Is there any performance impact?Depending on how many constellations you have, there might be framedrops while on map or intel screen. Past 300 constellations you will feel it. Otherwise - depends on your pc.
Is there any performance impact?Depending on how many constellations you have, there might be framedrops while on map or intel screen. Past 300 constellations you will feel it. Otherwise - depends on your pc.
Okay, I've encountered a problem...Can you post a screenshot with the map zoomed out as much as you can?
I've generated a ~2x larger sector (multiplying each value by 1.4, with 229600 x 145600), and now the sector map can't actually zoom out enough to see the constellations at the edges.
Okay, I've encountered a problem...Can you post a screenshot with the map zoomed out as much as you can?
I've generated a ~2x larger sector (multiplying each value by 1.4, with 229600 x 145600), and now the sector map can't actually zoom out enough to see the constellations at the edges.
Also, in that case, zoom out as much as you can and move map with right click - should allow you to spot constellations at the edges.
Archive me your save file, i'll try it and see what can be done with it.Okay, I've encountered a problem...Can you post a screenshot with the map zoomed out as much as you can?
I've generated a ~2x larger sector (multiplying each value by 1.4, with 229600 x 145600), and now the sector map can't actually zoom out enough to see the constellations at the edges.
Also, in that case, zoom out as much as you can and move map with right click - should allow you to spot constellations at the edges.
For some reason, the game won't let me actually move the map with holding down the RMB, when zoomed out. It only moves by a sliver, not enough to reveal all the hidden stuff.
Here's the maximum zoomed out map: https://i.imgur.com/3HUs6a3.png
And the maximum zoomed out intel screen: https://i.imgur.com/FQC7zv2.png
So, um... neither allows to see the entire map, though the intel screen allows to see a higher degree of it on the Y axis, and the map screen on the X axis.
Archive me your save file, i'll try it and see what can be done with it.Here: https://www.dropbox.com/s/zg1hc1o3ycp1hee/save_TEST_884913219661667836.rar?dl=0
You've tried it with the same params, regarding everything, not just height/width?Archive me your save file, i'll try it and see what can be done with it.Here: https://www.dropbox.com/s/zg1hc1o3ycp1hee/save_TEST_884913219661667836.rar?dl=0
I've tried Grand Sector for comparison, and this problem doesn't occur. The game somehow draws a larger grid on the map/intel screen (I've compared them, it has proportionally more cells), which encompasses the entire sector with all its systems (here, systems stick outside of the grid), and the entire map is visible.
Of course, Grand Sector doesn't do anything with the actual exploration-worthy content... :/
You've tried it with the same params, regarding everything, not just height/width?Archive me your save file, i'll try it and see what can be done with it.Here: https://www.dropbox.com/s/zg1hc1o3ycp1hee/save_TEST_884913219661667836.rar?dl=0
I've tried Grand Sector for comparison, and this problem doesn't occur. The game somehow draws a larger grid on the map/intel screen (I've compared them, it has proportionally more cells), which encompasses the entire sector with all its systems (here, systems stick outside of the grid), and the entire map is visible.
Of course, Grand Sector doesn't do anything with the actual exploration-worthy content... :/
Ok, i slightly messed up while compiling sectorprocgen file.You've tried it with the same params, regarding everything, not just height/width?Archive me your save file, i'll try it and see what can be done with it.Here: https://www.dropbox.com/s/zg1hc1o3ycp1hee/save_TEST_884913219661667836.rar?dl=0
I've tried Grand Sector for comparison, and this problem doesn't occur. The game somehow draws a larger grid on the map/intel screen (I've compared them, it has proportionally more cells), which encompasses the entire sector with all its systems (here, systems stick outside of the grid), and the entire map is visible.
Of course, Grand Sector doesn't do anything with the actual exploration-worthy content... :/
Yeah, although GS has one parameter in its config file that Adjusted does not use: SectorCellSize (not ConstellationCellSize).
But that one just seems to use the stated vanilla value.
Ok, i slightly messed up while compiling sectorprocgen file.
I've updated main post, now it should be okay.
Just change "AdjustedSectorConstellationSize" (settings.json of mod) value from 2000 to 3000, should do the job.Ok, i slightly messed up while compiling sectorprocgen file.
I've updated main post, now it should be okay.
Thanks!
It's better now. Would be 100% great if you could increase the effect of this change more (like, for this exmaple, to extend the grid by about 2 more cells: https://imgur.com/a/ZyVCGAc ), but if that's not possible, I could live with this.
Hey the map problem is still happening for me, there are constellations that still are outside of the map,how can i fix this?Go to vanilla settings file, change
https://imgur.com/a/sEyJLES image of the bug i am getting.
Is there a way to prevent systems spawning very very close to the edge of the map? Not a significant issue, I figured it was just down to generation rng.If you're using 0.1.2, it should work fine. Please reply if you encounter this problem with 0.1.2.
Edit: Looking through the rest of the thread, I appear to have a similar issue to the others with some planets spawning just outside map borders, I'll just wait for the next update.
Just started some new saves after updating. First off, I reduced the sector height and width by about 40%, just personal preference. I can paste the rest of my settings if needed.Next update will incorporate hyperstorm generations - but i need to wait until Nex updates, since there might be a conflict - both mods are using the same SectorGen plugin.
This is the hyperspace map with all Adjusted Sector assets.
https://imgur.com/xx8f1Tf
And here is the hyperspace map with Adjusted Sector, but I used Grand Sector's fix, replaced hyperspace_map.png with anon-hyperspace.png
https://imgur.com/MPzsItG
It is two different saves, so planet generation is different, I forgot to use the same generation ID.
"sectorWidth":180000,
"sectorHeight":160000,
"AdjustedSectorConstellationCount":200,
It seems using these settings created a sector with no remnants.Whenever you change "AdjustedSectorConstellationCount" you should change other "themed" constellation counters as well - otherwise game will react weird.CodeNothing else was changed. Sector size with that is about where I'd like it, now I just need remnants back in. What settings would be recommended?"sectorWidth":180000,
"sectorHeight":160000,
"AdjustedSectorConstellationCount":200,
"sectorConstellationRemnantMin":40,
"sectorConstellationRemnantMax":70,
"sectorConstellationRuinsMin":25,
"sectorConstellationRuinsMax":40,
"sectorDerelictMotherships":16,
"sectorDerelictCryosleepers":36,
Whenever you change "AdjustedSectorConstellationCount" you should change other "themed" constellation counters as well - otherwise game will react weird.Working wonderfully, thanks!
In your case, you should change the following:CodeShould work."sectorConstellationRemnantMin":40,
"sectorConstellationRemnantMax":70,
"sectorConstellationRuinsMin":25,
"sectorConstellationRuinsMax":40,
"sectorDerelictMotherships":16,
"sectorDerelictCryosleepers":36,
To test it out - generate new game, use console to enter devmode (devmode on), press ctrl+z after leaving console window, and fly into hyperspace. This will reveal all remnant systems - and if the number of beacons is appropriate and isn't 0, you good to go.
What values will result in the generation of more ruins? Do you need a wider range, or higher numbers. The vanilla numbers are 15-25 and you've changed it to 50-75; are these the number of ruins that the game will generate, or a range that the game must roll between to generate a ruin?It's the number of constellations that will receive ruin theme - ship graveyards, research/mining station, that kind of stuff. Probability of ruins as a planetary condition is defined by condition_gen_data - vanilla file that contains details and probability of conditions appearing on the planets (with different types may be lower or greater probability, or so it seems).
so i changed some values for my game and discovered rather quickly that it really messed up the map with respects to hyperstorms.
"sectorWidth":252308,
"sectorHeight":160000,
anyways - i don't really know why this works (it was just a guess) - but i adjusted the pixels of the hyperspace map you include to be 1240 width and 786 height which is almost exactly the same ratio as the sector values i used.
so for those of you who desire to use different sector width and height values you can rather easily make sure your hyperspace storms map isn't too big or too small by solving a simple equation.
input your values into the following
(sector width)/(sector height)= (pixel width of hyperspace map - say 1500)/x
x = (1500)/(ratio of sector width to height)
then just change the hyperspace map. resize it to the width and the x value you solved for
Changing the size of hyperspace map pic might result in game just crashing straight-up. The current hyperspace map is the closest that i can do to "ideal sized hyperspace map".so i changed some values for my game and discovered rather quickly that it really messed up the map with respects to hyperstorms.
"sectorWidth":252308,
"sectorHeight":160000,
anyways - i don't really know why this works (it was just a guess) - but i adjusted the pixels of the hyperspace map you include to be 1240 width and 786 height which is almost exactly the same ratio as the sector values i used.
so for those of you who desire to use different sector width and height values you can rather easily make sure your hyperspace storms map isn't too big or too small by solving a simple equation.
input your values into the following
(sector width)/(sector height)= (pixel width of hyperspace map - say 1500)/x
x = (1500)/(ratio of sector width to height)
then just change the hyperspace map. resize it to the width and the x value you solved for
i think it needs a custom hyperspace map?
So i adjusted my constellationcount to 1020 how do I set the others to make it work? The remnants min and max size and the other valuesJust multiply other values by 2.8
"AdjustedSectorConstellationCount":360,
"AdjustedSectorConstellationSize":100,
"AdjustedSectorConstellationCellSize":5,
"sectorConstellationRemnantMin":210,
"sectorConstellationRemnantMax":350,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":140,
"sectorConstellationRuinsMax":210,
"sectorDerelictMotherships":72,
"sectorDerelictCryosleepers":144,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":42,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":84,
"BladeBreakerThemed_ConstellationMin_AS":42,
"BladeBreakerThemed_ConstellationMax_AS":84,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
Hello, so I wanted to ask for recommendations on what settings I would like to use, here are my current settings :Try something like this:Spoiler"sectorWidth":184000,
"sectorHeight":124000,
"AdjustedSectorConstellationCount":150,
"AdjustedSectorConstellationSize":1000,
"AdjustedSectorConstellationCellSize":5,
"sectorConstellationRemnantMin":30,
"sectorConstellationRemnantMax":30,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":30,
"sectorConstellationRuinsMax":30,
"sectorDerelictMotherships":20,
"sectorDerelictCryosleepers":30,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":100,
"accessibilitySameFactionBonus":0.75,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":10,
"BladeBreakerThemed_ConstellationMax_AS":20,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}[close]
I personally keep the number of stars at 150 since it's the most my computer can handle, what do you recommend for the other remnant, blade breakers and ruins settings ? (I don't play with SAD, so no need to include it)
"sectorConstellationRemnantMin":30,
"sectorConstellationRemnantMax":50,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":20,
"sectorConstellationRuinsMax":30,
"sectorDerelictMotherships":9,
"sectorDerelictCryosleepers":20,
"BladeBreakerThemed_ConstellationMin_AS":6,
"BladeBreakerThemed_ConstellationMax_AS":12,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
Idk..what is wrong with my settings ( or maybe the problem is within the mod ). But I (and several other people in Discord ) didn't find any research stations \ mining ones \ habitats ( that are not scripted ). We've checked all the black wholes and nebulas, and a huge amount of Supergigants and Neutron Stars too.
Idk..what is wrong with my settings ( or maybe the problem is within the mod ). But I (and several other people in Discord ) didn't find any research stations \ mining ones \ habitats ( that are not scripted ). We've checked all the black wholes and nebulas, and a huge amount of Supergigants and Neutron Stars too.Once again, the "AdjustedSectorConstellationCount" is too low to contain EVERYTHING you've set below. So it narrows down to just one theme (iirc, it's a derelict one).
Settings:
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationSize":100,
#"sectorConstellationCellSize":10,
"sectorWidth":194000,
"sectorHeight":134000,
"AdjustedSectorConstellationCount":120,
"AdjustedSectorConstellationSize":490,
"AdjustedSectorConstellationCellSize":6,
"sectorConstellationRemnantMin":25,
"sectorConstellationRemnantMax":67,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":46,
"sectorConstellationRuinsMax":120,
"sectorDerelictMotherships":25,
"sectorDerelictCryosleepers":18,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":100,
"accessibilitySameFactionBonus":0.75,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":8,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":15,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":4,
#"BladeBreakerThemed_ConstellationMax_AS":7,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":4,
"BladeBreakerThemed_ConstellationMax_AS":9,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
"AdjustedSectorConstellationCount":120,
"sectorConstellationRemnantMin":25,
"sectorConstellationRemnantMax":40,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":16,
"sectorConstellationRuinsMax":25,
"sectorDerelictMotherships":8,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":12,
"BladeBreakerThemed_ConstellationMin_AS":5,
"BladeBreakerThemed_ConstellationMax_AS":10,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
What does this do in respects to map seeds? What I mean by this is that I have a particular seed that makes two planets in Duzahk supposedly valuable for colonization (one Terran at 50% hazard and one tundra at 150%). Will this render such a seed useless for the purpose of ensuring those planets and their traits or will it not matter and the same seed will result in the same properties?I'm currently playing with all these mods and there was no problems whatsoever.
Also, I'm currently running LazyLib, MagicLib, GraphicsLib, SkilledUp, Vayra's Ship Pack, and Legacy of Arkgneisis. Would any of those bump heads with this mod or will they all play nice?
why did you disable the shaders ???I got CTD at saving several times, looked it up here, on forum, and found the solution.
will setting the values for ruin spawns and remnant spawns too high cause them too not spawn at all?If the sum of all numbers for "themed" constellations > "AdjustedSectorConstellationCount" it will cause some of these themes to be absent.
So "theme" constellations are the "sectorConstellationRemnantMax" and "sectorConstellationRuinsMax" numbers or am I missing any others? What about motherships and cryosleepers? I'm assuming the minimums just need to be below the related maximum.Motherships are counting towards "Derelict Theme". 1 Motherships =2-4 constellations.
alright i attached a settings file, if its way out of whack, id be thankful for any help in fixing it. i had too make it .txt instead of .json so i can attach it.Your problem is - you've set the min and max numbers for themed constellations waaay past the amount of constellations
"sectorWidth":150000,
"sectorHeight":150000,
"AdjustedSectorConstellationCount":100,
"AdjustedSectorConstellationSize":100,
"AdjustedSectorConstellationCellSize":4,
"sectorConstellationRemnantMin":1000,
"sectorConstellationRemnantMax":3000,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":1000,
"sectorConstellationRuinsMax":3000,
"sectorDerelictMotherships":15,
"sectorWidth":150000,
"sectorHeight":150000,
"AdjustedSectorConstellationCount":100,
"AdjustedSectorConstellationSize":100,
"AdjustedSectorConstellationCellSize":4,
"sectorConstellationRemnantMin":20,
"sectorConstellationRemnantMax":30,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":20,
"sectorConstellationRuinsMax":30,
"sectorDerelictMotherships":10,
Hello,you make a great mod I like.Sure, why not.
I want to repost it to chinese StarSector forum: https://www.fossic.org/
There should be all copyright information in reposted,including author name,mod name,source.
Could I do that?
It crashes my game when I reload a save. I assume I need to let the game use more RAM.Besides that, try to turn off shaders in Graphicslib settings file - it helped me personally, even without additional RAM.
Thanks.Here is the reposted page:https://www.fossic.org/thread-1063-1-1.htmlHello,you make a great mod I like.Sure, why not.
I want to repost it to chinese StarSector forum: https://www.fossic.org/
There should be all copyright information in reposted,including author name,mod name,source.
Could I do that?
Apparently with this mod, I can't save at all. It gives me error.The greater sector size/number of constellations - the greater requirement for ram and vram.
Edit: lower the sectorWidth/sectorHeigh could potentially fix this
65838 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
{"enabledMods": [
"$$$_lightshow",
"$$$_trailermoments",
"Adjusted Sector",
"raccoonarms",
"automatic-orders",
"lw_autosave",
"timid_admins",
"blackrock_driveyards",
"Boggled Terraforming",
"CAS",
"CombatAnalytics",
"chatter",
"lw_radar",
"DisassembleReassemble",
"edshipyard",
"HMI",
"Imperium",
"lw_lazylib",
"logisticsNotifications",
"luddenhance",
"MagicLib",
"missingships",
"nexerelin",
"wyv_planetaryShieldAccessControl",
"portrait",
"$$rebalanced_pilums",
"sun_ruthless_sector",
"SCY",
"RC_Second_Wave_Options",
"shadow_ships",
"swp",
"bonomel_skilledup",
"speedUp",
"sun_starship_legends",
"StopGapMeasures",
"sd_sundiving_1.1",
"timid_supply_forging",
"tahlan",
"underworld",
"US",
"URW",
"lw_version_checker",
"vesperon",
"WEAPONARCS",
"toggleWeapons",
"audio_plus",
"shaderLib"
]}
{
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
#Change the number below to increase or decrease the size of the Sector
"sectorWidth":164000,
"sectorHeight":104000,
"AdjustedSectorConstellationCount":120,
"sectorConstellationSize":2000,
"sectorConstellationCellSize":10,
"sectorConstellationRemnantMin":15,
"sectorConstellationRemnantMax":30,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":20,
"sectorConstellationRuinsMax":30,
"sectorDerelictMotherships":4,
"sectorDerelictCryosleepers":8,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":50,
"accessibilitySameFactionBonus":0.5,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":15,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":30,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":15,
"BladeBreakerThemed_ConstellationMax_AS":30,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}
I seem to get a crash to desktop after starsector first loads to the main menu with the error message: Fatal: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin] Check starsector.log for more info. It stops happening when I disable only this mod.Hmmm, i never saw this error before. If you're using the most recent version of Nexerelin, there shouldn't be any problems - i'm using both Adjusted Sector and Nexerelin in my current playthrough.
Error log:Quote65838 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Enabled mods:Quote{"enabledMods": [
"$$$_lightshow",
"$$$_trailermoments",
"Adjusted Sector",
"raccoonarms",
"automatic-orders",
"lw_autosave",
"timid_admins",
"blackrock_driveyards",
"Boggled Terraforming",
"CAS",
"CombatAnalytics",
"chatter",
"lw_radar",
"DisassembleReassemble",
"edshipyard",
"HMI",
"Imperium",
"lw_lazylib",
"logisticsNotifications",
"luddenhance",
"MagicLib",
"missingships",
"nexerelin",
"wyv_planetaryShieldAccessControl",
"portrait",
"$$rebalanced_pilums",
"sun_ruthless_sector",
"SCY",
"RC_Second_Wave_Options",
"shadow_ships",
"swp",
"bonomel_skilledup",
"speedUp",
"sun_starship_legends",
"StopGapMeasures",
"sd_sundiving_1.1",
"timid_supply_forging",
"tahlan",
"underworld",
"US",
"URW",
"lw_version_checker",
"vesperon",
"WEAPONARCS",
"toggleWeapons",
"audio_plus",
"shaderLib"
]}
Settings:Quote{
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
#Change the number below to increase or decrease the size of the Sector
"sectorWidth":164000,
"sectorHeight":104000,
"AdjustedSectorConstellationCount":120,
"sectorConstellationSize":2000,
"sectorConstellationCellSize":10,
"sectorConstellationRemnantMin":15,
"sectorConstellationRemnantMax":30,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":20,
"sectorConstellationRuinsMax":30,
"sectorDerelictMotherships":4,
"sectorDerelictCryosleepers":8,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":50,
"accessibilitySameFactionBonus":0.5,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":15,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":30,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":15,
"BladeBreakerThemed_ConstellationMax_AS":30,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}
I probably *** something up myself, but I can't figure out what. Seems to be an interaction with Nexerelin.
Hey i'm new to forum and I created an account only to write hereThis should make a good start for you, give it a try:
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationSize":100,
#"sectorConstellationCellSize":10,
"sectorWidth":224000,
"sectorHeight":184000,
"AdjustedSectorConstellationCount":300,
"AdjustedSectorConstellationSize":1000,
"AdjustedSectorConstellationCellSize":5,
"sectorConstellationRemnantMin":80,
"sectorConstellationRemnantMax":100,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":70,
"sectorConstellationRuinsMax":80,
"sectorDerelictMotherships":20,
"sectorDerelictCryosleepers":40,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":120,
"accessibilitySameFactionBonus":0.80,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":30,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":40,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":30,
"BladeBreakerThemed_ConstellationMax_AS":40,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}
I can't find a good balance at 300 Constellation. i want maximally packed sector with 300 systems. So generally ruins, blade breaker systems ect. As much as possible. Of course, up to the limit where everything will be generated without a problem. I would like to have some more systems with mining stations ect but...
I tried with different combinations and generally a lot of content is not generated or there is not enough of it of course I tried not to pack more than my number of systems. I am asking the author to configure such a sector as I wrote. Thank you in advance, as you can see, I either did it wrong or I would like too much with this settings :o
Sorry for my eng :P
Is there a fix to massive FPS hits on Intel or Map screen? Allocated 8 gigs of ram to this, only makes me use 20% during the FPS hit.Yeah, i was thinking of providing different settings for different setups. It's just that mod intended for player to adjust starting settings accordingly to their wish.
Strangely, I feel I have a better system, but there's definitely a hit to FPS while traveling around, too, with default settings. Fair enough, it's more than triple the size of vanilla.
I'm scared of messing things up however and adjusting the size. Is there a chance you'll ever provide some of your own settings for smaller than 360 size? Like a high, medium, low set? Maybe in spoilers?
So I'm rather bad at maths but if you adjust the AdjustedSectorConstellationCount value to 300 or below / above etc what sort of multiplier are we supposed to use to have the themes adjust or be slightly lower so to make room for other mods that add it in too?It's not quite that, game just has problems with handling the large amount of constellations coupled with many mods.
loving the mod thanks for making it 8)You're welcome!
Great mod, really helps with making the sector feel like an expanse where opportunity may be just a bit out of reach.AdjustedSectorConstellationSize
I am having an issue with star and constellation placement though. Constellations are prone to intermingle, with stars from one constellation being right in the middle of an other.
Rarer is the issue were systems 'overlap' in the hyperspace map. With suns being right next to each other but they are completely different systems.
I had these issues with both the default settings for the mod and with slight personal adjustments; what settings are responsible for this? Or is it something that the system generation from the start of the game does when it gets more systems and constellations than the vanilla ones?
Is there any performance impact?Depending on how many constellations you have, there might be framedrops while on map or intel screen. Past 300 constellations you will feel it. Otherwise - depends on your pc.
"sectorWidth":246600,Is there any performance impact?Depending on how many constellations you have, there might be framedrops while on map or intel screen. Past 300 constellations you will feel it. Otherwise - depends on your pc.
so, with laptop that has
- i5 7200U
-sata SSD
dedicated GPU R5 M330 with 2 GB VRAM
and 8 gigs of RAM
what would be an optimal sector size?
thanx
Looking for advice on some settings.Copy and paste your settings.json here.
I changed the sector settings (count, size, cellsize) to the same as vanilla but kept the width and height, it seems to generate around 3x more constellations vs vanilla which I like, but I can't figure out the best settings for Remnant, Ruins, Derelicts and Blade Breakers by comparing the mod values with vanilla.
Does anyone have recommendations based on just 3x constellations and (therefore) 3x systems vs vanilla in regards to settings for those features?
here. SAD settings aren't important as I don't use SAD.
Can anyone help me configure my sector since i think im not inteligent that much to figure out my self. . i would like a same size sector as in vanilla but with 200 planets. if default is 100?Try this:
thanks a lot
thank you for a quick reply. butCan anyone help me configure my sector since i think im not inteligent that much to figure out my self. . i would like a same size sector as in vanilla but with 200 planets. if default is 100?Try this:
thanks a lotSpoiler{
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationCount":100,
#"sectorConstellationCellSize":10,
#"sectorConstellationSize":2000,
"sectorWidth":164000,
"sectorHeight":104000,
"AdjustedSectorConstellationCount":200,
"AdjustedSectorConstellationSize":750,
"AdjustedSectorConstellationCellSize":5,
"sectorConstellationRemnantMin":60,
"sectorConstellationRemnantMax":80,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":33,
"sectorConstellationRuinsMax":50,
"sectorDerelictMotherships":10,
"sectorDerelictCryosleepers":64,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":100,
"accessibilitySameFactionBonus":0.75,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":1,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":5,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":20,
"BladeBreakerThemed_ConstellationMax_AS":30,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}[close]
Oh, my mistake. Try changing these values (others should be fine):thank you for a quick reply. butCan anyone help me configure my sector since i think im not inteligent that much to figure out my self. . i would like a same size sector as in vanilla but with 200 planets. if default is 100?Try this:
thanks a lotSpoiler{
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationCount":100,
#"sectorConstellationCellSize":10,
#"sectorConstellationSize":2000,
"sectorWidth":164000,
"sectorHeight":104000,
"AdjustedSectorConstellationCount":200,
"AdjustedSectorConstellationSize":750,
"AdjustedSectorConstellationCellSize":5,
"sectorConstellationRemnantMin":60,
"sectorConstellationRemnantMax":80,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":33,
"sectorConstellationRuinsMax":50,
"sectorDerelictMotherships":10,
"sectorDerelictCryosleepers":64,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":100,
"accessibilitySameFactionBonus":0.75,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":1,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":5,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":20,
"BladeBreakerThemed_ConstellationMax_AS":30,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}[close]
this is a sector image that i get when i run vanillaSpoiler(https://i.imgur.com/S3i07Bb.png)[close]
and this one is with settings that you suggested.while sector is beautifull there are too many stars and many stars are to close one to another that they look mixed somtimes. while its not a big issue i would prefer to stars be more separated.. to be honest i didnt count them but seems like more than 200 also squares as you can see are bigger on fully zoomed out but i dont know what that means or if its important at all.Spoiler(https://i.imgur.com/nsDQyga.png)[close]
im reading what i wrote and sorry for my english. but its important for me to understand that im not complaining or whining.
so i wonder if you can help me get same sector size as vanilla but double the stars from first picture. if you think that second picture is what i wanted then please sir suggest me a settings with less stars.
thanks again for this great mod and thanx for sharing it.
Also if you have time it would be great if you can make simple manual with numbers and multiplications that needs to be made to make this mod work without issues for us that have toastes or semi toasters. and with smaller brains
i hope that you will find time to continue to develop this incredibly useful mod
thank you again
thanx for a quick answer but they are still too close.. this is one example from corvus systemOh, my mistake. Try changing these values (others should be fine):thank you for a quick reply. butCan anyone help me configure my sector since i think im not inteligent that much to figure out my self. . i would like a same size sector as in vanilla but with 200 planets. if default is 100?Try this:
thanks a lotSpoiler{
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationCount":100,
#"sectorConstellationCellSize":10,
#"sectorConstellationSize":2000,
"sectorWidth":164000,
"sectorHeight":104000,
"AdjustedSectorConstellationCount":200,
"AdjustedSectorConstellationSize":750,
"AdjustedSectorConstellationCellSize":5,
"sectorConstellationRemnantMin":60,
"sectorConstellationRemnantMax":80,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":33,
"sectorConstellationRuinsMax":50,
"sectorDerelictMotherships":10,
"sectorDerelictCryosleepers":64,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":100,
"accessibilitySameFactionBonus":0.75,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":1,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":5,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":20,
"BladeBreakerThemed_ConstellationMax_AS":30,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}[close]
this is a sector image that i get when i run vanillaSpoiler(https://i.imgur.com/S3i07Bb.png)[close]
and this one is with settings that you suggested.while sector is beautifull there are too many stars and many stars are to close one to another that they look mixed somtimes. while its not a big issue i would prefer to stars be more separated.. to be honest i didnt count them but seems like more than 200 also squares as you can see are bigger on fully zoomed out but i dont know what that means or if its important at all.Spoiler(https://i.imgur.com/nsDQyga.png)[close]
im reading what i wrote and sorry for my english. but its important for me to understand that im not complaining or whining.
so i wonder if you can help me get same sector size as vanilla but double the stars from first picture. if you think that second picture is what i wanted then please sir suggest me a settings with less stars.
thanks again for this great mod and thanx for sharing it.
Also if you have time it would be great if you can make simple manual with numbers and multiplications that needs to be made to make this mod work without issues for us that have toastes or semi toasters. and with smaller brains
i hope that you will find time to continue to develop this incredibly useful mod
thank you again
"AdjustedSectorConstellationSize":2000,
"AdjustedSectorConstellationCellSize":10,
As for english - it's okay, i'm not native speaker myself.
About "setups for bad PC" - thing is, my own setup (that is included in mod) is well, for my bad PC that has only 4 GB RAM allocated and 2GB vram card.
So if you (or anyone) have trouble with figuring out what would be "ok setup" for your PC - just post here your PC stats, and prefered conditions - i'll figure something out, whenever i can.
It doesn't work that way. You need to start a new game for these changes to occur.i admit that i didnt start a new game. i just changed the values that you suggested and load the last that i played.Oh, my mistake. Try changing these values (others should be fine):thank you for a quick reply. butCan anyone help me configure my sector since i think im not inteligent that much to figure out my self. . i would like a same size sector as in vanilla but with 200 planets. if default is 100?Try this:
thanks a lotSpoiler{
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationCount":100,
#"sectorConstellationCellSize":10,
#"sectorConstellationSize":2000,
"sectorWidth":164000,
"sectorHeight":104000,
"AdjustedSectorConstellationCount":200,
"AdjustedSectorConstellationSize":750,
"AdjustedSectorConstellationCellSize":5,
"sectorConstellationRemnantMin":60,
"sectorConstellationRemnantMax":80,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":33,
"sectorConstellationRuinsMax":50,
"sectorDerelictMotherships":10,
"sectorDerelictCryosleepers":64,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":100,
"accessibilitySameFactionBonus":0.75,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":1,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":5,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":20,
"BladeBreakerThemed_ConstellationMax_AS":30,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}[close]
this is a sector image that i get when i run vanillaSpoiler(https://i.imgur.com/S3i07Bb.png)[close]
and this one is with settings that you suggested.while sector is beautifull there are too many stars and many stars are to close one to another that they look mixed somtimes. while its not a big issue i would prefer to stars be more separated.. to be honest i didnt count them but seems like more than 200 also squares as you can see are bigger on fully zoomed out but i dont know what that means or if its important at all.Spoiler(https://i.imgur.com/nsDQyga.png)[close]
im reading what i wrote and sorry for my english. but its important for me to understand that im not complaining or whining.
so i wonder if you can help me get same sector size as vanilla but double the stars from first picture. if you think that second picture is what i wanted then please sir suggest me a settings with less stars.
thanks again for this great mod and thanx for sharing it.
Also if you have time it would be great if you can make simple manual with numbers and multiplications that needs to be made to make this mod work without issues for us that have toastes or semi toasters. and with smaller brains
i hope that you will find time to continue to develop this incredibly useful mod
thank you again
"AdjustedSectorConstellationSize":2000,
"AdjustedSectorConstellationCellSize":10,
As for english - it's okay, i'm not native speaker myself.
About "setups for bad PC" - thing is, my own setup (that is included in mod) is well, for my bad PC that has only 4 GB RAM allocated and 2GB vram card.
So if you (or anyone) have trouble with figuring out what would be "ok setup" for your PC - just post here your PC stats, and prefered conditions - i'll figure something out, whenever i can.
Also this is not a same game that i posted first two pictures. that was from the job. im playing on job and at home however settings are the same. damn im hooked.
maybe i need to start new game... still it seems like more than 200 stars. thanx
Sorry to bother you, but when using Adjusted Sector thus far it's just had..no effect? Is there a variable I have to change somewhere to enable the changes? I didn't see anything like that mentioned in any other comments, and the rest of the mods I have running are all working fine at the moment. It's enabled in the launcher and installed in the right folder, but it's still just generating the vanilla sector density/size/makeup. Any idea what could be causing that?Presence of other mods (Grand sector, for example) may override Adjusted Sector. Post the list of your mods.
Sorry to bother you, but when using Adjusted Sector thus far it's just had..no effect? Is there a variable I have to change somewhere to enable the changes? I didn't see anything like that mentioned in any other comments, and the rest of the mods I have running are all working fine at the moment. It's enabled in the launcher and installed in the right folder, but it's still just generating the vanilla sector density/size/makeup. Any idea what could be causing that?Presence of other mods (Grand sector, for example) may override Adjusted Sector. Post the list of your mods.
It doesn't work that way. You need to start a new game for these changes to occur.i admit that i didnt start a new game. i just changed the values that you suggested and load the last that i played.Oh, my mistake. Try changing these values (others should be fine):thank you for a quick reply. butCan anyone help me configure my sector since i think im not inteligent that much to figure out my self. . i would like a same size sector as in vanilla but with 200 planets. if default is 100?Try this:
thanks a lotSpoiler{
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationCount":100,
#"sectorConstellationCellSize":10,
#"sectorConstellationSize":2000,
"sectorWidth":164000,
"sectorHeight":104000,
"AdjustedSectorConstellationCount":200,
"AdjustedSectorConstellationSize":750,
"AdjustedSectorConstellationCellSize":5,
"sectorConstellationRemnantMin":60,
"sectorConstellationRemnantMax":80,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":33,
"sectorConstellationRuinsMax":50,
"sectorDerelictMotherships":10,
"sectorDerelictCryosleepers":64,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":100,
"accessibilitySameFactionBonus":0.75,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":1,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":5,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":20,
"BladeBreakerThemed_ConstellationMax_AS":30,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}[close]
this is a sector image that i get when i run vanillaSpoiler(https://i.imgur.com/S3i07Bb.png)[close]
and this one is with settings that you suggested.while sector is beautifull there are too many stars and many stars are to close one to another that they look mixed somtimes. while its not a big issue i would prefer to stars be more separated.. to be honest i didnt count them but seems like more than 200 also squares as you can see are bigger on fully zoomed out but i dont know what that means or if its important at all.Spoiler(https://i.imgur.com/nsDQyga.png)[close]
im reading what i wrote and sorry for my english. but its important for me to understand that im not complaining or whining.
so i wonder if you can help me get same sector size as vanilla but double the stars from first picture. if you think that second picture is what i wanted then please sir suggest me a settings with less stars.
thanks again for this great mod and thanx for sharing it.
Also if you have time it would be great if you can make simple manual with numbers and multiplications that needs to be made to make this mod work without issues for us that have toastes or semi toasters. and with smaller brains
i hope that you will find time to continue to develop this incredibly useful mod
thank you again
"AdjustedSectorConstellationSize":2000,
"AdjustedSectorConstellationCellSize":10,
As for english - it's okay, i'm not native speaker myself.
About "setups for bad PC" - thing is, my own setup (that is included in mod) is well, for my bad PC that has only 4 GB RAM allocated and 2GB vram card.
So if you (or anyone) have trouble with figuring out what would be "ok setup" for your PC - just post here your PC stats, and prefered conditions - i'll figure something out, whenever i can.
Also this is not a same game that i posted first two pictures. that was from the job. im playing on job and at home however settings are the same. damn im hooked.
maybe i need to start new game... still it seems like more than 200 stars. thanx
{
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationCount":100,
#"sectorConstellationCellSize":10,
#"sectorConstellationSize":2000,
"sectorWidth":164000,
"sectorHeight":104000,
"AdjustedSectorConstellationCount":300,
"AdjustedSectorConstellationSize":2000,
"AdjustedSectorConstellationCellSize":10,
"sectorConstellationRemnantMin":60,
"sectorConstellationRemnantMax":80,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":43,
"sectorConstellationRuinsMax":60,
"sectorDerelictMotherships":20,
"sectorDerelictCryosleepers":74,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":100,
"accessibilitySameFactionBonus":0.75,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":1,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":5,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":20,
"BladeBreakerThemed_ConstellationMax_AS":30,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}
I have no idea lol. But okay, let's just write down mods from this list that are 100% compatible:If it's relevant, I couldn't get grand sector to work either.Sorry to bother you, but when using Adjusted Sector thus far it's just had..no effect? Is there a variable I have to change somewhere to enable the changes? I didn't see anything like that mentioned in any other comments, and the rest of the mods I have running are all working fine at the moment. It's enabled in the launcher and installed in the right folder, but it's still just generating the vanilla sector density/size/makeup. Any idea what could be causing that?Presence of other mods (Grand sector, for example) may override Adjusted Sector. Post the list of your mods.
Try this:It doesn't work that way. You need to start a new game for these changes to occur.i admit that i didnt start a new game. i just changed the values that you suggested and load the last that i played.Oh, my mistake. Try changing these values (others should be fine):thank you for a quick reply. butCan anyone help me configure my sector since i think im not inteligent that much to figure out my self. . i would like a same size sector as in vanilla but with 200 planets. if default is 100?Try this:
thanks a lotSpoiler{
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationCount":100,
#"sectorConstellationCellSize":10,
#"sectorConstellationSize":2000,
"sectorWidth":164000,
"sectorHeight":104000,
"AdjustedSectorConstellationCount":200,
"AdjustedSectorConstellationSize":750,
"AdjustedSectorConstellationCellSize":5,
"sectorConstellationRemnantMin":60,
"sectorConstellationRemnantMax":80,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":33,
"sectorConstellationRuinsMax":50,
"sectorDerelictMotherships":10,
"sectorDerelictCryosleepers":64,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":100,
"accessibilitySameFactionBonus":0.75,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":1,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":5,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":20,
"BladeBreakerThemed_ConstellationMax_AS":30,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}[close]
this is a sector image that i get when i run vanillaSpoiler(https://i.imgur.com/S3i07Bb.png)[close]
and this one is with settings that you suggested.while sector is beautifull there are too many stars and many stars are to close one to another that they look mixed somtimes. while its not a big issue i would prefer to stars be more separated.. to be honest i didnt count them but seems like more than 200 also squares as you can see are bigger on fully zoomed out but i dont know what that means or if its important at all.Spoiler(https://i.imgur.com/nsDQyga.png)[close]
im reading what i wrote and sorry for my english. but its important for me to understand that im not complaining or whining.
so i wonder if you can help me get same sector size as vanilla but double the stars from first picture. if you think that second picture is what i wanted then please sir suggest me a settings with less stars.
thanks again for this great mod and thanx for sharing it.
Also if you have time it would be great if you can make simple manual with numbers and multiplications that needs to be made to make this mod work without issues for us that have toastes or semi toasters. and with smaller brains
i hope that you will find time to continue to develop this incredibly useful mod
thank you again
"AdjustedSectorConstellationSize":2000,
"AdjustedSectorConstellationCellSize":10,
As for english - it's okay, i'm not native speaker myself.
About "setups for bad PC" - thing is, my own setup (that is included in mod) is well, for my bad PC that has only 4 GB RAM allocated and 2GB vram card.
So if you (or anyone) have trouble with figuring out what would be "ok setup" for your PC - just post here your PC stats, and prefered conditions - i'll figure something out, whenever i can.
Also this is not a same game that i posted first two pictures. that was from the job. im playing on job and at home however settings are the same. damn im hooked.
maybe i need to start new game... still it seems like more than 200 stars. thanx
ok i started a new game with this settings that you suggested.and this is what i got..Spoiler{
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationCount":100,
#"sectorConstellationCellSize":10,
#"sectorConstellationSize":2000,
"sectorWidth":164000,
"sectorHeight":104000,
"AdjustedSectorConstellationCount":200,
"AdjustedSectorConstellationSize":2000,
"AdjustedSectorConstellationCellSize":10,
"sectorConstellationRemnantMin":60,
"sectorConstellationRemnantMax":80,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":33,
"sectorConstellationRuinsMax":50,
"sectorDerelictMotherships":10,
"sectorDerelictCryosleepers":64,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":100,
"accessibilitySameFactionBonus":0.75,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":1,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":5,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":20,
"BladeBreakerThemed_ConstellationMax_AS":30,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}[close]
(https://i.imgur.com/xEwL7pE.png)
seems like its too little... sorry can you suggest me settings with 300 stars same sector size as vanilla
i dont get it.. i must be dooing something very wrong.
while i waited i tried to experiment
this is the a default mod map so it should be 360 starsand i experimented and used this settingsSpoiler(https://i.imgur.com/vMPr6ir.png)[close]and i got this map.. cant be only 60 stars difference here.. damn im stupid.SpoilerCode{
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationCount":100,
#"sectorConstellationCellSize":10,
#"sectorConstellationSize":2000,
"sectorWidth":164000,
"sectorHeight":104000,
"AdjustedSectorConstellationCount":300,
"AdjustedSectorConstellationSize":2000,
"AdjustedSectorConstellationCellSize":10,
"sectorConstellationRemnantMin":60,
"sectorConstellationRemnantMax":80,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":43,
"sectorConstellationRuinsMax":60,
"sectorDerelictMotherships":20,
"sectorDerelictCryosleepers":74,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":100,
"accessibilitySameFactionBonus":0.75,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":1,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":5,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":20,
"BladeBreakerThemed_ConstellationMax_AS":30,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}[close]please help againSpoiler(https://i.imgur.com/8Cuq4Fx.png)[close]
{
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationCount":100,
#"sectorConstellationCellSize":10,
#"sectorConstellationSize":2000,
"sectorWidth":164000,
"sectorHeight":104000,
"AdjustedSectorConstellationCount":200,
"AdjustedSectorConstellationSize":1500,
"AdjustedSectorConstellationCellSize":10,
"sectorConstellationRemnantMin":60,
"sectorConstellationRemnantMax":80,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":33,
"sectorConstellationRuinsMax":50,
"sectorDerelictMotherships":10,
"sectorDerelictCryosleepers":64,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":100,
"accessibilitySameFactionBonus":0.75,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":1,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":5,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":20,
"BladeBreakerThemed_ConstellationMax_AS":30,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}
I have no idea lol. But okay, let's just write down mods from this list that are 100% compatible:If it's relevant, I couldn't get grand sector to work either.Sorry to bother you, but when using Adjusted Sector thus far it's just had..no effect? Is there a variable I have to change somewhere to enable the changes? I didn't see anything like that mentioned in any other comments, and the rest of the mods I have running are all working fine at the moment. It's enabled in the launcher and installed in the right folder, but it's still just generating the vanilla sector density/size/makeup. Any idea what could be causing that?Presence of other mods (Grand sector, for example) may override Adjusted Sector. Post the list of your mods.
GraphicsLib
HighTechArmada
Mayasuran Navy
Neutrino corp
Nexerelin
Portrait pack
Combat Chatter
Common Radar
Console Commands
Dassault-Mikoyan Engineering
DIABLEAVIONICS
DissasembleReassemble_v1.6.9
ED_Shipyard
Extratential Lanestate Union
Fix All Empty Planets
Adjusted Sector v0.2.2
Shadowyards
Ship and Weapon Pack
SkilledUp
sylphon
tahlan
UnknownSkies
Vayra's Sector
Vayra's Ship Pack
Interstellar Imperium
Kadur Remnant
LazyLib
Legacy of Arkgenesis
MagicLib
ApproLight
Arsenal Expansion 1.5.3g
Audio Plus
Better Colonies
Blackrock Drive Yards
Boggled Station Construction
Boggled Terraforming
Mods that are may be the source of your trouble:
Active Gates
Celestial Mount Circle
fluffShipPack-master
Lightshow
Missing ships 0.4
Ruthless Sector
SD_Boardable_Unboardables
Torchships
Underworld 1.4.1
vesperon-1.2.0
HullMod Expansion
Steelclad (entire mod is removed from download, so rip).
Also, if you use "random core worlds" option from nexerelin, it obviously will prevent mod from working, but it's probably just cause CtD.
Try this:It doesn't work that way. You need to start a new game for these changes to occur.i admit that i didnt start a new game. i just changed the values that you suggested and load the last that i played.Oh, my mistake. Try changing these values (others should be fine):thank you for a quick reply. butCan anyone help me configure my sector since i think im not inteligent that much to figure out my self. . i would like a same size sector as in vanilla but with 200 planets. if default is 100?Try this:
thanks a lotSpoiler{
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationCount":100,
#"sectorConstellationCellSize":10,
#"sectorConstellationSize":2000,
"sectorWidth":164000,
"sectorHeight":104000,
"AdjustedSectorConstellationCount":200,
"AdjustedSectorConstellationSize":750,
"AdjustedSectorConstellationCellSize":5,
"sectorConstellationRemnantMin":60,
"sectorConstellationRemnantMax":80,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":33,
"sectorConstellationRuinsMax":50,
"sectorDerelictMotherships":10,
"sectorDerelictCryosleepers":64,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":100,
"accessibilitySameFactionBonus":0.75,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":1,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":5,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":20,
"BladeBreakerThemed_ConstellationMax_AS":30,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}[close]
this is a sector image that i get when i run vanillaSpoiler(https://i.imgur.com/S3i07Bb.png)[close]
and this one is with settings that you suggested.while sector is beautifull there are too many stars and many stars are to close one to another that they look mixed somtimes. while its not a big issue i would prefer to stars be more separated.. to be honest i didnt count them but seems like more than 200 also squares as you can see are bigger on fully zoomed out but i dont know what that means or if its important at all.Spoiler(https://i.imgur.com/nsDQyga.png)[close]
im reading what i wrote and sorry for my english. but its important for me to understand that im not complaining or whining.
so i wonder if you can help me get same sector size as vanilla but double the stars from first picture. if you think that second picture is what i wanted then please sir suggest me a settings with less stars.
thanks again for this great mod and thanx for sharing it.
Also if you have time it would be great if you can make simple manual with numbers and multiplications that needs to be made to make this mod work without issues for us that have toastes or semi toasters. and with smaller brains
i hope that you will find time to continue to develop this incredibly useful mod
thank you again
"AdjustedSectorConstellationSize":2000,
"AdjustedSectorConstellationCellSize":10,
As for english - it's okay, i'm not native speaker myself.
About "setups for bad PC" - thing is, my own setup (that is included in mod) is well, for my bad PC that has only 4 GB RAM allocated and 2GB vram card.
So if you (or anyone) have trouble with figuring out what would be "ok setup" for your PC - just post here your PC stats, and prefered conditions - i'll figure something out, whenever i can.
Also this is not a same game that i posted first two pictures. that was from the job. im playing on job and at home however settings are the same. damn im hooked.
maybe i need to start new game... still it seems like more than 200 stars. thanx
ok i started a new game with this settings that you suggested.and this is what i got..Spoiler{
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationCount":100,
#"sectorConstellationCellSize":10,
#"sectorConstellationSize":2000,
"sectorWidth":164000,
"sectorHeight":104000,
"AdjustedSectorConstellationCount":200,
"AdjustedSectorConstellationSize":2000,
"AdjustedSectorConstellationCellSize":10,
"sectorConstellationRemnantMin":60,
"sectorConstellationRemnantMax":80,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":33,
"sectorConstellationRuinsMax":50,
"sectorDerelictMotherships":10,
"sectorDerelictCryosleepers":64,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":100,
"accessibilitySameFactionBonus":0.75,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":1,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":5,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":20,
"BladeBreakerThemed_ConstellationMax_AS":30,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}[close]seems like its too little... sorry can you suggest me settings with 300 stars same sector size as vanillaSpoiler(https://i.imgur.com/xEwL7pE.png)[close]
i dont get it.. i must be dooing something very wrong.
while i waited i tried to experiment
this is the a default mod map so it should be 360 starsand i experimented and used this settingsSpoiler(https://i.imgur.com/vMPr6ir.png)[close]and i got this map.. cant be only 60 stars difference here.. damn im stupid.SpoilerCode{
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationCount":100,
#"sectorConstellationCellSize":10,
#"sectorConstellationSize":2000,
"sectorWidth":164000,
"sectorHeight":104000,
"AdjustedSectorConstellationCount":300,
"AdjustedSectorConstellationSize":2000,
"AdjustedSectorConstellationCellSize":10,
"sectorConstellationRemnantMin":60,
"sectorConstellationRemnantMax":80,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":43,
"sectorConstellationRuinsMax":60,
"sectorDerelictMotherships":20,
"sectorDerelictCryosleepers":74,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":100,
"accessibilitySameFactionBonus":0.75,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":1,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":5,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":20,
"BladeBreakerThemed_ConstellationMax_AS":30,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}[close]please help againSpoiler(https://i.imgur.com/8Cuq4Fx.png)[close]If it won't work either, change AdjustedSectorConstellationSize from 1500 to 1250 and try again.SpoilerCode{
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationCount":100,
#"sectorConstellationCellSize":10,
#"sectorConstellationSize":2000,
"sectorWidth":164000,
"sectorHeight":104000,
"AdjustedSectorConstellationCount":200,
"AdjustedSectorConstellationSize":1500,
"AdjustedSectorConstellationCellSize":10,
"sectorConstellationRemnantMin":60,
"sectorConstellationRemnantMax":80,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":33,
"sectorConstellationRuinsMax":50,
"sectorDerelictMotherships":10,
"sectorDerelictCryosleepers":64,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":100,
"accessibilitySameFactionBonus":0.75,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":1,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":5,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":20,
"BladeBreakerThemed_ConstellationMax_AS":30,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}[close]
now.just one more question. is it true that SUM of the rest of the options in config , like ruins and remnants and derelict can not surpaas total number of "ConstellationCount" or its not how it works.Yes, that's exactly how it works. To test this, after creating new game, use console commands - type in "devmode on". Exit console commands panel, press ctrl+z. Go to hyperspace - you will instantly reveal all remnant beacons. Check their total numbers - if it's ~=said number in config file - you good to go.
THanx again sir and have a good day
Whats' the difference between Grand Sector and Adjusted Sector?
Grand sector changed only the size, number of constellations, etc. Basically, you have bigger sector with the same amount of interesting stuff as in original game.
Adjusted sector lets you change amount of themed constellations - it's pretty clearly explained in the first post.
Any idea what settings to use to get a map that's about 50% larger than vanilla, roughly the same amount of stars. Maybe 20% more, but have the constellations be a little denser, but further apart.I'm pretty sure Nex option "Random Core Worlds" overrides the same sector generation scripts as Adjusted Sector.
I'm using Nex with random core sectors and probably about 8-10 new factions. What settings do people use in terms of colonized worlds & stations?
Thanks
I only wish I could re-name stars and un-colonized planets because most of them have lame names like "Gamma Derpoid A"i'm pretty sure you technically can do that - open your save file, ctrl+f "Gamma Derpoid A" and ctrl+h (replace) it with "Space Testicle" or anything you want.
Is there a way to increase the density of ruins? So that when ruins do spawn in a constellation, that we can guarantee that at least 50 ruins will spawn in that constellation. If not, would it be possible for you to add that functionality?I have a hard time trying to understand what exactly you mean, since ruins in context of starsector can mean several things. Can you elaborate?
hi bro. its me again. i didnt follow your advice regards console command but after seceral cycles in my map i didnt find any star with remnants in it. i did found some stars with domain probes and domain cryosleepers but no stars with remnant ships.now.just one more question. is it true that SUM of the rest of the options in config , like ruins and remnants and derelict can not surpaas total number of "ConstellationCount" or its not how it works.Yes, that's exactly how it works. To test this, after creating new game, use console commands - type in "devmode on". Exit console commands panel, press ctrl+z. Go to hyperspace - you will instantly reveal all remnant beacons. Check their total numbers - if it's ~=said number in config file - you good to go.
THanx again sir and have a good day
Open the intel tab. There's "Warning beacons" and "Remnants" tabs - send screenshots of those after doing that thing with console commands and dev mod.hi bro. its me again. i didnt follow your advice regards console command but after seceral cycles in my map i didnt find any star with remnants in it. i did found some stars with domain probes and domain cryosleepers but no stars with remnant ships.now.just one more question. is it true that SUM of the rest of the options in config , like ruins and remnants and derelict can not surpaas total number of "ConstellationCount" or its not how it works.Yes, that's exactly how it works. To test this, after creating new game, use console commands - type in "devmode on". Exit console commands panel, press ctrl+z. Go to hyperspace - you will instantly reveal all remnant beacons. Check their total numbers - if it's ~=said number in config file - you good to go.
THanx again sir and have a good day
so i started console commands and i did what you suggested but im little bit confused with results. can you chek it out when you have time.
i got thismy config isSpoiler
(https://i.imgur.com/CZkMcsc.jpg)[close]Spoiler{
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationCount":100,
#"sectorConstellationCellSize":10,
#"sectorConstellationSize":2000,
"sectorWidth":164000,
"sectorHeight":104000,
"AdjustedSectorConstellationCount":200,
"AdjustedSectorConstellationSize":1250,
"AdjustedSectorConstellationCellSize":10,
"sectorConstellationRemnantMin":60,
"sectorConstellationRemnantMax":80,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":33,
"sectorConstellationRuinsMax":50,
"sectorDerelictMotherships":10,
"sectorDerelictCryosleepers":64,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":100,
"accessibilitySameFactionBonus":0.75,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":1,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":5,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":20,
"BladeBreakerThemed_ConstellationMax_AS":30,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}[close]
thank you again
Hello Nerzhull, thanks a lot for this mod, it really change the game, mainly for exploration.Pin your settings.json or send it's content as a message - there's clearly something wrong with values for different themes.
To answer tindrli problems, I have the same.
When using the console to view everything, there is no classic remnant fleets roaming hyperspace or in any sector. Using your default mod setting I have only 7 beacons leading to sectors with blade breakers fleets and no beacons leading to the traditionnal remnant filled systems.
I'm using Nexerelin and Vayra's Sector mods.
https://imgur.com/a/Dmg1RO8
Regards,
Raclette
Number of Derelict Probes, Derelict Ships, Research Stations, Mining Stations, Habitat Stations, etc. per constellation. I had edited the settings file in the mod so every constellation had such "ruins" yet sometimes found only 2 probes per constellation after looking for a long time. I wanted to increase the density so its super likely to get like 5 Stations per constellation.Is there a way to increase the density of ruins? So that when ruins do spawn in a constellation, that we can guarantee that at least 50 ruins will spawn in that constellation. If not, would it be possible for you to add that functionality?I have a hard time trying to understand what exactly you mean, since ruins in context of starsector can mean several things. Can you elaborate?
I already see where your problem is, but i still need your version of settings.json to help you fix it.Number of Derelict Probes, Derelict Ships, Research Stations, Mining Stations, Habitat Stations, etc. per constellation. I had edited the settings file in the mod so every constellation had such "ruins" yet sometimes found only 2 probes per constellation after looking for a long time. I wanted to increase the density so its super likely to get like 5 Stations per constellation.Is there a way to increase the density of ruins? So that when ruins do spawn in a constellation, that we can guarantee that at least 50 ruins will spawn in that constellation. If not, would it be possible for you to add that functionality?I have a hard time trying to understand what exactly you mean, since ruins in context of starsector can mean several things. Can you elaborate?
When I use the default settings, it seems like all the remnant systems are clustered in the middle of the map: https://imgur.com/a/dU2pZjE This seems consistent across a bunch of new games. Is there something in the config that can adjust that? I've experimented with the numbers and tried maybe 20 variations, but I haven't found a way to change this. To be clear, I don't want them to avoid the core entirely; I'm just lookingfor a more even distribution.No, at least not yet. It's just how default game spreads remnant systems.
IIRC, motherships spawn a fixed number of survey ships and probes per mothership (exactly how many I'd have to check), so, you're probably getting 35-probes per survey ship and 2-3 survey ships per mothership. They'll be everywhere.
I'm not the mod's developer; you want to thank Nerzhull_AI for that. I just spent a lot of time staring at procgen scripts over the last few years.
One mothership equals about 4-5 worlds related to "Derelict" theme. If you want to see more stations and less probs - tune down the number of motherships, and tune up the min/max values for "Ruins" theme.IIRC, motherships spawn a fixed number of survey ships and probes per mothership (exactly how many I'd have to check), so, you're probably getting 35-probes per survey ship and 2-3 survey ships per mothership. They'll be everywhere.
Honestly it's to the point were all the analysis missions are for domain era probes and nearly nothing else. They spawn were orbital stations and research stations do, and it seems to displace other [REDACTED] from spawning with any consistency. If it weren't for the ruins I'd be SOL blueprint wise.
That said, I know for next time. The mod is fantastic.
One mothership equals about 4-5 worlds related to "Derelict" theme. If you want to see more stations and less probs - tune down the number of motherships, and tune up the min/max values for "Ruins" theme.
I have a feeling that you got something terrible in your settings.One mothership equals about 4-5 worlds related to "Derelict" theme. If you want to see more stations and less probs - tune down the number of motherships, and tune up the min/max values for "Ruins" theme.
128*4 = >300 systems I set. Oh boy.
Began to figure that was the case, probably turn up ruins to 500-1000 next time, with more Remnants. Additionally, thank you for making such a comprehensive sector customization mod. Guys like you churning out new ways to explore the sector and ruin (almost) everything are what keep me coming back to this game.
I have a feeling that you got something terrible in your settings.
You see, for it to work, your constellation count should equal the sum of all your "themed MAX" values.
So, if you, for example, have a 300 constellations count, you can set mothership number to 10, ruins min/max to 120/150 and remnant min/max to 90/100 - you will get a decent sector. Otherwise, if any values is greater or equal to constellation count, it just replaces or other themes in such way:
Derelict > Ruins > Remnant.
Try this:...I made my own configuration below.If it won't work either, change AdjustedSectorConstellationSize from 1500 to 1250 and try again.SpoilerCode{
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationCount":100,
#"sectorConstellationCellSize":10,
#"sectorConstellationSize":2000,
"sectorWidth":164000,
"sectorHeight":104000,
"AdjustedSectorConstellationCount":200,
"AdjustedSectorConstellationSize":1500,
"AdjustedSectorConstellationCellSize":10,
"sectorConstellationRemnantMin":60,
"sectorConstellationRemnantMax":80,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":33,
"sectorConstellationRuinsMax":50,
"sectorDerelictMotherships":10,
"sectorDerelictCryosleepers":64,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":100,
"accessibilitySameFactionBonus":0.75,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":1,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":5,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":20,
"BladeBreakerThemed_ConstellationMax_AS":30,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}[close]
{
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationSize":100,
#"sectorConstellationCellSize":10,
"sectorWidth":130600,
"sectorHeight":130600,
"AdjustedSectorConstellationCount":200,
"AdjustedSectorConstellationSize":1250,
"AdjustedSectorConstellationCellSize":10,
#"sectorConstellationRemnantMin":10,
#"sectorConstellationRemnantMax":25,
#"sectorConstellationRemnantSkipProb":0.25,
"sectorConstellationRemnantMin":33,
"sectorConstellationRemnantMax":50,
"sectorConstellationRemnantSkipProb":0,
#"sectorConstellationRuinsMin":15,
#"sectorConstellationRuinsMax":25,
"sectorConstellationRuinsMin":60,
"sectorConstellationRuinsMax":80,
#"sectorDerelictMotherships":1,
#"sectorDerelictCryosleepers":2,
"sectorDerelictMotherships":10,
"sectorDerelictCryosleepers":64,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":100,
"accessibilitySameFactionBonus":0.75,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":1,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":5,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":20,
"BladeBreakerThemed_ConstellationMax_AS":30,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}
I made a post here asking for a suggestion of a config and it turned into a mess of edits and incomplete thoughts, so I'll repost a better message here
I want a config that is basically vanilla, but bigger, with a similar star density to vanilla or a little more dense, with a similar aspect ratio to the default settings, that barely ever lags in hyperspace (it can stutter a little in the map and intel), has nearly the exact same ratio of derelicts, remnants, and ruins to vanilla (excluding cryosleepers), and is noticeably bigger. I use both SAD and DME so please adjust those accordingly. Specs: GTX 1660 ti (slight OC), Ryzen 2700x, 16 GB RAM (6 allocated), 6 GB of VRAM, windows 10, 64 bit. I tested and it seems 160 constellations is almost good enough but it can lag in hyperspace. Thanks a lot in advance!
I made a post here asking for a suggestion of a config and it turned into a mess of edits and incomplete thoughts, so I'll repost a better message hereTry this:
I want a config that is basically vanilla, but bigger, with a similar star density to vanilla or a little more dense, with a similar aspect ratio to the default settings, that barely ever lags in hyperspace (it can stutter a little in the map and intel), has nearly the exact same ratio of derelicts, remnants, and ruins to vanilla (excluding cryosleepers), and is noticeably bigger. I use both SAD and DME so please adjust those accordingly. Specs: GTX 1660 ti (slight OC), Ryzen 2700x, 16 GB RAM (6 allocated), 6 GB of VRAM, windows 10, 64 bit. I tested and it seems 160 constellations is almost good enough but it can lag in hyperspace. Thanks a lot in advance!
{
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationSize":100,
#"sectorConstellationCellSize":10,
"sectorWidth":204000,
"sectorHeight":144000,
"AdjustedSectorConstellationCount":160,
"AdjustedSectorConstellationSize":1500,
"AdjustedSectorConstellationCellSize":5,
"sectorConstellationRemnantMin":50,
"sectorConstellationRemnantMax":70,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":40,
"sectorConstellationRuinsMax":60,
"sectorDerelictMotherships":5,
"sectorDerelictCryosleepers":18,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":75,
"accessibilitySameFactionBonus":0.75,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":15,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":30,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":15,
"BladeBreakerThemed_ConstellationMax_AS":20,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}
Quick question: Motherships count for 4 constellations in the "derelict" theme, correct? And do BB and SAD constellations also count towards the sum of all themed constellations? (And all that matters is the maximum number of the constellations, not minimum?)Motherships count from 4 to 5 constellations randomly.
Out of curiosity Nerz, what are your specs? I can't understand how you can run default settings with decent FPS.Intel Core i5-2400 CPU @ 3.10 GHz
The 300 adjusted sector constellation count means 3 times more sectors than vanilla, the adjusted sector constellation cell size of 5 means twice the 10 stars per constellation in vanilla? So overall that would mean 600 stars vs 100 for vanilla?pretty sure "constellation cell size" is how many stars are allocated per nebula/constellation. It doesn't increase the maximum star count. If you did 50 stars per constellation, then the game would spawn around 6 huge constellations with around 50 stars in them.
When it comes to the sector constellation values for remnants, ruins, cryosleepers and motherships, from what I can gather you don't want their total max values to exceed the sector constellation count for things to work properly, is that correct? Would you add SAD and blade breaker constellations max values as well if using them?Yes and yes.
What effect does having more or less planets via cell size have when it comes to remnants, ruins, cryosleepers and motherships? Do all the planets in a constellation have the same chance of getting ruins, etc., so more planets per constellation means more ruins?Having more planets in a system simply means more chances of getting ruins in a ruin-themed system. Cryosleepers and remnants are not really affected by planet count, and motherships indirectly are, since there will be more chances of a survey ship or probe circling a planet rather than a jump point, ring system, or the middle of nowhere.
If I understand the accessibilty settings, the higher number means that essentially the accessibilitydistfromCOM of 100 vs 50 for vanilla effectively doubles the range of accessibility?Yep. It's to minimize the penalty of having a larger sector. :)
I'm really guessing at the samefactionbonus, does the 0.75 vs. 0.5 mean the bonus is more or less than vanilla?
So if my goal is to have more stars, hopefully more stars per constellation, more planets per star, with elevated theme constellations with slightly higher max values to take advantage more stars, do these settings raise any red flags?
"AdjustedSectorConstellationCount":400,
"AdjustedSectorConstellationSize":1000,
"AdjustedSectorConstellationCellSize":4,
"sectorConstellationRemnantMin":80,
"sectorConstellationRemnantMax":135,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":65,
"sectorConstellationRuinsMax":70,
"sectorDerelictMotherships":20,
"sectorDerelictCryosleepers":160,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":100,
"accessibilitySameFactionBonus":0.75,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":1,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":5,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":30,
"BladeBreakerThemed_ConstellationMax_AS":35,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.15,
Hi everyone, let me say as a premise that I know it's a silly question and probably someone else already brought it up but better ask if there is a better solution that came up.Nope. Survey missions just spawn this way, no matter the size of the sector.
I was tweaking the values of the mod (doing my 2nd playthrough with mods after issues with my pc left me without the saves) to make it work for my hardware and I found something that works for me but... there is any good way to make survey missions not spawn at the edge of the map?
I mean, I get that by increasing the size of the map I am basically asking for it, but it makes them impossible to do in early game.
My math is bad but I have a super powerful pc what settings should I have for 600-1000 stars. Will default be fine?
Exactly.My math is bad but I have a super powerful pc what settings should I have for 600-1000 stars. Will default be fine?
Apparently even superpowerful PCs will struggle with anything above 300.
In fact the mod creator recommends 300 for the ones with Powerful PCs.
Also remember the number is not stars, its constellations. So you do get 1000+ stars with the base settings the mod comes with. Since it adds 300 constellations, and its rare to see a constellation with less than 3 stars.
Any way to edit neutron stars out of the game in map generation? I hate those things.iirc the "age" of sector directly responds to how often you will find those in your game.
Hi, can someone please suggest me a set of settings that make the sector "denser", with more stars, ruins, cryosleepers, etc, without being bigger (height/width)? I don't like traveling very long distances to kill bounties. I'm afraid of changing the values, screwing it up and only noticing the problem hours and hours into the campaign.
Hi, can someone please suggest me a set of settings that make the sector "denser", with more stars, ruins, cryosleepers, etc, without being bigger (height/width)? I don't like traveling very long distances to kill bounties. I'm afraid of changing the values, screwing it up and only noticing the problem hours and hours into the campaign.
You need to edit AdjustedSectorConstellationCellSize.
Vanilla is 10. The lower the number, the more stars each constellation will have.
Bounties just tend to spawn this way. I don't think this will change anything, as far as i'm aware after hours of different playthroughs.Hi, can someone please suggest me a set of settings that make the sector "denser", with more stars, ruins, cryosleepers, etc, without being bigger (height/width)? I don't like traveling very long distances to kill bounties. I'm afraid of changing the values, screwing it up and only noticing the problem hours and hours into the campaign.
You need to edit AdjustedSectorConstellationCellSize.
Vanilla is 10. The lower the number, the more stars each constellation will have.
I'm also having this issue. A lot of the bounties seem to spawn towards the edge of the galaxy map. It's not like there's a "shortage" of stars for bounties to spawn around. Will further increasing the number of stars influence where the bounties spawn?
Are these settings good?Yes! You should be fine.
My main goal was to make a map a little bit bigger than vanilla with just a bit more of everything. Dunno if i set up everything properly.Spoiler{
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationSize":100,
#"sectorConstellationCellSize":10,
"sectorWidth":184000,
"sectorHeight":124000,
"AdjustedSectorConstellationCount":120,
"AdjustedSectorConstellationSize":1000,
"AdjustedSectorConstellationCellSize":10,
"sectorConstellationRemnantMin":25,
"sectorConstellationRemnantMax":40,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":18,
"sectorConstellationRuinsMax":30,
"sectorDerelictMotherships":8,
"sectorDerelictCryosleepers":18,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":100,
"accessibilitySameFactionBonus":0.75,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":5,
"BladeBreakerThemed_ConstellationMax_AS":10,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}[close]
"AdjustedSectorConstellationCount":300,
In short, the greater this number - the greater amount of stars will be generated.
Vanilla Sector value: 100
This config seems alright, buuut just in case, you should check it. Start a new game, enter devmode, turn on sensors and go into hyper. If the amount of Remnant beacons is fine - everything is fine.Quote"AdjustedSectorConstellationCount":300,So is this a total amount or density?
In short, the greater this number - the greater amount of stars will be generated.
Vanilla Sector value: 100
Also, I was curious if this config looked alright.Spoiler{
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationSize":100,
#"sectorConstellationCellSize":10,
"sectorWidth":82000,
"sectorHeight":82000,
"AdjustedSectorConstellationCount":200,
"AdjustedSectorConstellationSize":1250,
"AdjustedSectorConstellationCellSize":10,
#"sectorConstellationRemnantMin":10,
#"sectorConstellationRemnantMax":25,
#"sectorConstellationRemnantSkipProb":0.25,
"sectorConstellationRemnantMin":33,
"sectorConstellationRemnantMax":50,
"sectorConstellationRemnantSkipProb":0,
#"sectorConstellationRuinsMin":15,
#"sectorConstellationRuinsMax":25,
"sectorConstellationRuinsMin":60,
"sectorConstellationRuinsMax":80,
#"sectorDerelictMotherships":1,
#"sectorDerelictCryosleepers":2,
"sectorDerelictMotherships":10,
"sectorDerelictCryosleepers":64,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":100,
"accessibilitySameFactionBonus":0.75,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":1,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":5,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":20,
"BladeBreakerThemed_ConstellationMax_AS":30,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}[close]
It's the one Icosidodecahedron posted, but with a smaller map. I don't know if there's other numbers I need to adjust when making a smaller world, or if it's alright as is.
Total amount, but it still will be cut by "size" that constellation will claim from the entirety of map.Quote"AdjustedSectorConstellationCount":300,
In short, the greater this number - the greater amount of stars will be generated.
Vanilla Sector value: 100
So is this a total amount or density?
This config seems alright, buuut just in case, you should check it. Start a new game, enter devmode, turn on sensors and go into hyper. If the amount of Remnant beacons is fine - everything is fine.
So if my goal is to have more stars, hopefully more stars per constellation, more planets per star, with elevated theme constellations with slightly higher max values to take advantage more stars, do these settings raise any red flags?Does anybody know what the RndArcs config does.
"AdjustedSectorConstellationCount":400,
"AdjustedSectorConstellationSize":1000,
"AdjustedSectorConstellationCellSize":4,
"sectorConstellationRemnantMin":80,
"sectorConstellationRemnantMax":135,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":65,
"sectorConstellationRuinsMax":70,
"sectorDerelictMotherships":20,
"sectorDerelictCryosleepers":160,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":100,
"accessibilitySameFactionBonus":0.75,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":1,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":5,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":30,
"BladeBreakerThemed_ConstellationMax_AS":35,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.15,
Are these settings good?
My main goal was to make a map a little bit bigger than vanilla with just a bit more of everything. Dunno if i set up everything properly.Spoiler{
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationSize":100,
#"sectorConstellationCellSize":10,
"sectorWidth":184000,
"sectorHeight":124000,
"AdjustedSectorConstellationCount":120,
"AdjustedSectorConstellationSize":1000,
"AdjustedSectorConstellationCellSize":10,
"sectorConstellationRemnantMin":25,
"sectorConstellationRemnantMax":40,
"sectorConstellationRemnantSkipProb":0,
"sectorConstellationRuinsMin":18,
"sectorConstellationRuinsMax":30,
"sectorDerelictMotherships":8,
"sectorDerelictCryosleepers":18,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":100,
"accessibilitySameFactionBonus":0.75,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":5,
"BladeBreakerThemed_ConstellationMax_AS":10,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}[close]
Would it be possible to scale the x and y coordinates of mod-added systems? When playing with many mods, they tend to overcrowd the core area and with all the new room this mod adds, I'd love to push the mod-added systems a bit further out. As I understand it, system coordinates are compiled so I don't really know how viable this would be.Setting "AdjustedSectorConstellationSize" to 2000 might push some systems outside, but i believe those that added by other mods will stay in place. You can try it out tho.
Any plans of adding the feature to adjust the amount of coronal hypershunts ?Yes! It's gonna be the next update.
This mod isn't wholely compatible with nexerlin, is it? I played with adjusted sector and some stuff i changed within the settings file simply didn't take. For example the remnant and ruin stuff. I have only found 4 systems with remnant presence even withMod is perfectly compatible with Nexerelin. I'm doing such playthrough myself right now.Spoiler"sectorConstellationRemnantMin":60,
"sectorConstellationRemnantMax":120,
"sectorConstellationRemnantSkipProb":0,
"sectorRemnantPresenceLow":0,
"sectorRemnantPresenceMed":2,[close]
(yes i wanted to start the next AI-War with the [REDACTED])
Is there a way to make the mods completely compatible?
Hi Nerzhull_AIWhat is Adjusted Sector? It's basically vanilla code with few adjustments here and there.
Love this mod and having been playing with it for several years. I have noticed in the mid-late game my saves becoming pretty large and starting to take a lot of time to save and load. Does this mod have a substantial impact on this (game save size and save/load times)? I have seen other threads commenting about the save game bloat and whatnot.
Any way thank you for all the work and the amazing mod!
Would this mod affect planet traits being mixed I'm seeing a lot of planets with cold and mild and hot and mild mixed together is this intentional?I don't remember messing with planet settings - it's entirely different data portion of the game, but i'll double-check later.
Some planets don't even have climates at all is this a vanilla issue? I'm on 0.91a upgraded to 0.95a with this mod and still had the issue.
Does this mod change how far away exploration missions spawn? As it stands i've only been seeing these appear on the edge of the sector with nothing between them and the core, given how some of these are close to 25+ lightyears away at any given time is it possible to allow them to generate closer to the core?It's mostly due to increase of the star amount, but i think quests in SS usually try to spawn at some minimal distance from core worlds. Such distance might've been increased due to sector size. I'll look into it.
I have figured out the problems i had. I thnk while motherships take away 5 constellation size so do probes and survey ships... and this way in my world generation at least the motherships "ate" up the entire constellation size by themselves...It is mentioned how motherships work with constellation count on the first page, but yeah, that's the most common case of "my sector generated weirdly".
I tried using this mod with Nexerlin and it just gives me the following message "There is 1 unsupported mod enabled" and then it lists Adjusted Sector...That's weird. Adjusted Sector should be compatible with Nexerelin, as long as you don't randomize the core worlds. The latest Nexerelin update to 0.9.5 might have removed compatibility. Does the game let you play at all, or does it stop?
How can I make it work?
I tried using this mod with Nexerlin and it just gives me the following message "There is 1 unsupported mod enabled" and then it lists Adjusted Sector...That's weird. Adjusted Sector should be compatible with Nexerelin, as long as you don't randomize the core worlds. The latest Nexerelin update to 0.9.5 might have removed compatibility. Does the game let you play at all, or does it stop?
How can I make it work?
@Nerzhull_AI I didn't get a memo on what happens when you randomize core worlds with this mod but everything has been fine since I've used this. Is there any issue using randomized core worlds officially?This is what I was referring to:
Hmmm, i never saw this error before. If you're using the most recent version of Nexerelin, there shouldn't be any problems - i'm using both Adjusted Sector and Nexerelin in my current playthrough.This might be old news already. If you're randomizing the core worlds with no issues, then that's great, continue doing so.
In theory, it may crash if you trying to generate "Random Core Worlds" option of Nexerelin, but it won't trigger just "on main menu", so that isn't a problem.
Try updating Nex, if the problem persists, but will go away after turning off Adjusted Sector/Other mods - let me know.
You might also send this crashlog to Histidine - maybe he will give some advice.
I'm getting a lot of systems with planets that has 100% hazard rating with "Nothing of interest", even irradiated and volcanic world where normally that would be impossible.That happens when you set more remnants, ruins, or motherships than there are star systems. Recount how many systems you assigned, and make sure the total number is below your total number of systems.
I was under the impression that this affects sector generation. But I am seeing some planets that I previously surveyed with normal result, reloaded the game and go back to the same planet later and survey again and getting blank planet. Is this what is causing it?I believe so, yeah. In my last game, I went above the limit without double-checking and fixing it. I think the blank systems are due to the sector generation thinking there are more systems, and giving those hypothetical systems values, and the remaining systems in the actual game are left with nothing.
Tried using this and unfortunately no matter what settings I used, even default vanilla settings, it would spawn stars in the south area of the core worlds.That just happens. You could try tweaking the AdjustedSectorConstellationSize to change the spacing between the constellations. Weird stuff could happen, so fair warning on touching this value. From previous posts, it seems that 1250 or 1500 is a sweet spot for some people.
Just a quick question. I made a large sector with the following settings:IIRC there is no way to tweak planet generation, as it is random and derives from the type of theme the system is under. So, it is probably just bad luck with RNG.Spoiler
"sectorWidth":328000,
"sectorHeight":328000,
"AdjustedSectorConstellationCount":280,
"AdjustedSectorConstellationSize":2000,
"AdjustedSectorConstellationCellSize":8,
"sectorConstellationRemnantMin":50,
"sectorConstellationRemnantMax":70,
"sectorConstellationRemnantSkipProb":0,
"sectorRemnantPresenceLow":1,
"sectorRemnantPresenceMed":1,
"sectorConstellationRuinsMin":90,
"sectorConstellationRuinsMax":120,
"sectorDerelictMotherships":12,
"sectorDerelictCryosleepers":20,[close]
It felt like the sector had many stars without planets, compared to a normal sized map. Everything else appeared to generate just fine and played fine. Is there a hard cap on planet count that I may have surpassed?
I'm asking about the min and max volumes, does the min and max mean that the amount will be somewhere in-between the two numbers? also if it does, does that mean that if "sectorConstellationRuins" spawns lets say 37 of them in my sector, does that mean that there will be more remnant stars spawning to make up for it so the max possible amount is in play? also what would be the best amounts to fill up the sector with a reasonable amount of things with my current "AdjustedSectorConstellationCount":200?The way it works is that a number of systems is chosen from the min to the max for each of the themes. Having less of one theme doesn't mean that more of another theme will spawn. If you only want one system with remnants, 10 systems with ruins, and 1 derelict mothership that modifies 5 systems, they will spawn just like that. The rest of the systems should be normal.
Another question is if its possible to set it so more things are able to spawn like remnants and ruins throughout the sector other than just near the core worlds? I'm using a huge amount of Constellations so I'm able to have more remnants and ruins in the game even though there is a huge amount of stars being unused by these settings, would it be possible to set it so I could have remnants and ruins and cryo and such through the whole sector not just around the core worlds so I don't need so many Constellations?Unfortunately I don't think we can change the way remnants and ruins spawn around the core worlds. The general way they are affected is based on distance, i.e. remnants only spawn within a certain distance from the core worlds, and the farther out you go, the better ruins and derelicts you find.
I just want a smaller galaxy, about 4/5ths the original so I get better frames from less things going on. Would this mod be better than Grand Sector? Grand had a few simple options and also turned off hyperstorms which was helpful to keep frames up.If you want a sector that's 4/5ths the size of the original, you can just simply multiply the width, height, and constellation count by 4/5. Remember to adjust the themes (remnants, ruins, derelict motherships count as 5 systems each) so that their maximum total is less than the total amount of systems you set.
So, in the settings.json, there is this value which does not seem to match with what the string explains. Attached is the value. Isn't that for AdjustedSectorConstellationCount? It says in the file it is for "sectorConstellationSize." I'm trying to keep the vanilla notes intact to reference changes. Sooo, that should say "sectorConstellationSize":2000?There might be some typos in the config, I'm not sure. AdjustedSectorConstellationCount is the number of star systems in the sector, and should be in the tens or hundreds. AdjustedSectorConstellationSize is the actual size of each constellation, and should be in the thousands.
Lastly, on the remnants, I'd like to keep the spawn mostly vanilla, still having low threat star systems, and keeping in mind I've reduced the width and height of the map by 20%. So, will Low and Medium both at 1 be similar to vanilla?Yes, they will spawn like vanilla.
If you are using Vayra 3.2.1 that is very likely the reason....that is very amusing. I should've read through its mod thread sooner. Thank you very much Nameless.
So is the current version working correctly or not? Please someone confirm, thanks
The SAD mod have changed some code names regarding to spawning their systems. This is probably why it doesn't work anymore.
Do cryosleepers, motherships, and hypershuntes override themed constellations? As in, should I make sure that sectorConstellationRemnantMax + sectorConstellationRuinsMax + sectorDerelictMotherships * 5+ sectorDerelictCryosleepers + SanguinaryAnarchisticDefectors_sectorConstellationMax_AS + BladeBreakerThemed_ConstellationMax_AS + Coronal Hypershunts should be equal to my AdjustedSectorConstellationCount
Also, I have SAD installed and none of their systems are spawning. I even dropped remnant systems to like 20 and bumped SAD to over 100 and nothing spawned.
So is the current version working correctly or not? Please someone confirm, thanks
It works, but with some caveats:
As other users mentioned, core worlds are generated slightly off center. I'm not sure if it's specific mod issue, or vanilla issue exacerbated by higher constellation count. Main issue with it is randomly generated systems will sometimes overlap core worlds. Also generally randomly generated constellations will sometimes overlap each other. With both default presets provided with mod it happens almost always. It's not that big of a deal, and you can solve most of these problems by customizing settings, although making a preset that fits you can take a minute, to say the least. Thankfully, mod author provided quite extensive directions how to do it on first page.
It is fine.The SAD mod have changed some code names regarding to spawning their systems. This is probably why it doesn't work anymore.
I've also heard that there is new procgen from 0.95a that does not appear when using adjusted sector. Can anyone or the mod author confirm this?
I'm getting a warning ingame that this and Big Beans Ship Comp are not supported in v0.95a, which is confusing since this site lists them as supported. Is that a mod compatibility issue or something I missed?It's just version detection issue. It works fine.
"AdjustedSectorConstellationCount":300,
"sectorConstellationRemnantMin":90,
"sectorConstellationRemnantMax":120,
"sectorConstellationRemnantSkipProb":0,
"sectorRemnantPresenceLow":0,
"sectorRemnantPresenceMed":1,
Hi,Ok, let's get started.
First and foremost - great mod. Thank you :)
I'm trying to figure out what stands behind properties sectorConstellationRemnantMin and sectorConstellationRemnantMin and how the correspond to AdjustedSectorConstellationCount:Quote"AdjustedSectorConstellationCount":300,
"sectorConstellationRemnantMin":90,
"sectorConstellationRemnantMax":120,
"sectorConstellationRemnantSkipProb":0,
"sectorRemnantPresenceLow":0,
"sectorRemnantPresenceMed":1,
Does the above example mean that I should expect game to generate exactly 300 Constellations and somewhere between 90 to 120 of constelations should contain [REDACTED] and those will be either Med or High Danger ?
Why I ask: I'm basically using the "standard" preset for large 164 x 164 sector and end up getting quite a lot of [Redacted] systems to close to the core. I tried tweaking (lowering) the Min Max properties (e.g. min 40 max 70) but ended up with more less the same result. I did 3 more tests and it seem constistent. On top of those min-max props there is a skip probability and "dice roll" behind the scene which makes me think that I misunderstood the meaning of this params.
Could you elaborate (just a bit) on how do those properties work?
(I went briefly throught this thread and didn't find answer to this question)
PS. Two be fair my tests where a bit blind and small scale because I don't know the way on how to reveal the whole galaxy (i'm sure there is a console command for that)
Why I ask: I'm basically using the "standard" preset for large 164 x 164 sector and end up getting quite a lot of [Redacted] systems to close to the core.
Firstly, AdjustedSectorConstellationCount - is the number of constellations game tries to cramp into your sector. Thing is, it is MAX number of possible stars. So, if you create small sector with large 'grids', game will be unable to spawn entirity of those 300 constellations - it will stop at some fraction of this number, since it won't find any 'free spots' to tag for next new constellation added.
So after generating constellations, game will tag them with special themes - firstly goes 'derelict', mothership count value cotrols that, second is 'ruins' and third is 'remnants'. So if first two themes took much of your 'free' constellations - or the entirity of them - you will have less remnant-themed constellations, than expected.
"sectorConstellationRemnantMin":90,
"sectorConstellationRemnantMax":120,
"sectorRemnantPresenceLow":0,
"sectorRemnantPresenceMed":1,
This explains a lot - thank you ver much for a prompt response!Yes! Exactly this.
But do I read it correctly?Quote"sectorConstellationRemnantMin":90,
"sectorConstellationRemnantMax":120,
So if procgen has enough Contellations to work with (that still have not been themed) it will try to make from 90 to 120 "Remnant" themed contellations? Correct ?
And if SkipProb is set about 0.0 that there is still a chance that the contellation won't be themed "Remnant" even if it was "chosen" by the process?To be honest, i don't remember what this one does exactly. I believe it just makes remnant systems more 'spread out', so they won't spawn 'in clusters'. Default value is 0.25.
With such values - yes. So out of 90 to 120 Remnant systems, zero will be 'green', only 'yellow' and 'red'. If you toggle 'Low' as 1 and 'Med' as 0, you will have only 'green' and 'red' remnant systems!Quote"sectorRemnantPresenceLow":0,
"sectorRemnantPresenceMed":1,
Considering this 2 parameters - does it mean that there ist virtually no possiblility for the process to generate LowPresence Remant systems ?
PS> I'll post my settings later, when I'll get home.
Personally I like that, it makes the AI Wars feel more real and present.Why I ask: I'm basically using the "standard" preset for large 164 x 164 sector and end up getting quite a lot of [Redacted] systems to close to the core.
As for this..
1) Default procgen just likes to put remnants in the middle between core worlds and the far borders of the sector;
2) Due to large number of constellations + decent amount of stars per constellations, some of those can 'sneak' into core worlds and you will have remnant-infested systems basically right in your doorstep.
I also like this, so it was one of the reasons why i didn't try to toy around with theme selection patterns.Personally I like that, it makes the AI Wars feel more real and present.Why I ask: I'm basically using the "standard" preset for large 164 x 164 sector and end up getting quite a lot of [Redacted] systems to close to the core.
As for this..
1) Default procgen just likes to put remnants in the middle between core worlds and the far borders of the sector;
2) Due to large number of constellations + decent amount of stars per constellations, some of those can 'sneak' into core worlds and you will have remnant-infested systems basically right in your doorstep.
{
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
"sectorWidth":164000,
"sectorHeight":164000,
"AdjustedSectorConstellationCount":250,
"AdjustedSectorConstellationSize":850,
"AdjustedSectorConstellationCellSize":6,
"sectorConstellationRemnantMin":50,
"sectorConstellationRemnantMax":70,
"sectorConstellationRemnantSkipProb":0.15,
"sectorRemnantPresenceLow":1,
"sectorRemnantPresenceMed":1,
"sectorConstellationRuinsMin":80,
"sectorConstellationRuinsMax":100,
"sectorDerelictMotherships": 8,
"sectorDerelictCryosleepers":80,
"sectorCoronalTaps":10,
"AdjustedSectorRndArcs":20,
"AdjustedSectorHS":true,
"accessibilityDistFromCOM":150,
"accessibilitySameFactionBonus":1.0,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":15,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":30,
"BladeBreakerThemed_ConstellationMin_AS":13,
"BladeBreakerThemed_ConstellationMax_AS":25,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}
"sectorRemnantPresenceLow":1,
"sectorRemnantPresenceMed":1,
'Red' onces will spawn no matter what. When they Low and Med is at '1', all three types of Remnant systems will spawn. If both are zero - only Red remnant systems will spawn.Quote"sectorRemnantPresenceLow":1,
"sectorRemnantPresenceMed":1,
Do above settings mean that High Presence Cells won't spawn at all ? If so - is there a way to have all three types ?
'Red' onces will spawn no matter what. When they Low and Med is at '1', all three types of Remnant systems will spawn. If both are zero - only Red remnant systems will spawn.
So thanks to Nerzhull_AI I've managed to tweak settings the way I want them to be (sector is less "saturated" with stars which now tend to be organized in longer clusters/contellations a bit away from The Core)
Here are my settings:QuoteSpoiler{
"plugins":{
"newGameSectorProcGen":"data.scripts.SectorProcGenMod",
"newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
},
"sectorWidth":164000,
"sectorHeight":164000,
"AdjustedSectorConstellationCount":250,
"AdjustedSectorConstellationSize":850,
"AdjustedSectorConstellationCellSize":6,
"sectorConstellationRemnantMin":50,
"sectorConstellationRemnantMax":70,
"sectorConstellationRemnantSkipProb":0.15,
"sectorRemnantPresenceLow":1,
"sectorRemnantPresenceMed":1,
"sectorConstellationRuinsMin":80,
"sectorConstellationRuinsMax":100,
"sectorDerelictMotherships": 8,
"sectorDerelictCryosleepers":80,
"sectorCoronalTaps":10,
"AdjustedSectorRndArcs":20,
"AdjustedSectorHS":true,
"accessibilityDistFromCOM":150,
"accessibilitySameFactionBonus":1.0,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":15,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":30,
"BladeBreakerThemed_ConstellationMin_AS":13,
"BladeBreakerThemed_ConstellationMax_AS":25,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}[close]
It's for sure less demanding than preset delivered with the mod but it works for me :)
I hope you don't mind, I've borrowed this preset to use as my own. I like it quite abit. :D
Also, glad to see the return of Nerzhull_AI and thanks for his detailed explanation of how things work!
If low and med Remnant systems are disabled, does that reduce the overall number of Remnant systems spawned?Nope - just all the remnants will be Red level of threat.
On another note, do coronal taps also take up themed systems like motherships?
How does this interact with Galatian Academy quest ? Is it compatible ? Cause Nexerelin disable the quest if we use randomize sector generation. (I actually didn't know that in my previous run that explain why I didn't understand much about this new story thing).
I want to use your mod cause I getting tired of hyper storm that really I HATE, no sense in science and annoying gameplay (IMO). Would like a simple mod that just remove hyper storm... I didn't find any option core settings.
And if SkipProb is set about 0.0 that there is still a chance that the contellation won't be themed "Remnant" even if it was "chosen" by the process?To be honest, i don't remember what this one does exactly. I believe it just makes remnant systems more 'spread out', so they won't spawn 'in clusters'. Default value is 0.25.
The Heavy Armor fix implemented by Adjusted Sector appears to clash with the Heavy Armor change made by Better Deserved S-mods.Adjusted Sector doesn't touch anything other than sector generation though?
The Heavy Armor fix implemented by Adjusted Sector appears to clash with the Heavy Armor change made by Better Deserved S-mods.Adjusted Sector doesn't touch anything other than sector generation though?
Huh.
Well, that's an easy fix, just open up ModInfo and put a z in front of the name.
(Although I'm not sure how this could break Heavy Armour to require such.)
I know its probably not but is this save compatible?
Curious if it is possible via some configuration to prevent Adjusted Sector from generating systems right in the core, almost on top of other core worlds.
This is with the standard core systems, not random generation.
As an example, I've got generated systems almost on top of Galatea and Samarra, which is a bit strange: https://imgur.com/BKEEQKV
Edited to add the image link.
I wonder how this mod will handle Slipstreams (https://fractalsoftworks.com/2021/09/24/of-slipstreams-and-sensor-ghosts/) once they become a thing.
Make it so systems aren't generated underneath them or something? ???
... From the linked blog post (under "Slipstream layout generation"): "First off, slipstreams are dynamic – there isn’t a single fixed layout. Instead, a new layout is generated twice per cycle"Wouldn't that cause stars to be generated under the streams, either causing them to be inaccessible or causing the stream to "break" all over since according to the blog:
So I don't think Adjusted Sector will need to take them into account at all, since the slipstreams will be overlaid on top of the map during gameplay rather than being a part of it from the start.
...slipstreams are interrupted when crossing hyperspace areas occupied by star systems...Which would mean if enough stars are spawned the streams would be too short and useless?
... From the linked blog post (under "Slipstream layout generation"): "First off, slipstreams are dynamic – there isn’t a single fixed layout. Instead, a new layout is generated twice per cycle"Wouldn't that cause stars to be generated under the streams, either causing them to be inaccessible or causing the stream to "break" all over since according to the blog:
So I don't think Adjusted Sector will need to take them into account at all, since the slipstreams will be overlaid on top of the map during gameplay rather than being a part of it from the start.Quote...slipstreams are interrupted when crossing hyperspace areas occupied by star systems...Which would mean if enough stars are spawned the streams would be too short and useless?
Hi, after some discussion with Tartiflette, there seems to be an issue with adjusted sector messing with system tags that other mods rely on to spawn 'things'. I will occasionally (quite often) get errors when generating a new sector because it can't find places to put stuff I guess?
I can post a full log if it will help, but I'm not sure what the exact cause/issue is, sorry :)
2021.12.13 - 0.4:
- completely restructurized the mod, removed all the cancer.
- restored the compatibility with both SAD and DME mods.
- added new fields, responsible for the amount of Gates outside the Core Worlds.
- added new fields, responsible for the amount of XIV Legions, both recoverable and not.
Version 0.4 Released!Code2021.12.13 - 0.4:
- completely restructurized the mod, removed all the cancer.
- restored the compatibility with both SAD and DME mods.
- added new fields, responsible for the amount of Gates outside the Core Worlds.
- added new fields, responsible for the amount of XIV Legions, both recoverable and not.
In the next release i hope to finally add printed data about 'what exactly' player successfully generated.
Updated loading link, fixed CTD. Now it's 100% fine and crash free until it isn't.How does it interact with the slipstreams?
Adjusted Sector seems to work fine with slipstreams in 0.95.1a, since they're created dynamically after sector generation. I didn't notice any problems when I tested it myself.
With the new reduced amount (20ish total) of officers spawned on generation, is there a way to increase this number if you use a larger sector?It's fully controled by DEFAULT setting file, iirc.
dosen't seem like there is any linux verison of this mod, but i will get convert my pc into windows soon anyways but it would be useful in future casesIt's java, like the game. If you've got Starsector running it should also just work (like any mod). If not, it's probably a case sensitivity bug you could consider reporting here.
well it seems like it likes to do this https://cdn.discordapp.com/attachments/680443148744523777/922087196868100106/unknown.pngdosen't seem like there is any linux verison of this mod, but i will get convert my pc into windows soon anyways but it would be useful in future casesIt's java, like the game. If you've got Starsector running it should also just work (like any mod). If not, it's probably a case sensitivity bug you could consider reporting here.
well it seems like it likes to do this https://cdn.discordapp.com/attachments/680443148744523777/922087196868100106/unknown.pngdosen't seem like there is any linux verison of this mod, but i will get convert my pc into windows soon anyways but it would be useful in future casesIt's java, like the game. If you've got Starsector running it should also just work (like any mod). If not, it's probably a case sensitivity bug you could consider reporting here.
it also wont let me extract it normally by right clicking and extracting it, which is even weirder
Hey, so I'm about to start a new save with both Adjusted Sector and Seeker installed. Problem is, I heard that the Plague Bearers spawn rate is directly influenced by Adjusted Sector's settings. Since I didn't seem to find any options related to that type of encounter, I wanted to know if it's tied to the non themed constellation count, or if I'd need to do something else to make sure they properly spawn.This is the first time i actually hear this. Huh.
Anyways, thanks for your work!
This is the first time i actually hear this. Huh.
I guess it may be linked to one of the default 'Themes', and in that way is influenced by this mod, but i don't know for sure.
Thanks for the heads up tho, i'll look for this info after i finish my little secret side project
Also, now I'm curious about that "secret side project". Can't wait to see what it is!I'll just say that it will have some wonderful, wonderful things.
So, I'm using this mod and in systems where there's warning beacons and remnants, I can't find any remnant battlestations for medium beacons. Is that related to this mod?I don't think so, no. But i'll check it out.
So, I'm using this mod and in systems where there's warning beacons and remnants, I can't find any remnant battlestations for medium beacons. Is that related to this mod?Ok, i've run few test, and i have remnant battlestations in my 'yellow' systems.
Hello, interesting this mod supports new version of DME mod and Seeker stuff? About other mods, I think good idea add PRV Agni support, also another suggestion, make generations of Mess and DomRes infested systems from HMI, they are predefined in HMI itself, I mean add random generation of systems with these enemies.It supports DME already, yeah.
Hello, interesting this mod supports new version of DME mod and Seeker stuff? About other mods, I think good idea add PRV Agni support, also another suggestion, make generations of Mess and DomRes infested systems from HMI, they are predefined in HMI itself, I mean add random generation of systems with these enemies.It supports DME already, yeah.
About Agni from PRV - i'll look into it. Not sure about Mess tho.
Make sure you have allocated a lot of RAM in your vmparams file; the Discord has information on how to do this. Adjusted Sector is probably the single most RAM-intensive mod currently in circulation.vmparams in C:\Program Files (x86)\Fractal Softworks\Starsector right?
Make sure you have allocated a lot of RAM in your vmparams file; the Discord has information on how to do this. Adjusted Sector is probably the single most RAM-intensive mod currently in circulation.vmparams in C:\Program Files (x86)\Fractal Softworks\Starsector right?
I already allocated 4gb and it was still happening.(have 16gb total)
Whats annoying is its subtle but not subtle enough for my OCD :/
Make sure you have allocated a lot of RAM in your vmparams file; the Discord has information on how to do this. Adjusted Sector is probably the single most RAM-intensive mod currently in circulation.vmparams in C:\Program Files (x86)\Fractal Softworks\Starsector right?
I already allocated 4gb and it was still happening.(have 16gb total)
Whats annoying is its subtle but not subtle enough for my OCD :/
8 GB (8192 MB) is the "maximum" you can allocate (well the maximum before the game starts popping up messages that tell you the excess doesn't help).
You should try that.
Apologies if this is a stupid question, but does this work for existing saves?
does this work for 0.95.1a-RC6?
Which files exactly? I have replaced the folder and game wouldn't start.
Which files exactly? I have replaced the folder and game wouldn't start.
here 1st comment under my post:
https://www.reddit.com/r/starsector/comments/rvrn1c/how_do_you_switch_to_java_8/
you need THAT version of java8 any other version of java8 the game will simply wont start. I know that because i had the same issue lol :P
{
"plugins":{
"newGameSectorProcGen":"data.campaign.procgen.SectorProcGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationSize":100,
#"sectorConstellationCellSize":10,
"sectorWidth":194000, #205000
"sectorHeight":124000, #130000
"AdjustedSectorConstellationCount":200,
"AdjustedSectorConstellationSize":1000,
"AdjustedSectorConstellationCellSize":8,
"sectorConstellationRemnantMin":25,
"sectorConstellationRemnantMax":75,
"sectorConstellationRemnantSkipProb":0,
# zero means - they wont spawn
"sectorRemnantPresenceLow":0,
"sectorRemnantPresenceMed":1,
"sectorConstellationRuinsMin":40,
"sectorConstellationRuinsMax":70,
"sectorDerelictMotherships":15,
"sectorDerelictCryosleepers":35,
# this field controls the amount of Coronal Taps, default = 2
"sectorCoronalTaps":35,
# this fields control the amount of Gates outside of Core Worlds, default is 15 and 20
"minNonCoreGatesInSectorMod":25,
"maxNonCoreGatesInSectorMod":40,
# this fields control the amount of XIV Legion-class ships you can encounter outside of the Core Worlds, default is 2, 3, 1, 2
"XIV_LEGION_NON_SALVAGEBLE_MIN":0,
"XIV_LEGION_NON_SALVAGEBLE_MAX":0,
"XIV_LEGION_SALVAGEBLE_MIN":3,
"XIV_LEGION_SALVAGEBLE_MAX":15,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":false, #true
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":50,
"accessibilitySameFactionBonus":0.5,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":15,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":30,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":13,
"BladeBreakerThemed_ConstellationMax_AS":25,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}
The following settings have worked well for me to generate a larger more dynamic sector still keeping the vanilla feel and rarity.Code{
"plugins":{
"newGameSectorProcGen":"data.campaign.procgen.SectorProcGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationSize":100,
#"sectorConstellationCellSize":10,
"sectorWidth":194000, #205000
"sectorHeight":124000, #130000
"AdjustedSectorConstellationCount":200,
"AdjustedSectorConstellationSize":1000,
"AdjustedSectorConstellationCellSize":8,
"sectorConstellationRemnantMin":25,
"sectorConstellationRemnantMax":75,
"sectorConstellationRemnantSkipProb":0,
# zero means - they wont spawn
"sectorRemnantPresenceLow":0,
"sectorRemnantPresenceMed":1,
"sectorConstellationRuinsMin":40,
"sectorConstellationRuinsMax":70,
"sectorDerelictMotherships":15,
"sectorDerelictCryosleepers":35,
# this field controls the amount of Coronal Taps, default = 2
"sectorCoronalTaps":35,
# this fields control the amount of Gates outside of Core Worlds, default is 15 and 20
"minNonCoreGatesInSectorMod":25,
"maxNonCoreGatesInSectorMod":40,
# this fields control the amount of XIV Legion-class ships you can encounter outside of the Core Worlds, default is 2, 3, 1, 2
"XIV_LEGION_NON_SALVAGEBLE_MIN":0,
"XIV_LEGION_NON_SALVAGEBLE_MAX":0,
"XIV_LEGION_SALVAGEBLE_MIN":3,
"XIV_LEGION_SALVAGEBLE_MAX":15,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":false, #true
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":50,
"accessibilitySameFactionBonus":0.5,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":15,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":30,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":13,
"BladeBreakerThemed_ConstellationMax_AS":25,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}
You should try messing with
"AdjustedSectorConstellationSize":1000,
to generate more or less Constellations depending on your prefrence.
Hi, just wanted to ask if this mod is compatible with existing saves and quite a few faction mods including Nex. Sorry if its an obvious answer :P
Hi, just wanted to ask if this mod is compatible with existing saves and quite a few faction mods including Nex. Sorry if its an obvious answer :P
it's technically compatible with existing saves but it'll do nothing
otherwise yeah, it works fine with other mods
Why, or better yet how, would it adjust a sector that's already been generated?
Why, or better yet how, would it adjust a sector that's already been generated?
It wouldn't make sense to add it mid game, I agree. but the reason that I am asking is cause...
"Do you ever wanted your current playthrough last forever?"
...right there in the description with big dark letters... ??? ???
For the life of me I cant get this to work the way I want it to. Remnant stations and Hypershunt spawns are not being changed even though there are more star systems being generated. I even tested this with no other mods running besides the Lib mods and console commands. I'm running the latest game version too. Anyone know what I can do to fix this?
[snip]... since there are already setting concerning the Blade Breakers - would it be possible to include a world gen setting for Agni from PRV Starworks?
Yeah I am going to try that. Just finishing the Academy storyline to get the gates activated.Why, or better yet how, would it adjust a sector that's already been generated?
It wouldn't make sense to add it mid game, I agree. but the reason that I am asking is cause...
"Do you ever wanted your current playthrough last forever?"
...right there in the description with big dark letters... ??? ???
You might be interested in "Beyond the Sector" which allows you to go to other sectors and explore infinitely many systems one at a time. Can't start colonies in those systems though. (also don't get stranded by neutron stars)
Hello,I think i've made a bug by mistake. Gonna correct that soon, sorry for troubles lol
I have a new install of the game and would like to turn hyperspace storms off.
Mod is installed and the game sees it when I click on Mods. I've set "AdjustedSectorHS":false. Yet in new campaigns and loaded saves, the storm remain.
What have I missed?
I'm facing a problem, I havent come accross any High threat level system in my game (>10 beacon found so far).
I increased the amount of remnant system and set low level threat option to 0 while keeeping medium to 1.
Is it normal that I dont find any high danger beacon ? Did i mess something up ?
Mod is temporary on hiatus due to my city being shelled down.Stay safe.
I'll post whenever i will be back.
Mod is temporary on hiatus due to my city being shelled down.
I'll post whenever i will be back.
Mod is temporary on hiatus due to my city being shelled down.Sending all the support and positivity D: D: D: D: hope you and your family are safe
I'll post whenever i will be back.
Can the Modded AI Becaons spawn in the same constellations as Remants or do i have to balance out like if i have 400 constellations i and i have 249 on remant min and 250 on remant max and 49min 50max on the Modded ai beacons? or can the numbers be all the same?They cannot. So essentially you need to balance their numbers.
These params are looking pretty good for me.They are, so you should be good to go.I was just wondering if the "accessibilityDistFromCOM" and "accessibilitySameFactionBonus" are appropriate for the Sector size since I just multiplied them by 1.25x, similar to how I multiplied the sector map.Spoiler"sectorWidth":205000,
"sectorHeight":196800,
"AdjustedSectorConstellationCount":230,
"AdjustedSectorConstellationSize":1775,
"AdjustedSectorConstellationCellSize":11,
"sectorConstellationRemnantMin":47,
"sectorConstellationRemnantMax":50,
"sectorConstellationRemnantSkipProb":0,
"sectorRemnantPresenceLow":1,
"sectorRemnantPresenceMed":1,
"sectorConstellationRuinsMin":67,
"sectorConstellationRuinsMax":70,
"sectorDerelictMotherships":10,
"sectorDerelictCryosleepers":15,
"sectorCoronalTaps":15,
"minNonCoreGatesInSectorMod":41,
"maxNonCoreGatesInSectorMod":50,
"XIV_LEGION_NON_SALVAGEBLE_MIN":0,
"XIV_LEGION_NON_SALVAGEBLE_MAX":0,
"XIV_LEGION_SALVAGEBLE_MIN":12,
"XIV_LEGION_SALVAGEBLE_MAX":23,
"accessibilityDistFromCOM":62.5,
"accessibilitySameFactionBonus":0.625,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":10,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":12,
"BladeBreakerThemed_ConstellationMin_AS":11,
"BladeBreakerThemed_ConstellationMax_AS":13,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.10,[close]
Also, i'm not dead! And relatively safe.
I'm probably gonna still take additional time to resolve my work-related stuff, but after - there will be update.
Also, i'm not dead! And relatively safe.
I'm probably gonna still take additional time to resolve my work-related stuff, but after - there will be update.
Upon more sector generations, it seems like if I create a not square sector, but a more vanilla like rectangular, the placement is definitely better.I do get the best results when I keep the original aspect ratio of 41/26.
Also, i've managed to generate hyperstorms for adjusted sector size.Yeah, so I've just solved your Problem ;D... (I hope the attachments work...)
(https://i.imgur.com/Pug5wg8.png)
Bad news is, it's janky and can cover star system jump points and other gravity wells. Vanilla code doesn't do anything to it for some reasons.
So, untill i found how to do it +- correctly, hyperstorm changes won't be included in mod.
Thanks for the tip SweetO!In one of the .java s for the generation of the storms there is a line that clears a star of the storm (although occasionally a gravity point or jump point may lay inside the surrounding cloud). As long as nobody messes with that stars should be clear of storms. I haven't encountered such an issue and changing the *_map.png leaves the gen to the vanilla mechanics.
While we wait for Nerzhull_AI's answer, I wanted to share my own attempt at editing the hyperspace map for a 164000 x 164000 sector. While I didn't bother to inspect every single system generated, I think that most if not all of the Core World's systems should stop spawning inside hyperstorms.
"sectorConstellationRemnantMin":15,
"sectorConstellationRemnantMax":30,
"sectorConstellationRemnantSkipProb":0,
Game will roll the dice from sectorConstellationRemnantMin to sectorConstellationRemnantMax (in this case - from 75 to 125) with skipping probability of zero, to generated less random amount of remnant-infested systems. Low/Medium/High danger level spread is equal to the vanilla one.
Vanilla value: from 10 to 25(with skip prob 0.25).
{
"plugins":{
"newGameSectorProcGen":"data.campaign.procgen.SectorProcGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationSize":100,
#"sectorConstellationCellSize":10,
"sectorWidth":184000,
"sectorHeight":124000,
"AdjustedSectorConstellationCount":225,
"AdjustedSectorConstellationSize":1000,
"AdjustedSectorConstellationCellSize":8,
"sectorConstellationRemnantMin":55,
"sectorConstellationRemnantMax":75,
"sectorConstellationRemnantSkipProb":0.75,
# zero means - they wont spawn
"sectorRemnantPresenceLow":0,
"sectorRemnantPresenceMed":1,
"sectorConstellationRuinsMin":50,
"sectorConstellationRuinsMax":80,
"sectorDerelictMotherships":10,
"sectorDerelictCryosleepers":10,
# this field controls the amount of Coronal Taps, default = 2
"sectorCoronalTaps":15,
# this fields control the amount of Gates outside of Core Worlds, default is 15 and 20
"minNonCoreGatesInSectorMod":50,
"maxNonCoreGatesInSectorMod":100,
# this fields control the amount of XIV Legion-class ships you can encounter outside of the Core Worlds, default is 2, 3, 1, 2
"XIV_LEGION_NON_SALVAGEBLE_MIN":0,
"XIV_LEGION_NON_SALVAGEBLE_MAX":0,
"XIV_LEGION_SALVAGEBLE_MIN":3,
"XIV_LEGION_SALVAGEBLE_MAX":5,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":50,
"accessibilitySameFactionBonus":0.5,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":15,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":30,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":13,
"BladeBreakerThemed_ConstellationMax_AS":25,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}
so i want to lower my constellation count to 180, but i dont know how much to lower each setting by to get the most out of /an good amount of features(ruins, derelicts, remanants, breakers, sad) in my sectorTry this:
without one feature taking over the other.
what should i change the settings to?
my current settings:
{
"plugins":{
"newGameSectorProcGen":"data.campaign.procgen.SectorProcGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationSize":100,
#"sectorConstellationCellSize":10,
"sectorWidth":184000,
"sectorHeight":124000,
"AdjustedSectorConstellationCount":225,
"AdjustedSectorConstellationSize":1000,
"AdjustedSectorConstellationCellSize":8,
"sectorConstellationRemnantMin":45,
"sectorConstellationRemnantMax":60,
"sectorConstellationRemnantSkipProb":0.75,
# zero means - they wont spawn
"sectorRemnantPresenceLow":0,
"sectorRemnantPresenceMed":1,
"sectorConstellationRuinsMin":40,
"sectorConstellationRuinsMax":64,
"sectorDerelictMotherships":7,
"sectorDerelictCryosleepers":10,
# this field controls the amount of Coronal Taps, default = 2
"sectorCoronalTaps":15,
# this fields control the amount of Gates outside of Core Worlds, default is 15 and 20
"minNonCoreGatesInSectorMod":50,
"maxNonCoreGatesInSectorMod":100,
# this fields control the amount of XIV Legion-class ships you can encounter outside of the Core Worlds, default is 2, 3, 1, 2
"XIV_LEGION_NON_SALVAGEBLE_MIN":0,
"XIV_LEGION_NON_SALVAGEBLE_MAX":0,
"XIV_LEGION_SALVAGEBLE_MIN":3,
"XIV_LEGION_SALVAGEBLE_MAX":5,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":true,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":50,
"accessibilitySameFactionBonus":0.5,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":15,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":30,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":13,
"BladeBreakerThemed_ConstellationMax_AS":25,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}
I have had a few maps where systems are almost stacked on top of each other, is that a problem with my configs?That's a sideeffect of your config. Increase AdjustedSectorConstellationSize from 750 to 1250 and see if that changes.
"My life for Ner'zhul", regards, a former (RIP) Warcraft III player.They may refund our game but they will never refund our spirit 8)
Excellent. :) Cannot test it since I just started a (test) run and I am not eager abandon yet another run but I am beyond happy we got an update. Stay safe, from an expat. :)
E: Thank you for the update.
... I'm still waiting Histidine since i need to transfer a bit of my updated code to Nexerelin for complatibility sake, but anyway - glad to hear people still want to use my mod.Oh definitely still in use, now to manually copy over my configuration preferences....
It depends on what's your prefered size of the sector. If you're doing 'normal size, more stuff' - you should probably wait for Nex update, and set AdjustedSectorHS to 'false' - whenever Nex is updated, you're gonna get map with accurate size of hyperstorms which reduces lag. This works ONLY for 'default size' preset.... I'm still waiting Histidine since i need to transfer a bit of my updated code to Nexerelin for complatibility sake, but anyway - glad to hear people still want to use my mod.Oh definitely still in use, now to manually copy over my configuration preferences....
So about that Nexerelin compatibility you mentioned, is that something we should wait on is it good to go? ???
.... It depends on what's your prefered size of the sector. If you're doing 'normal size, more stuff' - you should probably wait for Nex update, and set AdjustedSectorHS to 'false' - whenever Nex is updated, you're gonna get map with accurate size of hyperstorms which reduces lag. This works ONLY for 'default size' preset.Hmm... 246000 x 156000, so 1.5 times normal size.
On the other hand, if you're doing big sector - just set it to 'true' and you're free to go!
Howdy really want to use this for my next campaign but i get an error even with a fresh install of starsector after the new character is done loading, hope the log helps.See the message above from Histidine? You require it if you're using Nex.
(https://i.imgur.com/O9No2kx.png)
Will this work?Hope there's enough space for 300 consts.
300 constellations
106/106 for both ruins and remnants
5 motherships
20 SAD/ 21 BB and 21 agni.
This should should be safe and 299 of those stars will be filled correct?
Quick update: Right now i'm adding different versions of hyperspace_new.png for differently sized sector. So the player could just pic the closest in size to his sector and use it.Well, I can only speak for myself, but I think it's better to keep the rectangular aspect ratio (41/26). The graphics feel a little weird when I make the map square. Thus I get:
For that, i need to know what sector sizes (aside from default) do people prefer.
Right now i have following sets done and ready for update:
- default size (164k x 104k);
- 164k x 164k;
- 204k x 164k;
- 204k x 204k;
- 248k x 204k;
- 248k x 248k
Alrighty! Proper hyperstorm.pngs were added to the archive of the game - redownload mod if you need 'em!Quick update: Right now i'm adding different versions of hyperspace_new.png for differently sized sector. So the player could just pic the closest in size to his sector and use it.Well, I can only speak for myself, but I think it's better to keep the rectangular aspect ratio (41/26). The graphics feel a little weird when I make the map square. Thus I get:
For that, i need to know what sector sizes (aside from default) do people prefer.
Right now i have following sets done and ready for update:
- default size (164k x 104k);
- 164k x 164k;
- 204k x 164k;
- 204k x 204k;
- 248k x 204k;
- 248k x 248k
205000 x 130000 = 1.25x larger
246000 x 156000 = 1.5x larger
328000 x 208000 = 2x larger
I don't usually play larger than 1.5 because bounties don't have thew distance increase to the map edge factored into them. Makes hunting them literally not worth it.
Howdy, I just came back after a year or so of not playing and I noticed your most recent version does not include the source like it used to. I like to mess around the the station generation in the theme files and was hoping you could provide the source again. I wasn't able to find a github or other public place you keep your stuff. ThanksI'm currently recovering from some surgery, but i think this is correct src
#Generate hyperstorms options.
#"true" for generating hyperstorms for BIG map, "false" to generate default-sized hyperstorms.
#Disclameer - might not work properly in "false" state if Nexerelin isn't updated (v0.10.5 or older) but enabled
"AdjustedSectorHS":false,
Started a new game with updated mods.
Now i cant disable hyperstorms, which was my main usage for this mod.
What i have in my settingsCode#Generate hyperstorms options.
#"true" for generating hyperstorms for BIG map, "false" to generate default-sized hyperstorms.
#Disclameer - might not work properly in "false" state if Nexerelin isn't updated (v0.10.5 or older) but enabled
"AdjustedSectorHS":false,
I noticed the wording, not sure it had that in earlier versions. But i have since installing this addon, successfully played with HS disabled until now.
Is there a way to completely disable them?
/regards
#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":false,
if( HyperStormGen ) {
SectorEntityToken deep_hyperspace = Misc.addNebulaFromPNG("data/campaign/terrain/hyperspace_new.png",
0, 0, // center of nebula
Global.getSector().getHyperspace(), // location to add to
"terrain", "deep_hyperspace", // "nebula_blue", // texture to use, uses xxx_map for map
4, 4, Terrain.HYPERSPACE, null); // number of cells in texture
} else {
SectorEntityToken deep_hyperspace = Misc.addNebulaFromPNG("data/campaign/terrain/hyperspace_map.png",
0, 0, // center of nebula
Global.getSector().getHyperspace(), // location to add to
"terrain", "deep_hyperspace", // "nebula_blue", // texture to use, uses xxx_map for map
4, 4, Terrain.HYPERSPACE, null); // number of cells in texture
}
Set "AdjustedSectorHS" to true and within "Adjusted Sector v0.5.1\data\campaign\terrain" rename "no_storms.png" to "hyperspace_new.png"(you can get rid of the old one). That's how I got rid of the storms. Personally, it seems kinda convoluted, a separate "disable storms fully" option would be nice, especially since with a true/false value you'd assume false disables the option.
"AdjustedSectorConstellationSize": 750,I've made a number of tries, and found that you might have claimed these two items reversely. In my observation, it seems "ConstellationSize" controls the number of stars in a constellation, and "CellSize" determines the minimum distances between two constellations.
This field is responsible for size of each constellation cell. You better not touch it, otherwise weird things might happen.
Vanilla Sector value: 2000.
"AdjustedSectorConstellationCellSize":7,
Increase or decrease this number to change the number of stars per constellation.
Increasing this number will result into less stars, decreasing - more stars.
Vanilla Sector value: 10
Easiest way to fix this is to play on a smaller sector map. Don't need to have a giant one in the first place anyways. From personal testing, I'd say 180k to 200k is the best.Current dimensions are 204k x 106k, so something between 1.25 and 1.5 times vanilla. Reward values are still bonkers tho. Is there a way to increase Exploration payments to offset this? Will play with a 164k x 164k sector with increased star density in the meantime, but I'd really like to get this solved since is been an issue since forever.
I seem to be having the same problem. I want to adjust the Hyperspace map to my actual map size, but renaming the Mapfiles doesn't do anything. I set "AdjustSectorHS" to true and everything, but no matter which .png file i use, it always defaults to the normal sized Hyperstorm map. I reinstalled both the game and the mod several times. Everything else is working fine.I found a "fix" for this, the instructions are actually wrong. The file that needs to be replaced is 'hyperspace_map.png' not 'hyperspace_new.png'.
I seem to be having the same problem. I want to adjust the Hyperspace map to my actual map size, but renaming the Mapfiles doesn't do anything. I set "AdjustSectorHS" to true and everything, but no matter which .png file i use, it always defaults to the normal sized Hyperstorm map. I reinstalled both the game and the mod several times. Everything else is working fine.I found a "fix" for this, the instructions are actually wrong. The file that needs to be replaced is 'hyperspace_map.png' not 'hyperspace_new.png'.
I have these settings but every rare hull i find is a XIV Legion and redacted show up at medium or hard strength right next to the core worlds. I have tried various settings and i just want to ask if i am missing something or if the aspect change has messed up the settings.
The Legion ships are... I dunno there. At a guess set some non-0 values for the "XIV_LEGION_NON_SALVAGEBLE_MIN" and MAX.
The Remnant thing is because you've got "sectorRemnantPresenceLow" set to 0. Set it to 1 and you'll get Low danger Remnant systems again.
The Legion ships are... I dunno there. At a guess set some non-0 values for the "XIV_LEGION_NON_SALVAGEBLE_MIN" and MAX.
The "XIV_LEGION_NON_SALVAGEBLE_MIN" and "MAX" settings are independent of rare ships encountered in randomly generated derelict ships. It is literally a category of its own. It does not influence rare ship drops in your game; it adds X number of XIV Legions to your sector upon generating the game.
Im having low FPS in hyperspace with nexerelin on a 344000 x 264000, ConstellationCount:170I know the feeling. What helped reducing that was getting rid of player history mods or any mods that over time start to compile a lot of data. Other than that there are only the obvious solutions.
The obvious answer is "because i have a giant frigging sector", but when i load up the game an test it, i do the infernal machine start (so i have a big-ish fleet) and add 50 extra colonies via nexerelin start options, i dont have any issues. However, in my playthrough where i've spent a while playing i do have the game running at 10fps and stuttering and slowing down a lot.
So is it related to the map size? Or constelation count? Or something else? I cant really test it as i think i played for hours before it slowed down, so i cant determine what exactly its causing it, but if its, for example, constellation count, id rather not reduce the size, or vice-versa
I've been trying to use this mod, but to no avail.Make sure that you change the values without the#, other than that no clue.
I can only augment the height of the sector, not the width (despite changing the numbers), and no new stars or systems spawn.
I'm in dire need of help, as I had thought of using this mod to force the UAF systems to appear in my on-going playthrough.
Any help ?
The OP says not to raise the number of themes above 40% of the total number of constellations. Is there any particularly important reason for this?
I'd like to try a sector with 100% high danger remnants and I'd like to know if this will break anything. I will also reduce all other themes to 0.
Is there any performance impact?Depending on how many constellations you have, there might be framedrops while on map or intel screen. Past 300 constellations you will feel it. Otherwise - depends on your pc.
[/quote&
Hey sorry man when I activate the mod with the preset 16400x16400 only the space appear, not the star, constellations and storm. It is because it's not a new game, a save of my game ? How I can resolve this problem ?
{
"plugins":{
"newGameSectorProcGen":"data.campaign.procgen.SectorProcGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":124000,
#"sectorConstellationSize":2000,
#"sectorConstellationCellSize":10,
"sectorWidth":296000,
"sectorHeight":124000,
"AdjustedSectorConstellationCount":300,
"AdjustedSectorConstellationSize":750,
"AdjustedSectorConstellationCellSize":7,
"sectorConstellationRemnantMin":50,
"sectorConstellationRemnantMax":75,
"sectorConstellationRemnantSkipProb":0,
"sectorRemnantPresenceLow":0,
"sectorRemnantPresenceMed":1,
"sectorConstellationRuinsMin":70,
"sectorConstellationRuinsMax":90,
"sectorDerelictMotherships":15,
"sectorDerelictCryosleepers":84,
# this field controls the amount of Coronal Taps, default = 2
"sectorCoronalTaps":12,
# this fields control the amount of Gates outside of Core Worlds, default is 15 and 20
"minNonCoreGatesInSectorMod":25,
"maxNonCoreGatesInSectorMod":40,
# this fields control the amount of XIV Legion-class ships you can encounter outside of the Core Worlds, default is 2, 3, 1, 2
"XIV_LEGION_NON_SALVAGEBLE_MIN":0,
"XIV_LEGION_NON_SALVAGEBLE_MAX":0,
"XIV_LEGION_SALVAGEBLE_MIN":20,
"XIV_LEGION_SALVAGEBLE_MAX":40,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms for BIG map, "false" to generate default-sized hyperstorms.
#Disclameer - might not work properly in "false" state if Nexerelin isn't updated (v0.10.5 or older) but enabled
"AdjustedSectorHS":false,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":50,
"accessibilitySameFactionBonus":1.20,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":15,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":30,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":25,
"BladeBreakerThemed_ConstellationMax_AS":30,
"BladeBreakerThemed_ConstellationSkipProb_AS":0,
#If Prv Starworks is enabled, as well as random generated Agni systems, you can change the amount of said Agni-themed constellations.
"AgniThemed_ConstellationMin_AS":25,
"AgniThemed_ConstellationMax_AS":30,
"AgniThemed_ConstellationSkip_AS":0,
}
Updated to 0.2.2:This could solve my problem. Thank you!
Now you can adjust number of "Blade Breaker"-themed constellations. Requires updated version of DME.
This setting will work only if you have the most recent version of DME (which at the time of this writing isn't present yet).
Do sectorConstellationRuinsMin / Max change how many Research Bases, Mining Stations and Orbital Stations, derelict ones, that we find??
Hello, I was wondering what I am currently doing wrong. I got the mod installed and tried multiplying the size of the sector, resetting back to the modified value, and even setting back to the vanilla value and my star map is still quite messed up. The map is only so high (possibly a bit more than vanilla) and exceedingly wide... by about 8 times or so. Setting it to generate a small or normal sector size does nothing to fix it. Also changing values seem to leave the star map wholly unaffected with constellations still sticking to the inside of the map, yet few and far despite my setting it back to 2000 and with it taking longer to generate. Anyone know what I might be doing wrong?I found the issue was that after adding a typo of an extra zero to the width, I started modifying the preset file and not the one actually used ':)
When I download the file from the link it gives me a .rar file. Has me confused because literally everything else is a .zip . I may have just missed it in the text, but i've looked 3 times. How am I supposed to get this mod to work? I have tahlan works.
Howdy, just redownloaded the mod and wanted to get a sector gen that was somewhere between vanilla and the mod default, say, ConstellationCount 150, CellSize 8 or 9. What would I have to set the other variables to so I don't *** the whole thing? I'm not great with math.This is something akin to what you need:
{
"plugins":{
"newGameSectorProcGen":"data.campaign.procgen.SectorProcGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationSize":2000,
#"sectorConstellationCellSize":10,
"sectorWidth":164000,
"sectorHeight":104000,
"AdjustedSectorConstellationCount":150,
"AdjustedSectorConstellationSize":1250,
"AdjustedSectorConstellationCellSize":8,
"sectorConstellationRemnantMin":26,
"sectorConstellationRemnantMax":48,
"sectorConstellationRemnantSkipProb":0,
"sectorRemnantPresenceLow":0,
"sectorRemnantPresenceMed":1,
"sectorConstellationRuinsMin":26,
"sectorConstellationRuinsMax":38,
"sectorDerelictMotherships":3,
"sectorDerelictCryosleepers":9,
# this field controls the amount of Coronal Taps, default = 2
"sectorCoronalTaps":9,
# this fields control the amount of Gates outside of Core Worlds, default is 15 and 20
"minNonCoreGatesInSectorMod":20,
"maxNonCoreGatesInSectorMod":30,
# this fields control the amount of XIV Legion-class ships you can encounter outside of the Core Worlds, default is 2, 3, 1, 2
"XIV_LEGION_NON_SALVAGEBLE_MIN":0,
"XIV_LEGION_NON_SALVAGEBLE_MAX":0,
"XIV_LEGION_SALVAGEBLE_MIN":15,
"XIV_LEGION_SALVAGEBLE_MAX":30,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,
#Generate hyperstorms options.
#"true" for generating hyperstorms for BIG map, "false" to generate default-sized hyperstorms.
#Disclameer - might not work properly in "false" state if Nexerelin isn't updated (v0.10.5 or older) but enabled
"AdjustedSectorHS":false,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":50,
"accessibilitySameFactionBonus":0.50,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":11,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":22,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":20,
"BladeBreakerThemed_ConstellationMax_AS":23,
"BladeBreakerThemed_ConstellationSkipProb_AS":0,
#If Prv Starworks is enabled, as well as random generated Agni systems, you can change the amount of said Agni-themed constellations.
"AgniThemed_ConstellationMin_AS":20,
"AgniThemed_ConstellationMax_AS":23,
"AgniThemed_ConstellationSkip_AS":0,
}
Not sure if this was answered anywhere, but.In theory - yes, since mod already touches the procedural gen file related to Gates. In practice, i've yet to test that. But i'll look into it.
https://imgur.com/a/4vR8IEk
Here are the 2 samples, representing something I found the hard way.
Whenever you generate a bigger sector, gates are clustered towards the middle, with around 4 gates basically guaranteed to spawn somewhere close to corners of the map.
Is there a way to make them more dispersed? I would actually prefer to have fewer gates, but spread wide against the sector. I want them to be a bit more rewarding to find, but to actually make exploration more worthy in a sense.
I'm having an issue where literally every system I explore outside the core worlds has remnant fleets in it. Every single one, without fail. It seems like the kind of problem this mod would cause. Is there a setting I broke somewhere?Make a save.
https://imgur.com/a/hHui7jTI'm having an issue where literally every system I explore outside the core worlds has remnant fleets in it. Every single one, without fail. It seems like the kind of problem this mod would cause. Is there a setting I broke somewhere?Make a save.
Enable devmode
press Ctrl+z
Exit into Hyper
This should reveal every remnant beacon in the sector. Post the screenshot here.
Honestly that's unlikely, since:
1) I'm playing right now and i don't have such issue;
2) The remnant procgen is pretty much on the bottom of priorities for Sector Gen, so something like this could be only if you did very bad things to your setting file. So just in case, post it too.
Open "intel", "Warning beacons" sectionhttps://imgur.com/a/hHui7jTI'm having an issue where literally every system I explore outside the core worlds has remnant fleets in it. Every single one, without fail. It seems like the kind of problem this mod would cause. Is there a setting I broke somewhere?Make a save.
Enable devmode
press Ctrl+z
Exit into Hyper
This should reveal every remnant beacon in the sector. Post the screenshot here.
Honestly that's unlikely, since:
1) I'm playing right now and i don't have such issue;
2) The remnant procgen is pretty much on the bottom of priorities for Sector Gen, so something like this could be only if you did very bad things to your setting file. So just in case, post it too.
Hello just wondering if there is a way i could fully remove hyperspace storms? or if not a way to reduce the amount of them drastically?You actually can.
{
"plugins":{
"newGameSectorProcGen":"data.campaign.procgen.SectorProcGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationSize":100,
#"sectorConstellationCellSize":10,
"sectorWidth":270000,
"sectorHeight":180000,
"AdjustedSectorConstellationCount":440,
"AdjustedSectorConstellationSize":1100,
"AdjustedSectorConstellationCellSize":7,
"sectorConstellationRemnantMin":160,
"sectorConstellationRemnantMax":210,
"sectorConstellationRemnantSkipProb":0,
# zero means - they wont spawn
"sectorRemnantPresenceLow":1,
"sectorRemnantPresenceMed":1,
"sectorConstellationRuinsMin":100,
"sectorConstellationRuinsMax":150,
"sectorDerelictMotherships":35,
"sectorDerelictCryosleepers":20,
# this field controls the amount of Coronal Taps, default = 2
"sectorCoronalTaps":15,
# this fields control the amount of Gates outside of Core Worlds, default is 15 and 20
"minNonCoreGatesInSectorMod":130,
"maxNonCoreGatesInSectorMod":200,
# this fields control the amount of XIV Legion-class ships you can encounter outside of the Core Worlds, default is 2, 3, 1, 2
"XIV_LEGION_NON_SALVAGEBLE_MIN":40,
"XIV_LEGION_NON_SALVAGEBLE_MAX":60,
"XIV_LEGION_SALVAGEBLE_MIN":30,
"XIV_LEGION_SALVAGEBLE_MAX":40,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":30,
#Generate hyperstorms options.
#"true" for generating hyperstorms for BIG map, "false" to generate default-sized hyperstorms.
#Disclameer - might not work properly in "false" state if Nexerelin isn't updated (v0.10.5 or older) but enabled
"AdjustedSectorHS":false,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":50,
"accessibilitySameFactionBonus":0.50,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":20,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":30,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":30,
"BladeBreakerThemed_ConstellationMax_AS":40,
"BladeBreakerThemed_ConstellationSkipProb_AS":0,
#If Prv Starworks is enabled, as well as random generated Agni systems, you can change the amount of said Agni-themed constellations.
"AgniThemed_ConstellationMin_AS":25,
"AgniThemed_ConstellationMax_AS":30,
"AgniThemed_ConstellationSkip_AS":0,
}
I'm having issues trying to get remnant beacons to spawn anywhere outside of a 30ly radius from the core worlds, despite my map being about 60ly x 40ly. Any reasons for this happening? I've tried setting the remnant to about 40% of the constellation count and 100% of it as well, both with the same results.It happens because of how procgen works internally, and so i was unable to overwrite this. It's possible, i'm just yet to do so.
The issue persists when loading the game with only Adjusted Sector 0.5.1 (and console commands to enable devmode ctrl + z).
Here's my settings, thanks for the help.Code{
"plugins":{
"newGameSectorProcGen":"data.campaign.procgen.SectorProcGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationSize":100,
#"sectorConstellationCellSize":10,
"sectorWidth":270000,
"sectorHeight":180000,
"AdjustedSectorConstellationCount":440,
"AdjustedSectorConstellationSize":1100,
"AdjustedSectorConstellationCellSize":7,
"sectorConstellationRemnantMin":160,
"sectorConstellationRemnantMax":210,
"sectorConstellationRemnantSkipProb":0,
# zero means - they wont spawn
"sectorRemnantPresenceLow":1,
"sectorRemnantPresenceMed":1,
"sectorConstellationRuinsMin":100,
"sectorConstellationRuinsMax":150,
"sectorDerelictMotherships":35,
"sectorDerelictCryosleepers":20,
# this field controls the amount of Coronal Taps, default = 2
"sectorCoronalTaps":15,
# this fields control the amount of Gates outside of Core Worlds, default is 15 and 20
"minNonCoreGatesInSectorMod":130,
"maxNonCoreGatesInSectorMod":200,
# this fields control the amount of XIV Legion-class ships you can encounter outside of the Core Worlds, default is 2, 3, 1, 2
"XIV_LEGION_NON_SALVAGEBLE_MIN":40,
"XIV_LEGION_NON_SALVAGEBLE_MAX":60,
"XIV_LEGION_SALVAGEBLE_MIN":30,
"XIV_LEGION_SALVAGEBLE_MAX":40,
#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":30,
#Generate hyperstorms options.
#"true" for generating hyperstorms for BIG map, "false" to generate default-sized hyperstorms.
#Disclameer - might not work properly in "false" state if Nexerelin isn't updated (v0.10.5 or older) but enabled
"AdjustedSectorHS":false,
#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":50,
"accessibilitySameFactionBonus":0.50,
#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":20,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":30,
#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":30,
"BladeBreakerThemed_ConstellationMax_AS":40,
"BladeBreakerThemed_ConstellationSkipProb_AS":0,
#If Prv Starworks is enabled, as well as random generated Agni systems, you can change the amount of said Agni-themed constellations.
"AgniThemed_ConstellationMin_AS":25,
"AgniThemed_ConstellationMax_AS":30,
"AgniThemed_ConstellationSkip_AS":0,
}
Hello! Can i use this mod for version 0.96a? I tried changing the version number manually in the mod info so i could activate it but i'm not sure that it changed anything... Would it be relatively easy to update myself or do i need extensive modding experience?
Also Awesome mod! Keep up the great work!
Anyone know how to increase the number of stars in the sector if for say you increase the sector size?Hello! Can i use this mod for version 0.96a? I tried changing the version number manually in the mod info so i could activate it but i'm not sure that it changed anything... Would it be relatively easy to update myself or do i need extensive modding experience?
Also Awesome mod! Keep up the great work!
It seems to mostly work - no crashes, star generation and theming seems to work properly - however, thedoes not seem to generate, probably because Adjusted Sector overrides the theming generation.Spoilerhidden cache that holds the planetkiller[close]
It seems to mostly work - no crashes, star generation and theming seems to work properly - however, thedoes not seem to generate, probably because Adjusted Sector overrides the theming generation.Spoilerhidden cache that holds the planetkiller[close]
I'm talking base game config btw.
It seems to mostly work - no crashes, star generation and theming seems to work properly - however, thedoes not seem to generate, probably because Adjusted Sector overrides the theming generation.Spoilerhidden cache that holds the planetkiller[close]
NOICE! Yeah, after you said that i re-adjusted the values and indeed it does work YAAAAAAAAYYY!!! ;D ;D ;D heh thanx!
Also about the question of star density above, i readjusted the constellation values and constellation size values a bit, and it did seem to do the trick of filling up a larger map... though i haven't tweaked it too much...
I only modified the values of: "AdjustedSectorConstellationCount" and "AdjustedSectorConstellationSize"
The: "sectorConstellationSize" and "sectorConstellationCellSize" i have not touched... yet...But the modifications i did seemed to have done the trick!
Hope this helps :)
Here's what you do:I'm aware, the issues I have and am requesting advice for is base game files. The mod does all this, I am curious how and what it changes in the base game files for star density so I can maybe make myself a lite version where all the other fancy stuff this mod does isn't present. In the base game config files you can make the sector size (XYZ) bigger but this messes with all sorts of things, spreading stars out is one such issue. A simple fix is if you increase star count and I'm hoping someone knows where that is or maybe a work around not this mod related but maybe even similar if not base game.
You go into the mod folder, (adjusted sector) then open the data folder, then the config folder, and there you have two setting files, one for the small cluster and another for the large cluster...
Both have the same lines, you tweak the sector size lines and for the mentioned star density you increase the number of constellations while reducing their cell size --- don't go bellow the value of 10 cause it will cause the cluster generation to either crash, freeze or just take an unholy amount of time before the game starts...
PS: mind using notepad++ tis extra helpful
Glad to hear this will be getting an update. Does anyone have a settings.json file which is a good size but is that sweet spot before the fps begins to drop too much, or have any recommendations on how to improve fps when on the sector map. I have a pretty good rig and more RAM allocated to starsector but my fps drops to about 15 when in the sector map screen on the provided .json file
Tried playing without this mod and i ran into 2 cryosleeper pods 2 LY apart in the corner of the map haha--def looking forward to the update.Ashes of the domain cryosleeper module is separate now. you can install and drag the cryosleeper around if you so wish-the catch being it's used for a planet at a time now and can deplete
Question. What's the performance impact of increasing the map? If I wanted to double the size how bad would the performance degradation be?
Does the mod is up to date ? and if not does it work with the last update of the game
Does the mod is up to date ? and if not does it work with the last update of the game
The Random Assortment of Things mod by Lukas04 can also generate more star systems (150% - 250% via Lunalib Mod Settings menu)
Does the mod is up to date ? and if not does it work with the last update of the game
The Random Assortment of Things mod by Lukas04 can also generate more star systems (150% - 250% via Lunalib Mod Settings menu)
Also this mod still works.
Does the mod is up to date ? and if not does it work with the last update of the game
The Random Assortment of Things mod by Lukas04 can also generate more star systems (150% - 250% via Lunalib Mod Settings menu)
Also this mod still works.
You mean with 0.96? How do you make it work, just change the compatibility flag in uh, a file?
Question. What's the performance impact of increasing the map? If I wanted to double the size how bad would the performance degradation be?
Quite high.
Aspect ratio for width/height is 41/26
205000 x 130000 = 1.25x larger
246000 x 156000 = 1.5x larger
328000 x 208000 = 2x larger
I avoided anything higher than 1.5 myself.
My recommendation is to:
1. Download RAT
2. Download Adjusted Sector
3. Install and Enable RAT
4. Configure RAT with the extra systems you want and nebula density
5. Edit starsector config
6. Change the map size in the starsector config to one of the sizes that worksQuestion. What's the performance impact of increasing the map? If I wanted to double the size how bad would the performance degradation be?
Quite high.
Aspect ratio for width/height is 41/26
205000 x 130000 = 1.25x larger
246000 x 156000 = 1.5x larger
328000 x 208000 = 2x larger
I avoided anything higher than 1.5 myself.
7. Open the terrain folder in Adjusted Sector's mod folders and copy-replace the nebula map size that fits the new sector size you chose, replacing the original map and using the original maps' name
This SHOULD keep all the new stuff in 0.96, but also let you have 250% more systems and a 1.5x larger map for example.
Question: what file do I replace with the new bigger hyperspace map?same file structure as the mod but in the game's proper directory instead; data/campaign/terrain -> hyperspace_map.png
Question: what file do I replace with the new bigger hyperspace map?same file structure as the mod but in the game's proper directory instead; data/campaign/terrain -> hyperspace_map.png
so you take hyperspace_205k_x_130k.png or whatever it's called, and then rename it to hyperspace_map.png (or whatever it was that the original one is called its something like that) and replace the original one that's in starsector-core/data/campaign/terrain/etc. with the new larger one.
I'm surprised there isn't an up to date mod that adjusts map size + system amount together in one clean package. The last mod I recall that did this successfully was Grand Sector, but it's abandoned. It seems like there are too many hoops to jump through to approximate the effect using this mod + Random Assortment of Things, and no guarantee it won't mess up something along the way, whether it be other mods or the game itself.
Personally, I think vanilla should have a large option with 1.25x the space and proportionally more systems. It should be a logical option seeing that small/normal sizes already exist, but there must be a problem since it hasn't been implemented already, even as a hidden setting like the spacer start.
Personally, I think vanilla should have a large option with 1.25x the space and proportionally more systems. It should be a logical option seeing that small/normal sizes already exist, but there must be a problem since it hasn't been implemented already, even as a hidden setting like the spacer start.
Problem is performance. A mod can get away with almost anything, given that if something breaks or runs poorly on your rigs well, that's on you. And that's fine, there's always people that prefer Skyrim with 8k textures at 20 FPS rather than playing it at 60 FPS but with vanilla potato heads. When you are the game dev, though, you NEED to be extra conservative, as you have to account for weaker rigs and the smoothest possible user experience across a vast range of preferences and systems.
Fun fact, the game can already natively adapt up to about x1.25 sector size filling it with more constellations as needed (then it reaches the actual cap set elsewhere and you'd have to edit a few more values to keep going even bigger), you just have to increase the size in the config and voilà . Implementing a large starting option would thus be an absolutely trivial affair, but then you'd begin to see more complaints and that's not where you'd wanna be when you are developing a game that's not technically in release state yet.
Also, I may add, there's quite a few gameplay mechanics that are inherently tied to the sector size: increasing it means getting less balanced mission/bounty timers, colony accessibility, fuel management et cetera. So at a certain point to implement a larger setting you'd have to make these values variables too. Plus, we tend to forget it as we haven't played it like that in forever, but the vanilla game actually has relatively minor real 4x content, meaning there's not much point in having a bigger sector considering you're not (yet?) really supposed to stay there THAT long. Nex completely subverts that, and when you throw a few faction mods on top it soon feels cramped, but that's not the originally intended experience.
That being said, if you already use RAT to have a simple one click way to increase the AMOUNT of things that can spawn, this leaves you with really just the matter of increasing TWO numerical values in the core config, height and width, and that's it. And yeah, you may want to also accordingly increase the hypercloud map image size to keep it filling the sector. That's it. Nothing else, nothing breaks, unless you go overboard and then play the game on a potato. I personally feel x1.25 with RAT's +50% spawns is the best balance, and the performance hit is still sort of negligible even on my mid tier laptop (although it can compound depending on what other mods you throw at it, some mods that add complex factions and lots of exploration content can slow things down noticeably in bigger sectors).
I appreciate the long and well-reasoned response. Is RAT and editing the hypercloud map image necessary to support the 1.25x size, or is editing the config and letting vanilla fill it with more systems as you implied sufficient?
Well, at least up to 0.95 Alex had left enough overhead in a few values to allow for just about a 20/25% increase in size or so, there's an old post by him buried in the forums somewhere where he mentioned that and indeed I could confirm that was the case in my experience. Basically you increase the size of the sector in the config, then start a new game and use the console command Survey All to see a counter of how many "markets" (planets/stations etc) and systems there are. Obviously the number is a bit random, but indeed you should notice the config allows for a bit of an increase in the markets and systems total amount (which didn't have enough free space to spawn at normal size) before consistently reaching the constellation cap (indeed around the 20/25% mark IIRC) and the sector beginning to generate noticeably less and less densely populated. I'd think it should still be pretty much the same today: there have been a few procgen changes since then, but nothing TOO fundamental.
That being said, we are talking about just an overhead and thus not everything might scale as intended (like the number of domain ships, sleepers etc that can spawn), so I'd say the best bet is still to use RAT to increase the themed spawners by 50% (a 50% increase is pretty much consistent with a 1.25x increase in both width and height, given that 1.25x1.25=1.56), so you are sure that EVERYTHING is set to scale as it should. If I'm not mistaken you can also turn off pretty much all other RAT content you might not like and keep only the procgen edit active, so nothing to lose there. That's very much hassle free.
As for the map (core/data/campaign/terrain/hyperspace_map.png), yes, if you increase the sector size you do have to edit it (regardless whether you also use RAT or not), or the clouds would only still fill a rectangle in the middle with the old size, which is pretty jarring as it's way too regularly geometrical of a shape. For instance, in my current campaign I have indeed increased sector width and height by 1.25x and the same I did with the map, which becomes 1012x625 pixels (vanilla is 810x500), so that the hyperspace clouds fit the borders perfectly.
Interesting factoid: seems it works pretty much the same regardless if you upscale the whole image by 25% (meaning the actual black shadow mask in the middle too), or just expand the canvas by 25% (so the black square in the middle stays the same size, and only the white background is enlarged at the borders). Depending on the software you use to upscale the image, the shadow map might become fuzzier, so the latter method might be actually better and simpler. But indeed there isn't that much of a difference, clouds are still generated and can change a lot depending on the density value you set (you can set it via RAT too) and if you have mods that add new fixed systems and constellations.
Imo this is a good balance to allow for quite a few content and faction mods without feeling cramped, and on the other hand without having silly distances to cover for missions or simply such a big sector that you'd never actually explore extensively before growing bored of the current campaign and feel like starting anew. And it's also still very performance friendly for my laptop.
On my desktop I did run much bigger upscales without issues too (I do tend to be one of those players for whom, instinctively, the bigger the better), but they just get rather unwieldly gameplay wise. Plus, honestly, I wouldn't anyway advise installing more than a dozen faction and heavy content mods (like Tahlan's, SWP etc) per playthrough at most, so there shouldn't be real need to go that much bigger. It's not a matter of VRAM: it's because they are all nice and sparkly and they lure you in with their songs of pretty ships, rainbow lasers and totally out of place catgirls... and then you end up with literally hundreds of different weapon types in your storage and no goddamn way to sort them by manufacturer/design/name or whatever. That alone makes the game a pain as refitting ships can become torture after a while.
Anyway, I digress. TL;DR: yes you do have to upscale the map. You should be able to get somewhat similar results in vanilla without *needing* RAT if you keep below the 25% upscale mark, but RAT is just more foolproof and probably more comprehensive.
neat stop gap but has anyone heard from Nerzhull?I did hear from him = )
1.25x is where I liked it, just big enough to unclutter the new content / systems from faction mods.My recommendation is to:
1. Download RAT
2. Download Adjusted Sector
3. Install and Enable RAT
4. Configure RAT with the extra systems you want and nebula density
5. Edit starsector config
6. Change the map size in the starsector config to one of the sizes that worksQuestion. What's the performance impact of increasing the map? If I wanted to double the size how bad would the performance degradation be?
Quite high.
Aspect ratio for width/height is 41/26
205000 x 130000 = 1.25x larger
246000 x 156000 = 1.5x larger
328000 x 208000 = 2x larger
I avoided anything higher than 1.5 myself.
7. Open the terrain folder in Adjusted Sector's mod folders and copy-replace the nebula map size that fits the new sector size you chose, replacing the original map and using the original maps' name
This SHOULD keep all the new stuff in 0.96, but also let you have 250% more systems and a 1.5x larger map for example.
I was itching to mess with sector generation but found that the base game files only seem to easily expose procgen for gates. Funny this should update just now.I l i v e i n y o u r w a l l s
do the PK quest colony spawn with this mod now?It should, current version of mod uses modified 0.96a theme files and integrated with all the rest of the things.
So glad to see this mod updated!!It most certainly won't fix that. Essentially this mod is "one and done" kind of thing. The moment you start a new game, all is done and final.
So I used the 0.95 version (hacked) in my current game, was wondering if updating it to the new .096 would fix the "Fixed errors/legacy changes (related to remnant fleet spawners, etc)." or if I had to start a new game?
For future versions, would like to maybe have a slider for number of plants per system.
Thanks again!
For future versions, would like to maybe have a slider for number of plants per system.I'm pretty sure Nexerelin/base game settings do this already.
Nah. Nex has the option to give more markets to factions, but that's it. Vanilla doesn't do anything aside from allowing you to set larger map sizes, and even then you need to go in the game's settings file.Hmmm, you right, i was misremembering apparently.
Nah. Nex has the option to give more markets to factions, but that's it. Vanilla doesn't do anything aside from allowing you to set larger map sizes, and even then you need to go in the game's settings file.Ok no, i wasn't wrong.
Do you have any other presets you've cooked up, Nerzhull_AI?It's on the first page, where the fields are stated - there's "vanilla" value for everything.
The default that comes packed in with Adjusted sector is about as twice as dense as I would like it. Is there somewhere I can find a list of the defaults so I have a baseline to compare to when changing things?
Lets goooooo!! I started my first Starsector playthrough years ago with Grand Sector/Nex, and later I switched to Adjusted Sector.Upcoming patch is more or less set of setting files you can replace your own with. So if you already have a working preset in mind you may start already.
I had no idea how fundamental a massive Persean sector was to my SC experience until I tried playing without on my current save. Even the stop-gap measure with RAT and a custom edit to 1.5 map size just felt like playing on easy mode. I really enjoy the logistics of planning and supplying a long haul to the outer systems.
I'll probably wait for the upcoming patch and then I'm absolutely restarting my game with Adjusted.
Data below is tested on unmodded Starsector, consider that mods may and will cut out additional FPS depending on the mod amount.
To enable choosen preset, just download settings file, rename it to settings.json and replace existing file in your Adjusted Sector config directory.
LaptopData below is tested on unmodded Starsector, consider that mods may and will cut out additional FPS depending on the mod amount.
To enable choosen preset, just download settings file, rename it to settings.json and replace existing file in your Adjusted Sector config directory.
Since the FPS numbers aren't very representative on their own, what are your specs?
Data below is tested on unmodded Starsector, consider that mods may and will cut out additional FPS depending on the mod amount.
To enable choosen preset, just download settings file, rename it to settings.json and replace existing file in your Adjusted Sector config directory.
------------------------------------------------------------------------------------------------------------------------------------------------------------------
Presets:
Vanilla size presets
settings_150settings_200SpoilerSector size: Vanilla;
Constellation count: 150 (vanilla - 100).
Star system count: ~500
Expected FPS in Hyper: 60
(http://i.imgur.com/wUgd5w6.png) (https://imgur.com/wUgd5w6)[close]settings_250SpoilerSector size: Vanilla;
Constellation count: 200 (vanilla - 100).
Star system count: ~600
Expected FPS in Hyper: 60
(http://i.imgur.com/2G6SXEC.png) (https://imgur.com/2G6SXEC)[close]settings_300SpoilerSector size: Vanilla;
Constellation count: 250 (vanilla - 100).
Star system count: ~750
Expected FPS in Hyper: ~55
(http://i.imgur.com/2VtlMTX.png) (https://imgur.com/2VtlMTX)[close]SpoilerSector size: Vanilla;
Constellation count: 300 (vanilla - 100).
Star system count: ~900
Expected FPS in Hyper: ~50
(http://i.imgur.com/YAaPIW8.png) (https://imgur.com/YAaPIW8)[close]
Vanilla x1.25 size presets
settings_x125_150settings_x125_200SpoilerSector size: x1.25 of Vanilla;
Constellation count: 150 (vanilla - 100).
Star system count: ~500
Expected FPS in Hyper: ~50
(http://i.imgur.com/E9fAyyK.png) (https://imgur.com/E9fAyyK)[close]settings_x125_300SpoilerSector size: x1.25 of Vanilla;
Constellation count: 200 (vanilla - 100).
Star system count: ~600
Expected FPS in Hyper: ~45
(http://i.imgur.com/36rfU1S.png) (https://imgur.com/36rfU1S)[close]SpoilerSector size: x1.25 of Vanilla;
Constellation count: 300 (vanilla - 100).
Star system count: ~900
Expected FPS in Hyper: ~30
(http://i.imgur.com/EasgHT2.png) (https://imgur.com/EasgHT2)[close]
Unhinged presets
settings_mySpoilerSector size: x2.5 times default sector (x1.5 Width, about x1.8 Height);
Constellation count: 320 (vanilla - 100).
Star system count: 900-1000
Expected FPS in Hyper: ~30
(http://i.imgur.com/o2nOK7Q.png) (https://imgur.com/o2nOK7Q)[close]
Upcoming patch is more or less set of setting files you can replace your own with. So if you already have a working preset in mind you may start already.
As for presets, I'll post early version of them just here in a few minutes.
Already updated 0.6 archive with presets, also you can find them on previous page as standalone archive, same is in discord.Upcoming patch is more or less set of setting files you can replace your own with. So if you already have a working preset in mind you may start already.
As for presets, I'll post early version of them just here in a few minutes.
Sweet, thanks man! Cheers!
Already updated 0.6 archive with presets, also you can find them on previous page as standalone archive, same is in discord.Upcoming patch is more or less set of setting files you can replace your own with. So if you already have a working preset in mind you may start already.
As for presets, I'll post early version of them just here in a few minutes.
Sweet, thanks man! Cheers!
Hey, when using Adjusted Sector my game keeps crashing when loading a new systemCopy your setting file here, please
i have a few mods but none like Grand Sector, i already checked the compatability of the other mods
it just refuses to load the sector size (sorry for my bad english)
I'm only using the defualt settings you have included in the modYes, of course :D
(had to post it in .txt because .json is not allowed
also, how do i choose which setting should be selected?
175251 [Thread-3] INFO exerelin.world.ExerelinNewGameSetup - Starting sector generation...
178112 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: org.json.JSONException: JSONObject["AdjustedSectorHS"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["AdjustedSectorHS"] not found.
at com.fs.starfarer.settings.StarfarerSettings. 00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getBoolean(Unknown Source)
at exerelin.world.ExerelinNewGameSetup.generate(ExerelinNewGameSetup.java:286)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["AdjustedSectorHS"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getBoolean(JSONObject.java:422)
... 18 more
"pantera_ANewLevel40R",
"Adjusted Sector",
"Angry Periphery",
"BSC",
"HMI_brighton",
"ORK",
"CaptainsLog",
"CFT",
"combatactivators",
"chatter",
"seven_nexus",
"Everybody loves KoC",
"exoticatechnologies",
"GrandColonies",
"HMI_SV",
"hte",
"IndEvo",
"keruvim_shipyards",
"lw_lazylib",
"luddenhance",
"lunalib",
"MagicLib",
"Mayasuran Navy",
"nexerelin",
"kayse_phaseships",
"roider",
"scalartech",
"sun_starship_legends",
"tahlan",
"Terraforming & Station Construction",
"underworld",
"whichmod",
"shaderLib"
Game crashes when generating sectorYou need to rename proper file in AdjustedSector/data/campaing/terrain into "AdjustedSectorHS", like in the instruction in the first post.CodeMods175251 [Thread-3] INFO exerelin.world.ExerelinNewGameSetup - Starting sector generation...
178112 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: org.json.JSONException: JSONObject["AdjustedSectorHS"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["AdjustedSectorHS"] not found.
at com.fs.starfarer.settings.StarfarerSettings. 00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getBoolean(Unknown Source)
at exerelin.world.ExerelinNewGameSetup.generate(ExerelinNewGameSetup.java:286)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["AdjustedSectorHS"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getBoolean(JSONObject.java:422)
... 18 moreCode"pantera_ANewLevel40R",
"Adjusted Sector",
"Angry Periphery",
"BSC",
"HMI_brighton",
"ORK",
"CaptainsLog",
"CFT",
"combatactivators",
"chatter",
"seven_nexus",
"Everybody loves KoC",
"exoticatechnologies",
"GrandColonies",
"HMI_SV",
"hte",
"IndEvo",
"keruvim_shipyards",
"lw_lazylib",
"luddenhance",
"lunalib",
"MagicLib",
"Mayasuran Navy",
"nexerelin",
"kayse_phaseships",
"roider",
"scalartech",
"sun_starship_legends",
"tahlan",
"Terraforming & Station Construction",
"underworld",
"whichmod",
"shaderLib"
ADDITIONALY!
Now you can set your Hyperstorm pattern to be exact (or close to) the size of your Sector to reduce lag.
How do you do that?Spoiler1) Go to Adjusted Sector v0.5.1\data\campaign\terrain\
2) Find the correct .png with size that is equal to your sector;
3) Delete existing hyperspace_new.png
4) Rename the file of your choice to hyperspace_new.png
5) Go to settings of the mod and set 'AdjustedSectorHS' to 'true'.
6) Start a new game!
If you use some size that isn't mentioned in the options - just tag me and i'll add another one![close]
Hello,Just above is the answer to this question.
I downloaded your mod but when launching the game, i got the error JSONObject[Adjusted SectorHS] not found, i checked the versions :
0.96a RC9 running on game 0.96a RC10.
I don't have a warning from my game, if it was too old.
May you help me on this issue ?
Or should i just wait a new version ?
Sorry to bother,
Sincerely.
Thanks for your swift reply !Have a great day!
I'm sure i'm going to have a LOT of fun with your mod !
Thank you for the updates. :DYou are welcome!
One of my all time MUST HAVE Mods!I'll see what i can do
thanks for your work on this.
Please make your mod compatible with the version checker. I think it's part of Nexerelin these days.
Is it compatible with faction mods like UAF, Imperium ect?Absolutely so.
Is it compatible with faction mods like UAF, Imperium ect?
Just an FYI, it appears that there's no default settings.json anymore in the 0.6.2 version, which causes a CTD when the game tries to generate a sector (Due to JSONObject["AdjustedSectorConstellationSize"] not found). It's obviously fixed by just changing any of the presets to settings.json, but that step's not mentioned in any of the documentation.It is said in READ ME file, that you must rename one of the presets into settings.json.
will this apply to both small and normal sized map generation? or only on the latter?Since mod rewrites size of the sector too, you should let it stay on "normal". I'm not actually sure what's gonna happen if you pick small.
will this apply to both small and normal sized map generation? or only on the latter?Since mod rewrites size of the sector too, you should let it stay on "normal". I'm not actually sure what's gonna happen if you pick small.
Probably no difference at all.
If you want preset that is lesser than normal, you should write down exactly what you want - and i'll send a settings file your way.
I keep getting an error message from Cloudflare when I try to access the link for the download. It says I should provide the ID to the site administration to check what the problem is, I've tried from both Chrome and Edge to download the file.Try this one. (https://drive.google.com/file/d/13Um4AjI_JP9BwjPPkAHRLvkdL1nVyi_G/view?usp=sharing)
Cloudflare Ray ID: 80cc2f7fad34d922
In addition to looking what the issue with TinyUrl is here, if someone could give me the non-shortened download url so I could use that directly, since it seems the issue is tinyurl itself in between, I would be much obliged.
483329 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ExceptionInInitializerError
java.lang.ExceptionInInitializerError
at assortment_of_things.campaign.procgen.RATSectorProcGen.prepare(RATSectorProcGen.java:42)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I. 00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
Caused by: java.lang.RuntimeException: org.json.JSONException: JSONObject["AdjustedSectorConstellationSize"] not found.
at com.fs.starfarer.settings.StarfarerSettings. 00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getFloat(Unknown Source)
at data.campaign.procgen.SectorProcGenMod.<clinit>(SectorProcGenMod.java:33)
... 16 more
Caused by: org.json.JSONException: JSONObject["AdjustedSectorConstellationSize"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getDouble(JSONObject.java:445)
... 19 more
Hello, im encountering this bugQuote483329 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ExceptionInInitializerError
java.lang.ExceptionInInitializerError
at assortment_of_things.campaign.procgen.RATSectorProcGen.prepare(RATSectorProcGen.java:42)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I. 00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
Caused by: java.lang.RuntimeException: org.json.JSONException: JSONObject["AdjustedSectorConstellationSize"] not found.
at com.fs.starfarer.settings.StarfarerSettings. 00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getFloat(Unknown Source)
at data.campaign.procgen.SectorProcGenMod.<clinit>(SectorProcGenMod.java:33)
... 16 more
Caused by: org.json.JSONException: JSONObject["AdjustedSectorConstellationSize"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getDouble(JSONObject.java:445)
... 19 more
I've taken the rest of the unneeded presets off the config folder and changed my chosen preset to be settings.json, dunno what else I'm doing wrong.
Hello, im encountering this bugQuote483329 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ExceptionInInitializerError
java.lang.ExceptionInInitializerError
at assortment_of_things.campaign.procgen.RATSectorProcGen.prepare(RATSectorProcGen.java:42)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I. 00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
Caused by: java.lang.RuntimeException: org.json.JSONException: JSONObject["AdjustedSectorConstellationSize"] not found.
at com.fs.starfarer.settings.StarfarerSettings. 00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getFloat(Unknown Source)
at data.campaign.procgen.SectorProcGenMod.<clinit>(SectorProcGenMod.java:33)
... 16 more
Caused by: org.json.JSONException: JSONObject["AdjustedSectorConstellationSize"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getDouble(JSONObject.java:445)
... 19 more
I've taken the rest of the unneeded presets off the config folder and changed my chosen preset to be settings.json, dunno what else I'm doing wrong.
Please attach your settings.json file from the mod
It seems you have several manual errors with your settings file, for example:Hello, im encountering this bugQuote483329 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ExceptionInInitializerError
java.lang.ExceptionInInitializerError
at assortment_of_things.campaign.procgen.RATSectorProcGen.prepare(RATSectorProcGen.java:42)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I. 00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
Caused by: java.lang.RuntimeException: org.json.JSONException: JSONObject["AdjustedSectorConstellationSize"] not found.
at com.fs.starfarer.settings.StarfarerSettings. 00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getFloat(Unknown Source)
at data.campaign.procgen.SectorProcGenMod.<clinit>(SectorProcGenMod.java:33)
... 16 more
Caused by: org.json.JSONException: JSONObject["AdjustedSectorConstellationSize"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getDouble(JSONObject.java:445)
... 19 more
I've taken the rest of the unneeded presets off the config folder and changed my chosen preset to be settings.json, dunno what else I'm doing wrong.
Please attach your settings.json file from the mod
Here is the file, the website doesnt allow json files so i just copypasted the contents into a notepad txt file
"sectorRemnantPresenceLow":5,
"sectorRemnantPresenceMed":10,
It seems you have several manual errors with your settings file, for example:Hello, im encountering this bugQuote483329 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ExceptionInInitializerError
java.lang.ExceptionInInitializerError
at assortment_of_things.campaign.procgen.RATSectorProcGen.prepare(RATSectorProcGen.java:42)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I. 00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
Caused by: java.lang.RuntimeException: org.json.JSONException: JSONObject["AdjustedSectorConstellationSize"] not found.
at com.fs.starfarer.settings.StarfarerSettings. 00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getFloat(Unknown Source)
at data.campaign.procgen.SectorProcGenMod.<clinit>(SectorProcGenMod.java:33)
... 16 more
Caused by: org.json.JSONException: JSONObject["AdjustedSectorConstellationSize"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getDouble(JSONObject.java:445)
... 19 more
I've taken the rest of the unneeded presets off the config folder and changed my chosen preset to be settings.json, dunno what else I'm doing wrong.
Please attach your settings.json file from the mod
Here is the file, the website doesnt allow json files so i just copypasted the contents into a notepad txt fileCodeThese are supposed to be either 0 or 1 (which means either "there won't be this type of presence" or "There will be"). It doesn't change "total" amount of remnant systems, just their difficulty."sectorRemnantPresenceLow":5,
"sectorRemnantPresenceMed":10,
Some settings are missing entirely, as if you copy-pasted your settings from older version of the mod.
I've fixed all the errors in your files and tested it. Here you go (just don't forget to remove .text from it).
This is the result:Spoiler(https://i.imgur.com/9P7Fs0i.png)[close]
All of this info exist on the very first page of this forum thread.
"sectorRemnantPresenceLow":5,
"sectorRemnantPresenceMed":10,
These are supposed to be either 0 or 1 (which means either "there won't be this type of presence" or "There will be"). It doesn't change "total" amount of remnant systems, just their difficulty.
This seems like an easy mistake to make. Might be worth it to add a comment on that in the next update.
What command do you run to show all the warning beacons?Start a new game, enter devmode, exist console, press ctrl+z and go into hyper. It will reveal all the beacons.
I was stuck on a 100 cycle playthrough for quite some time. With this new theme thingy, am i still able to create square maps?There's no preset for that - but i can whip one special for you, if you tell me the other things you want from the preset, according to existing presets.
If customization is still a thing, i can do it myself. "You must pick one of these and rename it to settings.json, otherwise your game won't start." made me think customization didnt work anymore.I was stuck on a 100 cycle playthrough for quite some time. With this new theme thingy, am i still able to create square maps?There's no preset for that - but i can whip one special for you, if you tell me the other things you want from the preset, according to existing presets.
Unless you want to customize settings yourself - in which case, you obviously can!
No, it's a core part of mod and works. People just requested multiple presets to simplify mod usage.If customization is still a thing, i can do it myself. "You must pick one of these and rename it to settings.json, otherwise your game won't start." made me think customization didnt work anymore.I was stuck on a 100 cycle playthrough for quite some time. With this new theme thingy, am i still able to create square maps?There's no preset for that - but i can whip one special for you, if you tell me the other things you want from the preset, according to existing presets.
Unless you want to customize settings yourself - in which case, you obviously can!
This mod is wonderful, but I have run into a slight problem regarding scaling of profitability in a bigger sector.I'll look into it in a day or so, my irl job and overall mental state require some unwinding. But i think it's possible.
Is there a way to increase the average payment for conducting missions (bounties, exploration etc) based on the distance from the core sector? Many jobs seem to become unprofitable and it feels unrealistic to have the same reward for something 30ly vs 50-60ly. Is there any way to curb this or an existing mod which alleviates the issue?
Thanks :)
This mod is wonderful, but I have run into a slight problem regarding scaling of profitability in a bigger sector.I'll look into it in a day or so, my irl job and overall mental state require some unwinding. But i think it's possible.
Is there a way to increase the average payment for conducting missions (bounties, exploration etc) based on the distance from the core sector? Many jobs seem to become unprofitable and it feels unrealistic to have the same reward for something 30ly vs 50-60ly. Is there any way to curb this or an existing mod which alleviates the issue?
Thanks :)
Hello. Im not sure if its a compatiblity issue or something on my end i messed up, but i dont think this is compatible with Carters Freetraders. Got this error when generating the sector.
ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Problem loading class [data.scripts.campaign.cft_SmugglingMission]
java.lang.RuntimeException: Problem loading class [data.scripts.campaign.cft_SmugglingMission]
Mind im not too great with tech or code but i could be wrong. I tried searching for anything else related in my starsector.log and I just dont know enough to say if anything else is wrong.
It'd be funny if you did a 505kx320k hyperspace map ;)
Hello. Im not sure if its a compatiblity issue or something on my end i messed up, but i dont think this is compatible with Carters Freetraders. Got this error when generating the sector.Hello there, the CFT smuggling mission looks for sectors that this mod most likely modifies depending on the variables you set. If you would still like to use the faction mod with Adjusted Sector, navigate to the CFT folder and in the campaign folder you will see a file called rules.csv. Open it (notepad++ or Excel) and delete lines 2-14 if you use Excel or lines 2-45 if you use notepad++ and save. Now delete the file in that folder named bar_events.csv. This will disable the custom smuggling mission I have in the mod while leaving the other features working. Message me on the CFT forum if you have any questions of concerns. This will only work on a new game btw, hope this helps.
ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Problem loading class [data.scripts.campaign.cft_SmugglingMission]
java.lang.RuntimeException: Problem loading class [data.scripts.campaign.cft_SmugglingMission]
Mind im not too great with tech or code but i could be wrong. I tried searching for anything else related in my starsector.log and I just dont know enough to say if anything else is wrong.
Hello. Im not sure if its a compatiblity issue or something on my end i messed up, but i dont think this is compatible with Carters Freetraders. Got this error when generating the sector.Hello there, the CFT smuggling mission looks for sectors that this mod most likely modifies depending on the variables you set. If you would still like to use the faction mod with Adjusted Sector, navigate to the CFT folder and in the campaign folder you will see a file called rules.csv. Open it (notepad++ or Excel) and delete lines 2-14 if you use Excel or lines 2-45 if you use notepad++ and save. Now delete the file in that folder named bar_events.csv. This will disable the custom smuggling mission I have in the mod while leaving the other features working. Message me on the CFT forum if you have any questions of concerns. This will only work on a new game btw, hope this helps.
ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Problem loading class [data.scripts.campaign.cft_SmugglingMission]
java.lang.RuntimeException: Problem loading class [data.scripts.campaign.cft_SmugglingMission]
Mind im not too great with tech or code but i could be wrong. I tried searching for anything else related in my starsector.log and I just dont know enough to say if anything else is wrong.
There seems to be a issue with 'adjusted sector' mod when interacting with the agni spawn causing ctd when starting a new game
Yeah AS hasn't had time to do an update yet and there's a classpath that needs to be changed.
I'm still nowhere to be found for 0.97 update; But i've patched out the Agni issue, should be fine for now.
If not, message me.
Redownload mod to apply fix
Hey, so something happened to my game which led me to reinstall all my mods, including Adj sector. The game now works but now my saves won't load, but I can start a new game without problems. With my old I save I've modified the size of the sector and other things and with the new Adj sector its now the base one. Is there anyone I can save my save?
since this hasnt been updated yet, is it safe to just manually adjust the game version in the mod files or would that cause problems?
since this hasnt been updated yet, is it safe to just manually adjust the game version in the mod files or would that cause problems?Lot of people are saying it's ok, but just assume that things might break since it's out of date