals, the colonists might bring along various robots and machines to help them out: a construction bot that can build things, mining bots, etc. The humans would probably start off doing manual labor, but would seek to automate these processes so they can work in the various labs and factories I intend to implement. There will be a wide range of valuable resources on this world, and it's going to take a lot of work to harvest them and refine them into something you can use, or sell. Then, of course, there's the environment itself: what kind of world is this? What kind of creatures live there? What can you coexist with, and what should you exterminate?

I already have some ideas in mind, but I would appreciate any ideas or advice you guys could throw my way. Unsurprisingly, there's a lot that goes into designing and simulating an entire alien biosphere, so anything would help! If people seem interested in this idea, I'll post updates here, and post a release in the release sub-page.
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Shonai_Dweller

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Re: Alien Biosphere Mod - Exploratory Thread
« Reply #1 on: November 25, 2019, 04:27:35 pm »

How would you ensure humans don't exist on the alien world, but can arrive as migrants (assuming you'll be using migrants)? I guess there's some Dfhack scripts to deal with that.
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Lurksquatch

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Re: Alien Biosphere Mod - Exploratory Thread
« Reply #2 on: November 25, 2019, 04:38:28 pm »

My working plan is to say there's a station in orbit around the planet and/or other, slightly older colonies on the surface. Realistically, it wouldn't make sense to spend the trillions of dollars, if not more, nessesary to build and launch a colony ship to another world without some kind of back-up plan. It would be more reasonably to leave some kind of crewed structure in orbit to support the people on the ground, just like with the moon landings and the proposed Mars landings. Overtime, the station could be expanded into a kind of shipyard, where colonists could get off their ships and shuttle down to the surface.

It's also unlikely there would only be one colony. There would be a first, of course, but others would follow. So your colony might just be the next group of people trying to stake a claim on a virgin world, and over time more people come to your fledgling settlement.

EDIT: I might also see about limiting the number of human settlements in world-gen. Not sure how I'd do that, but ideally there might be a few dozen colonies, not the hundreds we normally get.
« Last Edit: November 25, 2019, 04:40:45 pm by Lurksquatch »
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Shonai_Dweller

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Re: Alien Biosphere Mod - Exploratory Thread
« Reply #3 on: November 25, 2019, 07:19:55 pm »

My working plan is to say there's a station in orbit around the planet and/or other, slightly older colonies on the surface. Realistically, it wouldn't make sense to spend the trillions of dollars, if not more, nessesary to build and launch a colony ship to another world without some kind of back-up plan. It would be more reasonably to leave some kind of crewed structure in orbit to support the people on the ground, just like with the moon landings and the proposed Mars landings. Overtime, the station could be expanded into a kind of shipyard, where colonists could get off their ships and shuttle down to the surface.

It's also unlikely there would only be one colony. There would be a first, of course, but others would follow. So your colony might just be the next group of people trying to stake a claim on a virgin world, and over time more people come to your fledgling settlement.

EDIT: I might also see about limiting the number of human settlements in world-gen. Not sure how I'd do that, but ideally there might be a few dozen colonies, not the hundreds we normally get.
Maybe make a few dozen human cave civs? Cave civs only make one site each and don't spread out further. That might give the appearance of a few scattered colonies with some pop to draw migrants from. (Make cave sites visible in advanced worldgen as the default option).
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Lurksquatch

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Re: Alien Biosphere Mod - Exploratory Thread
« Reply #4 on: November 25, 2019, 10:38:26 pm »

Maybe make a few dozen human cave civs? Cave civs only make one site each and don't spread out further. That might give the appearance of a few scattered colonies with some pop to draw migrants from. (Make cave sites visible in advanced worldgen as the default option).

I might try that. Right now, I'm working on adding various metals to the game. Things like iron and bronze just aren't going to cut it on an alien world, after all.

On that note, I'm having a hell of a time finding all of the nessesary statistics for these metals. If anyone has any info one what variables are really needed and which ones aren't, I'd appreciate it. Alternatively, if anyone knows where I can find said info a bit more reliably, that would also be appreciated.

EDIT: I decided to just fudge the numbers for now lol. All of the various impact yield, shear yield, etc., values are just based off steel, then modified based on the metal's Mohs hardness. This is not correct, and I know it's not correct, but at least it's consistent ;D. Melting/boiling point, density, and molar mass are all correct, though. Any advice is still very much appreciated. 
« Last Edit: November 26, 2019, 12:27:50 pm by Lurksquatch »
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Roses

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Re: Alien Biosphere Mod - Exploratory Thread
« Reply #5 on: November 26, 2019, 01:43:12 pm »

Maybe make a few dozen human cave civs? Cave civs only make one site each and don't spread out further. That might give the appearance of a few scattered colonies with some pop to draw migrants from. (Make cave sites visible in advanced worldgen as the default option).

I might try that. Right now, I'm working on adding various metals to the game. Things like iron and bronze just aren't going to cut it on an alien world, after all.

On that note, I'm having a hell of a time finding all of the nessesary statistics for these metals. If anyone has any info one what variables are really needed and which ones aren't, I'd appreciate it. Alternatively, if anyone knows where I can find said info a bit more reliably, that would also be appreciated.

EDIT: I decided to just fudge the numbers for now lol. All of the various impact yield, shear yield, etc., values are just based off steel, then modified based on the metal's Mohs hardness. This is not correct, and I know it's not correct, but at least it's consistent ;D. Melting/boiling point, density, and molar mass are all correct, though. Any advice is still very much appreciated.

Why wouldn't there be iron on an alien planet? It's an element that should be found on almost every planet, of course an intelligent alien life would call it something different from iron, but humans that went to another planet would still know it as iron
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Lurksquatch

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Re: Alien Biosphere Mod - Exploratory Thread
« Reply #6 on: November 26, 2019, 02:38:20 pm »

Why wouldn't there be iron on an alien planet? It's an element that should be found on almost every planet, of course an intelligent alien life would call it something different from iron, but humans that went to another planet would still know it as iron

You're right, in that iron exists on the planet, but it's just not useful for an advanced, space faring civilization. Steel would be useful, but we're already reaching the point in real-life where we need better materials. Things like titanium, molybdenum, tungsten, high-performance alloys and super-alloys, etc. They're things we make use of today, and it stands to reason that we'd use even more of them in the future. That's what I'm adding to the game. I actually just got done with uranium so I can add in nuclear reactors and weapons/armor made of depleted uranium alloys.

Basically, aluminum is the new copper, titanium is iron/steel, and past that is various alloys. The military is going to be ripped compared to in Vanilla, but there's going to be plenty of things that can take them on.
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kiwiphoenix

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Re: Alien Biosphere Mod - Exploratory Thread
« Reply #7 on: November 26, 2019, 05:20:06 pm »

This is a neat idea!

- Reckon that for an alien colony, the food supply should be a major challenge.
Most plants (and many animals) aren't really edible by humans even on earth; many more need processing and/or only grow in certain environmental conditions.
I imagine pioneers on a newly-settled mysterious alien world will have an absolute bastard of a time weaning themselves off food imports.
Think there's dramatic potential in being a high-tech space-age civ, struggling with mankind's oldest problem.
- Perhaps there could be a split system?
- Something like, alien plants can be grown in conventional farms, but need laborious processing to make them fit for human consumption.
The processing could even require a 'research file' item, produced as your botanists study wild samples. A dietary breakthrough, praise the researchers!
There could even be stages to processing, each with different research requirements. A new colony might come up with a desperate method to survive on local flora, but until later processing steps are discovered, it might remain mildly toxic or hallucinogenic or whatever else. Maybe even mutagenic, if you like your sci-fi on the softer side.
- Meanwhile, safe and convenient terrestrial crops would only be growable via reaction in a special hydroponics building? This would tie up workers full-time, and of course require tech way beyond what any fresh dirtside settlement could hope to produce themselves. How much are good old carrots and potatoes really worth to you...?

On a similar vein, this could be an opportunity to really go wild with the weather mechanics! Dust storms, toxic clouds or rain, etc. Whatever it is, it should be much more irritating/obstructive/lethal to offworlders than to anything that actually evolved planetside.

Out of curiosity, what did you have in mind that could take on a space-age military? Sentients? Some sort of horrible alien beasties? Infantry weapons are already insanely deadly today - shit like thermobaric grenade launchers are over 15 years old now, and portable guided missiles are more like 50. But then, how much access to cutting-edge weaponry will a new colony really have?

(Sorry to vomit text like this, I just like speculating about this kind of thing)
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Lurksquatch

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Re: Alien Biosphere Mod - Exploratory Thread
« Reply #8 on: November 26, 2019, 06:26:42 pm »

This is a neat idea!

- Reckon that for an alien colony, the food supply should be a major challenge.
Most plants (and many animals) aren't really edible by humans even on earth; many more need processing and/or only grow in certain environmental conditions.
I imagine pioneers on a newly-settled mysterious alien world will have an absolute bastard of a time weaning themselves off food imports.
Think there's dramatic potential in being a high-tech space-age civ, struggling with mankind's oldest problem.
- Perhaps there could be a split system?
- Something like, alien plants can be grown in conventional farms, but need laborious processing to make them fit for human consumption.
The processing could even require a 'research file' item, produced as your botanists study wild samples. A dietary breakthrough, praise the researchers!
There could even be stages to processing, each with different research requirements. A new colony might come up with a desperate method to survive on local flora, but until later processing steps are discovered, it might remain mildly toxic or hallucinogenic or whatever else. Maybe even mutagenic, if you like your sci-fi on the softer side.
- Meanwhile, safe and convenient terrestrial crops would only be growable via reaction in a special hydroponics building? This would tie up workers full-time, and of course require tech way beyond what any fresh dirtside settlement could hope to produce themselves. How much are good old carrots and potatoes really worth to you...?

On a similar vein, this could be an opportunity to really go wild with the weather mechanics! Dust storms, toxic clouds or rain, etc. Whatever it is, it should be much more irritating/obstructive/lethal to offworlders than to anything that actually evolved planetside.

Out of curiosity, what did you have in mind that could take on a space-age military? Sentients? Some sort of horrible alien beasties? Infantry weapons are already insanely deadly today - shit like thermobaric grenade launchers are over 15 years old now, and portable guided missiles are more like 50. But then, how much access to cutting-edge weaponry will a new colony really have?

(Sorry to vomit text like this, I just like speculating about this kind of thing)

I had considered the problem of alien biochemistry vs. what humans have evolved with. Even if we assume that the planet has Earth like conditions, chances are that living things on another world would be toxic to humans, and vice versa, just due to differences in evolution and the specific chemistry found on that planet. I was just going to focus on having the settlers find ways to eat the local plants without dying, but the hydroponics bay is an elegant alternative. I like the dichotomy of "farm native plants and hope you don't die" versus "invest time and energy into a hydroponics bay at the expense of other critical activities". That's something I'll definitely add.

I also just read the part about labs and breakthroughs in food science. I like that idea, but I'm not sure how I'd implement it. I'm still fairly new at all this, to be honest. I'll look into it, though, as I really like the idea of having to research and develop new technology.

Alien weather systems could be interesting. Ostensibly, the weather on an alien world would be like that on Earth, just more or less extreme based on the thickness of the atmosphere, what the solar system is like, etc. That being said, it's definitely something I can look into, though I have no idea how to mod weather lmao.

As in vanilla DF, most of what you have to fight against are going to be regular animals. They're just alien animals evolved for a much harsher, more dangerous world than what we're used to. I'm going to finish the various systems I want for the settlers first before I start adding in creatures, but once I get stated on them I'm going to figure out what the ecosystem is like and start from there designing a biosphere full of tough critters. Most of them will be just weird looking animals that your hunters can take down with a normal rifle, but some are going to be huge, dangerous monsters that require heavy ordinance to take down.

There's also rouge robots that were abandoned by past, failed colonies and have gone haywire, and I might add in some primitive locals with inferior tech but vastly superior numbers, kinda like in Avatar. There's also going to be some precursor constructs roaming around that don't take to kindly to your settlement operation.

I was honestly hoping I'd get a response just like this one, so don't apologize! Keep the ideas coming in, everything helps!!
« Last Edit: November 26, 2019, 06:37:10 pm by Lurksquatch »
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Meph

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Re: Alien Biosphere Mod - Exploratory Thread
« Reply #9 on: November 27, 2019, 09:36:43 am »

If you want to go the Outer Worlds way of doing things, you could make your civs different corporations trying to colonize the planets ;)
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Lurksquatch

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Re: Alien Biosphere Mod - Exploratory Thread
« Reply #10 on: November 27, 2019, 11:10:56 am »

If you want to go the Outer Worlds way of doing things, you could make your civs different corporations trying to colonize the planets ;)

The thought had crossed my mind. It would help explain where migrants and traders come from. Disgruntled employees citizens looking for a change of scenery and traders looking to make a buck. I'll probably run with that.


Since it seems like people are into this idea, here's an update:
11/27/2019 - Added base metals into game. With the pre-existing metals I decided to keep, the list of base metals is:

Aluminum
Titanium
Lithium
Tungsten
Molybdenum
Nickle
Cobalt
Copper
Silver
Gold
Palladium
Lead
Niobium
Uranium

Metals are untested at the moment, and ores are not set up. I'm going to finish the alloys first.
Any suggestions for alloy names would be appreciated! Right now I'm just using the chemical formulas, which is honestly more accurate but not very sci-fi sounding lol. The alloys I'm going to add into the game and their ingredients are as follows:

TiAlNb - Titanium, Aluminum, Niobium
Ti4Al2Ni - Titanium*4, Aluminum*2, Nickle
Co5WNi - Cobalt*5, Tungsten, Nickle
Ni5Ti2Nb - Nickle*5, Titanium, Niobium
Ti6Li - Titanium*6, Lithium
Ti5Mo3W - Titanium*5, Molybdenum*3, Tungsten

They're mostly used for weapons, armor, ammo and anything that requires dealing with high temperatures and/or stresses. Each is based on a real alloy or super-alloy I found online, but the amounts of each base metal are fudged to fit in DF better. I'll probably think up more specific uses for each one later, but for now just think of them as end game/upper tier metals, similar to steel or adamantium in Vanilla.

Thanks for the support!!
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kiwiphoenix

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Re: Alien Biosphere Mod - Exploratory Thread
« Reply #12 on: November 29, 2019, 02:38:00 pm »

I like the dichotomy of "farm native plants and hope you don't die" versus "invest time and energy into a hydroponics bay at the expense of other critical activities"...
Haha, well then, happy to be of use!

I like that idea, but I'm not sure how I'd implement it. I'm still fairly new at all this, to be honest. I'll look into it, though, as I really like the idea of having to research and develop new technology.
-The traditional/non-DFHack way would be to have 'research results' items represent tech levels - these would be preserved reagents in more advanced reactions (or possibly even materials for specialised workshops). From experience, it's not even that far off reality for painstakingly-won results to only exist in a few scattered copies, hahaha.
-Anyway, for the alien plants, you might have a reaction that consumes a harvested plant and has a maybe ~1% chance of producing a 'results' item. Might want to output something else too (even just a puff of gas), since workers earn experience by the product.
-For a multi-tiered approach, it'd make sense to have material requirements increase at each stage. To unlock stage 2 processing of the XYZ plant, you'd need to harvest one, process it, and then spend the processed result for a ~1% chance of unlocking the second refinement step. This way, each step would need a greater investment of time and materials than the last - especially if alien food processing also consumes other resources.
-Would probably be a good idea to also have a way of making copies of the 'research' items once you have them. It'd be incredibly frustrating to share one copy between multiple workshops, let alone lose it somehow and have to restart from scratch. Even a nominal cost would keep players honest - when working on a modern-day apocalyptic-y mod, I had CDs that required a unit of plastic and gold/silver/aluminium.
-There are different ways to tweak this kind of system to your liking. I think the Tool item class is traditional for this sort of thing, but I always preferred to entirely replace the Toy class. You could make heaps of different item types, or use special non-natural materials (a la earthenware), or some combination of the two.
Extreme bloat of the item, reaction, and possibly material lists is inevitable with this approach. Lots of copy-paste action. But reaction bloat isn't so much of an issue anymore thanks to menu nesting, and it's up to you whether item and material bloat is a problem or not. It's not like Vanilla doesn't have bloat already (~50 near-identical woods, ~20 flours, ~10 fibres, ~50 non-economic stones, countless leathers...)

-From what already exists, it also looks possible to make a much more elegant system in DFHack, in which incremental counters track progress and add/remove reactions as different thresholds are passed. No idea how you'd go about it, though.

Alien weather systems could be interesting. Ostensibly, the weather on an alien world would be like that on Earth, just more or less extreme based on the thickness of the atmosphere, what the solar system is like, etc. That being said, it's definitely something I can look into...
Weather modding mostly seems to be syndrome-based, and syndromes can be a bastard to balance. Once played around with adding acid rain - ended up with something that was mostly an annoyance to adult humans, but would almost instantly wipe out all pets and small livestock if it happened to hit before you could get underground.
The cool thing about alien worlds, though, is that the sky is literally the limit. Hell, our next-door neighbour has regular sulphuric acid hurricanes, so it's hard to call bullshit on anything less metal.

As in vanilla DF, most of what you have to fight against are going to be regular animals ... Most of them will be just weird looking animals that your hunters can take down with a normal rifle, but some are going to be huge, dangerous monsters that require heavy ordinance to take down.
Fair enough! Getting munched by the wildlife is sci-fi tradition. And real nature has enough hideous examples to get any sadistic creator god started off. The insect world alone seems like a nightmare hellscape.

...robots... primitive locals... precursor constructs roaming around...
Hahaha, sounds busy! Are you thinking of the natives as hostile-only, as possible contacts, or both/neither?

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Lurksquatch

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Re: Alien Biosphere Mod - Exploratory Thread
« Reply #13 on: November 30, 2019, 08:42:08 am »

I like the dichotomy of "farm native plants and hope you don't die" versus "invest time and energy into a hydroponics bay at the expense of other critical activities"...
Haha, well then, happy to be of use!

I like that idea, but I'm not sure how I'd implement it. I'm still fairly new at all this, to be honest. I'll look into it, though, as I really like the idea of having to research and develop new technology.
-The traditional/non-DFHack way would be to have 'research results' items represent tech levels - these would be preserved reagents in more advanced reactions (or possibly even materials for specialised workshops). From experience, it's not even that far off reality for painstakingly-won results to only exist in a few scattered copies, hahaha.
-Anyway, for the alien plants, you might have a reaction that consumes a harvested plant and has a maybe ~1% chance of producing a 'results' item. Might want to output something else too (even just a puff of gas), since workers earn experience by the product.
-For a multi-tiered approach, it'd make sense to have material requirements increase at each stage. To unlock stage 2 processing of the XYZ plant, you'd need to harvest one, process it, and then spend the processed result for a ~1% chance of unlocking the second refinement step. This way, each step would need a greater investment of time and materials than the last - especially if alien food processing also consumes other resources.
-Would probably be a good idea to also have a way of making copies of the 'research' items once you have them. It'd be incredibly frustrating to share one copy between multiple workshops, let alone lose it somehow and have to restart from scratch. Even a nominal cost would keep players honest - when working on a modern-day apocalyptic-y mod, I had CDs that required a unit of plastic and gold/silver/aluminium.
-There are different ways to tweak this kind of system to your liking. I think the Tool item class is traditional for this sort of thing, but I always preferred to entirely replace the Toy class. You could make heaps of different item types, or use special non-natural materials (a la earthenware), or some combination of the two.
Extreme bloat of the item, reaction, and possibly material lists is inevitable with this approach. Lots of copy-paste action. But reaction bloat isn't so much of an issue anymore thanks to menu nesting, and it's up to you whether item and material bloat is a problem or not. It's not like Vanilla doesn't have bloat already (~50 near-identical woods, ~20 flours, ~10 fibres, ~50 non-economic stones, countless leathers...)

-From what already exists, it also looks possible to make a much more elegant system in DFHack, in which incremental counters track progress and add/remove reactions as different thresholds are passed. No idea how you'd go about it, though.

Interesting. I didn't even know preserved reactants were a thing, so that had never occurred to me lol. But, you've already given me some ideas on how a research system would work. I'm thinking you have three kinds of research lab: Xenobiology, where food processing and other alien-related sciences are researched; Material Science, where new alloys and other materials are researched; and Military R&D, where new weapons, armors and ammo are researched. Each would have three tiers of research available to it, with higher tier research consuming lower tier research.

Relating specifically to plants and farming, I think most crops would just be a tier one research, mainly keep things from being to hard on early settlements. However, particularly rare/useful crops, as well as animal products, are tier two research items, and require one or more tier one Xenobiology research products in order to be discovered. Tier three Xenobiology relates to the primitive aliens, and requires access to the parts of their less-than-sentient cousins, necessitating either trade or conflict to acquire, but more on that later  ;).

Quote
Weather modding mostly seems to be syndrome-based, and syndromes can be a bastard to balance. Once played around with adding acid rain - ended up with something that was mostly an annoyance to adult humans, but would almost instantly wipe out all pets and small livestock if it happened to hit before you could get underground.
The cool thing about alien worlds, though, is that the sky is literally the limit. Hell, our next-door neighbor has regular sulphuric acid hurricanes, so it's hard to call bullshit on anything less metal.

Hmmm...I'll look into that. I'm thinking the planet this takes place on would be fairly Earth-like, just to hand-wave away a layer of colonization blues lol. It's going to be hard enough as it is without requiring people to filter the air or something. With that in mind, sulphuric acid hurricanes are probably off the table, but I'll do some more research and see what is viable.

Quote
Fair enough! Getting munched by the wildlife is sci-fi tradition. And real nature has enough hideous examples to get any sadistic creator god started off. The insect world alone seems like a nightmare hellscape.

Very true, though I already have some ideas on the biology of the creatures on this world. I'm looking at more from a "what are the ways living creatures have to solve certain problems" prospective, not "what Earth creatures are weird/scary looking" lol. It's unlikely that anything from another world will resemble anything we're used to, but it's also very likely that they'd have to solve the same basic problems as life on Earth: how do I find food, how do I find shelter, how do I protect myself from danger, how do I make more of myself, etc. With that in mind, I've been looking at various ecological niches here on Earth and how animals fit into those niches, and designing the aliens appropriately. Starting with the basic concept that all vertebrate life on Earth has the same basic body plan (one body, one head, four limbs), and with some basic parameters for the world itself (Earth-like, slightly lower gravity, slightly thicker atmosphere, etc.), I've settled on a nine-limbed body plan for my aliens. Eight of the limbs are for mobility/manipulation, while the ninth is modified into a "mouth appendage" with a large and powerful four-part pincer used for combat. This is not the mouth, however. The mouth is located on the body, along with the sensory organs and the brain, inside a heavily armored brain-case. All of the usual organs are going to replaced with analogs that, in game terms, are functionally identical but lore-wise are completely unique structures that serve similar purposes to what we're used to (ichor pumps for hearts, digestive sacks for stomachs, etc.). I'm also thinking creatures on this world would have three biological sexes: male, "false" female and "true" female. Most creatures have much tougher skin thanks to the increased atmospheric pressure, with some requiring railguns firing tungsten or depleted uranium penetrators to significantly injure. The thicker atmosphere also contributes to a larger variety and prominence of flying creatures, with the apex predators of most environments being Arrowhawks or Floatwhales. Of course, there's plenty of land-dwelling and aquatic creatures to worry about to, including the aptly named Helleaters, that are roughly analogous to bears or tigers.

It should be fun times all the way around  :).

Quote
Hahaha, sounds busy! Are you thinking of the natives as hostile-only, as possible contacts, or both/neither?
The natives are going to live in Good biomes, along with their non-sentient cousins who they use as domesticated animals. They're closer to the elves or humans in Vanilla, as they usually prefer to trade but can become hostile if you provoke them. I'm going to mess with the ethics and values to see if I can give them a really alien mindset, which people will have to figure out through trial-and-error (or cheat and look at the raws lol). They have a spoken language, but it's based on binary, with each "word" being a unique sixteen-character sequence of exclamation points and asterisks. On that note, I'm probably going to change the human language to just be English, seeing as how most international and scientific communication today occurs in English.

The precursor constructs inhabit Evil biomes, and act like goblins. Really, really powerful goblins. They don't have any domestic animals, or any need for them, and don't eat, sleep, get tired or feel pain or nausea. Constructs are divided into various castes, ranging from the essentially helpless Probes which build their enigmatic monoliths to the Triskelions, human-sized tripods that are very fast and use their bladed legs for horrific melee combat, five-legged Prophets that can indoctrinate organic creatures, and the massive Monitors, with a very, very long range "plasma beam" attack that can melt most things into slag in very short order. There will probably be more, that's all I have in mind for now.

~

In other news, I'm almost done with the metals and ores. I'll post an update on that soon, maybe even later today, then I'm going to start working on the various systems of your settlement. Custom buildings and reactions, electricity, oil production, research, etc. Once all of that works, I'll start working on the aliens  :).
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Lurksquatch

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Re: Alien Biosphere Mod - Exploratory Thread
« Reply #14 on: December 07, 2019, 11:23:42 am »

So, real life caused some delays for me (nothing serious, just lack of time), but all metals and alloys are done. I'm working on the ores right now, those will be done shortly. I'll update this post later today when the ores are done.

The list of in game metals and alloys is:

Aluminum
Titanium
Lithium
Tungsten
Molybdenum
Nickle
Cobalt
Copper
Silver
Gold
Palladium
Lead
Uranium
Niobium

Neosteel
Megalloy
Duralloy
Exosteel
Plasteel
Enriched Uranium
Depleted Uranium

It's stated several times in the raws, but the material values for most of these metals are fudged to hell and back. I couldn't find most of the properties listed, so I just based them off steel, then modified them based on the hardness of the metal I was working on. These values are not arbitrary, and the methodology I applied to their fudging was consistent throughout, so they should behave consistently in game. They may not be 100% accurate to their real life counterparts, but the values do make sense compared to one another, so in the absence of more accurate data, it will have to suffice.

Most regular metals are used for crafting in one fashion or another. Several are used for alloys, while others have various niche uses. Gold, silver, copper and niobium are used for electronics, circuits, batteries, etc. Palladium is used as a reagent in a few interactions (having decided what exactly, yet), and small amounts are used in electronics. Four units of Uranium are converted into one unit of Enriched Uranium and three units of Depleted Uranium at the centrifuge, and Enriched Uranium is used to make fuel rods for the nuclear reactor. Depleted Uranium can be used to make weapons, armor and ammo, or you can recycle three units of it back into one unit of Uranium at the centrifuge. That's not exactly how it works irl, but it is possible to recycle spent nuclear fuel, and I wanted to give players a way to help keep their nuclear reactors running, because Uraninite is pretty rare.

Once the ores are done, I'm going to start working on all the various workshops, materials and other systems you need for your settlement.

UPDATE: All Ores are added to the game.
« Last Edit: December 08, 2019, 01:50:16 am by Lurksquatch »
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