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OpenSR Modpack 1.2.0 - release checklist #21

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@DaloLorn DaloLorn commented Dec 16, 2021

NOTE: Do not merge this PR. In order to keep the revision numbers accurate, I prefer to do a fast-forward merge on my local repo. This is just here to show me what I need to do before releasing to Steam.

  • Compile and implement 1.2.0 compatibility patch for Rising Stars. (This is contingent on releasing a new, functioning build of Rising Stars to Steam, which is why I've held it back forever. 😟)
  • Compile 1.2.0 compatibility patch for Sonocron's SRIII Diplomacy mod.

DaloLorn and others added 30 commits January 18, 2021 15:55
… and implemented the Developer fix.

Some refinements have been made for cleaner code and/or minimizing the amount of files touched by the MP.

Additionally, extra design stat functionality has been ported from Rising Stars, for use by MP-deriving mods. (The MultBy and AllowZero parameters, specifically. CustomFormula was also ported from RS, but the actual list of available formulae is different.)
- Disruptors now correctly react to damaged shields.
- Niling fiber can now detonate multiple times per damage event, if it has enough damage stored up for multiple detonations.
Always favor resources that are tradable on auto import
…s, e.g. ships around) not being carried over between savegames
Fix "Pin Object Floating" not getting saved
I initially tried to just check validity on reload to avoid save file changes, but the game wasn't noticing the object wasn't valid immediately on reload, so the steps given by EngineOfDarkness were still causing the crash
DaloLorn and others added 30 commits August 27, 2022 21:59
Flare radiation status duration tooltip enchancement
…ts effect if it was currently applying negative efficiency on disabling
…pleting stored labor when constructing time based constructions
Port fix from CE to avoid depleting stored labor when constructing time based constructions
…-bug

ModEfficiencyDistanceToOrbital hook bugfix
…unt needed for one ship

Thanks to jlv for reporting the issue on the OpenSR discord
- The AI now assigns a greatly reduced weight to unexportable resources when choosing planets to colonize, *even* if they aren't scalables.
- The AI no longer includes unexportable resources in its export pool. This should prevent a hypothesized (but not fully confirmed) CTD where the AI may try to meet its import requirements by exporting unexportable T2 or T3 resources. (This should already have been a risk with Ancient City resources, but is doubly a risk with the various extra unexportables introduced in Rising Stars.)
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3 participants