User:Starfungus
starfungus info page :)
todo:
- make conversation pages for all foo and Mechanimist convert
- update Kyakukya, needs new dynamic map that includes Erah
- update Yurl conversation, update Character as necessary
- check if other kyakukyans have different dialogue now
- snapjaws deserve better pages :(
- removed content cleanup
- mural accomplishment images on Journal?
PerhapsWrong
PerhapsWrong
Ending Type / Gyre Status | Covenant | Return | Marooned | Launch | Accede |
---|---|---|---|---|---|
Gyre Not Annulled | No Plague | Plagued | Plagued | Ruined/Plagued* | Ruined |
Gyre Annulled | No Plague | No Plague | No Plague | No Plague | Ruined |
XRL.World.Conversations.Parts.EndGame.EvaluateState
* If Resheph was destroyed by opening the nondeterministic core, then Qud will not be Ruined in a standard Launch ending, and only Plagued.
XRL.World.ZoneBuilders.VillageCoda.GenerateVillageEntity
Slynth Immigrant
If the player has completed Landing Pads, then there will be a slynth immigrant in the Epilogue village. This immigrant will be different based on the settlement the slynth chose as their home.
Settlement | Slynth |
---|---|
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Any procedurally generated Village | ![]() |
Notably absent is the Pariahs faction. If the slynth choose to join the pariahs with
Lulihart, hindren pariah, then there will be no slynth immigrant in the Epilogue village.
If the Slynth immigrant is a slynth wrenchmonk, then they will be prioritized as a candidate for the position of
village tinker. If they are a
slynth irrigator or
slynth cidermouth, then then they will be prioritized as a candidate for the position of
village apothecary.
XRL.World.ZoneBuilders.VillageCoda.GetSlynthType XRL.World.ZoneBuilders.VillageCoda.GetSlynthRole XRL.World.ZoneBuilders.VillageCoda.SlynthPopulationInflux
Fraying Favorites
If the player has completed Fraying Favorites, then a unique object will be placed in the Tinker's hut appropriate to the Child the player gave the repulsive device to.
Child | Object |
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XRL.World.Parts.PopulateCodaTinker
Starshiib
If either of the following conditions have been met, an ursine locket will be present in a building.[1]
Barathrum the Old left on the Exodus at the Starfarer's Quay.[2]
- The player has left on the Exodus, choosing a Launch Ending, with or without Barathrum.[3]
The ursine locket will initially be unidentified. Once identified, it can be used similarly to a hologram bracelet to produce a
hologram of outworlder.
In addition, there's a slew of other factors that can affect the Coda in small ways. Among these are:
Raising Indrix
- If the player has completed Raising Indrix,[4] It will appear either in the inventory of the
village apothecary then amaranthine dust will appear in the inventory of the
village apothecary if one is present, or elsewhere if none is present.[5]
- If the player has not completed Raising Indrix, then the
amaranthine prism will be available for sale from the
village merchant, or be elsewhere if none is present.[6]
If, Then, Else
If the player has started or completed If, Then, Else, then one of three figurines will be present in the inventory of the village merchant, or elsewhere in the village if none is present:[7]
- ↑
XRL.World.ZoneBuilders.VillageCoda
, methodBuildZone
- ↑
XRL.World.Parts.ShevaStarshipControl
, methodCheckTimer
- ↑
XRL.World.Conversations.Parts.EndGame
, methodEvaluateState
- ↑
XRL.World.Conversations.Parts.EndGame
, methodEvaluateState
- ↑
XRL.World.ZoneBuilders.VillageCoda
, methodPopulateCodaApothecary
- ↑
XRL.World.ZoneBuilders.VillageCoda
, methodPopulateCodaMerchant
- ↑
XRL.World.ZoneBuilders.VillageCoda
, methodPopulateCodaMerchant
- ↑
XRL.World.Conversations.Parts.EndGame
, methodEvaluateState