Darkstar Utilities fixed


Propel yourself all the way from mining stone with your hands to ripping holes in reality. Darkstar Aims to extend the playtime of the game to well over twice the standard. With extra features like Quarries and Ore Probes for mining in lands with no ores, or launching rockets to mine deep space materials. With 604 currently added features!

Overhaul
1 year, 3 months ago
1.1
1.74K

g Made Some Changes as Well

2 years ago

***: to do
???: might do

Below are the notes I took on changes I made to version 0.19.8 (copy-pasted):

***need to do some serious reworking
--many things are not necessary when something like K2 is installed
--might do this by splitting darkstar into two mods

(done)removed some electric energy distributors?
--don't remember doing it

(done)put space related research after space science packs
--aircrafts (aerial-combat, aerial-superiority, advanced-flight, nautilus)
--Linari Space station (space-station1)

(done???)change logistic item stats
--inserter rotations/sec: set to 21600 (60 rots/sec) (for 60 fps)
--inserter should be stack, not regular
--might adjust belt speeds
--loader too fast compared to terra belts, set to speed of mk2 terra belt

--belt speed changes: mk1: all items on 1 tile of belt move 1 tile every 2 ticks (0.5 speed)
mk2: 1 tile per tick

(done)bio as science requirement:
--all bio weapons (alien-weapons-1 to 4)
--neuro-perceptual resource gathering 2-4 (neural-miners)
--neuro-perceptual item teleportation

**planning to remove ore patches (lead, lithium, gold)
--use extraction machine instead
(added compatibility with RSO mod, didn't remove ore patches)

(done)extraction machine -- needed for gold, lithium, and lead ores
change recipe or tech tree position

(done)replace gold plate w/ steel for spacey ships and stuff

???making deep mining universal using MK1 and 2 probes

(note: unless you want billions of ore, put storage limit on quarries!)

(done??)remove terra items...
most assemblers and other Terra machines
--keep:
inserters
belts, and splitter and loader
Automated Defense tech tree node
Terra Quarry

???remove mk1 deep mining probes
--there is star mining tech, so mk2 feels like bloat
--also laser miners exist. Should use them

(done)remove Advanced Rocket Payloads tech
--HS payloads much better for ore farming :)

sand filter charges and filter charges:
--used in air filtering machines
--mk4 sand filter also used to manipulate planck space

--might remove weaker/lower tiers of filter charges (who needs them?)

???fix air filtering machines:
--list inputs in machine window

(done)remove most modules (reduce bloat)
--only retain a few tiers for speed, productivity, and efficiency

--(***)when krastorio2 is active, disable certain recipes and items

mod compatibilities:
Krastorio2: sand, glass, and silicon
Rampant: New Enemies biters, spitters, worms, spawners (all 10 tiers)
rso-mod: lead, lithium, and gold don't spawn... add extraction recipes
and adjust extraction machine recipe

**add descriptions for machines and other things

**maybe change locale name to match internal name and vice-versa

2 years ago

Now that version 19.10 is out, idk if I should redo these changes in the new version and just do pull requests on the repository or have you (H4acker) do the changes.

Oh! There are a few other things I did:

??removed most terra tech machines
(don't need them)

what to do with these?
ds-vehicle-roboport
ds-advanced-exoskeleton-equipment

--replaces following ingredients in recipes when K2 is active:
ds-sand
ds-sand2
ds-glass
ds-silicon

redo tech tree in areas where tech nodes were removed.

--added vanilla biters and spitters and their spawners and worms (all with recipes)
can be placed. In Player force
--added support for Rampant New Enemies (biters and spitters and worms and associated spawners)
only recipes for spawners and worms

--made biters blue to distinguish from enemies
--vanilla units inherit most stats, same thing for all 10 tiers of Rampant enemies

Module updates:
--removed all but a handful to reduce tediousness of module crafting
--updated recipes and effects of remaining modules to rebalance

issues:
***ds-vehicle-roboport: "pick up" result is wrong
--vanilla and rampant spawners and worms should be minable

adjust vehicle stats
--consumption,braking power, hp, etc
--bigger vehicles use tank sounds to sound bigger
also bigger means slower and more power consumption

--material changes: quantum fuel -> antimatter (antithetic) coolant
gold plate -> steel plate

--make sure vehicle recipes contain weapons they use
dark pulse: assault rifle
end-game: assault rifle mk2, railgun mk2

--changed end-game rifle 1 to rifle mk2

***maybe add better health pack

**replacing 3 trophy sounds:
Multiverse: https://29a.ch/noise-generator/ (solar wind preset modified)

4.0 freq, 50 carrier, saw, depth = 5% mix=30

or

mix=30, equalizer: 170 @ max and 310 @ +3

Dyson (star sounds): https://www.youtube.com/watch?v=GvMbUxqGuOc

Interstellar: ?? maybe use LGM-1 sound here
https://www.youtube.com/watch?v=Qav-vaTtBfI

s-regs: https://29a.ch/noise-generator/ (under water preset modified)
underwater preset, freq 0.4 depth = 0 mix=100 triangle,

1: 0.4 40 carrier
2: 0.4 45 carrier
3: 0.4 50
equalizer: 170 @ max
s-reg idle: 0.4 20

sorry about crackling and other audio artifacts in above machines. Don't know how to fix. Also, dyson and interstellar trophies have long initial load times. Didn't want to risk cropping out original recording (if they were that long)

mod colors: red,green,blue,yellow,black,purple

remove all lamps
change biodome recipe to use Small Lamp from base game
(can use dectorio for colorful base)

planck ripper:
4.0 freq, 100 carrier, 5.0 rate, 50% depth, 100% mix (pure brownian preset modified)

2 years ago

If you want you can create a pull request on github so we can work on this together