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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Alec

Pages: [1]
1
Modding / Re: More Officer Skills
« on: October 01, 2019, 01:42:50 PM »
EDIT: Just a theory, but did you limit it to only select skills that haven't been fully taken yet? It shows up most often after I've taken a skill to third level, so it could be selecting that one, then not showing it because it's already complete?
Just increased the number of skill offered. Although I did have to add a few tidbits of code, but I don't think it would cause that.

2
Mods / Re: [0.9.1a] Grand Sector
« on: October 01, 2019, 01:41:25 PM »
Don't wanna be that guy but you made sector 1.69 times bigger by default, not x1.3
Be that guy. I don't double check things and someone has to do it.
I dunno...wouldnt this absolutely tank system access rating? 
With Nex and bumped up colonization it creates kind of submarket areas. Otherwise unless you double the vanilla Sector size, it isn't that much of a problem.
is there a reason why the hyperspace map can't be extended with the size of the underlying sector map?
It needs some code pre-image-loading to resize the hyperspace PNG map. And I haven't check if it is possible.

3
Modding / More Officer Skills
« on: September 11, 2019, 12:34:25 PM »


Let's you set the amount of skill to learn when an officer levels up.
Default value increases from 2 skills to 3. You can set it to show up all the skills if you want to.

More Officer Skills v0.1.0\data\config\settings.json "MOSAmountOfSkillOptions": 3;

Download link.

4
Mods / Re: [0.9.1a] Grand Sector
« on: September 11, 2019, 07:04:53 AM »
and one more value for adjust
int numArcs

the numArcs generates those random arcs at hyperspace cloud map

let's just change that first float value from Default code:
Code
        int numArcs = (int) (20f + 8f * random.nextFloat());

so

for SectorProcGenMod.java
Code
// random value from settings, default 20
        float numArcsRndGS = Global.getSettings().getFloat("rndArcsGS");

        int numArcs = (int) (rndArcsGS + 8f * random.nextFloat());

for settings.json
Code
 "rndArcsGS" = 20;

Added to it.
Didn't thought so much people would be interested in this. I mean, this was made because some Anons in /ssg/ wanted it. So I have no license, changelog or anything to make things more tidy.
Probably will make a github repo and use it for Version Checker if and whenever I finish the research mod.

5
Mods / Re: [0.9.1a] Grand Sector
« on: September 08, 2019, 10:07:01 AM »
this is trivial i guess in the mod.info
Code
	"description":"\"Map size increased 1.3x, star system count increased by 2.5x",

should be i guess

Code
	"description":"Map size increased 1.3x, star system count increased by 2.5x",

as there is no double "
Thanks.
Completely didn't copypasted the mod.info from the first mod I could grab and badly edited it out.

6
Mods / Re: [0.9.1a] Grand Sector
« on: September 08, 2019, 01:27:46 AM »
Okay, I think I fixed. In theory.
Also added the constellation cell size for fun and profit.

any plans on e.g. adding more customization ?

e.g.
number of nebulas ?

or weights for more planets / moons and similar stellar objects?

as it seems possible to procedurally generate as mentioned in
https://fractalsoftworks.com/forum/index.php?topic=15101.msg245025#msg245025

Forgot to reply sorry.

I'm not planning to do much more with the procedural sector generation.
The weights for planets and such are in the class StarSystemGenerator. I guess(and is most certainly a wrong guess) someone could mod a StarSystemGenerator class, make it pick the weights from the settings.json and tell the SectorProcGen class to use the modded system generator. But that's just a guess from a brief look at how it works.
Also the StarSystemGenerator class are 2k lines of uncommented FUN, so really, just a guess.

7
Mods / Re: [0.9.1a] Grand Sector
« on: September 08, 2019, 12:31:40 AM »
Yup. *** up somewhere, trying to fix it. Meanwhile left the link for the old version.

8
Mods / Re: [0.9.1a] Grand Sector
« on: September 07, 2019, 05:22:07 AM »
Hey can you add settable star sizes with settings.json?
I don't want to recompile the jar every time i try to set more/less stars
Done.

9
Mods / Re: [0.9.1a] Grand Sector
« on: September 04, 2019, 12:44:14 PM »
How do i change the amount of stars generated?
By changing the 70 line in the SectorProcGen class.
Code
int count = 100;

10
Mods / Re: [0.9.1a] Grand Sector
« on: August 30, 2019, 10:46:42 AM »
@Amorphis: It increases the number of stars by increasing the number of constellations.

Also I would try increasing the variable to something like 300 instead of 180 to test it. Pic-related is 500.
Besides that, classic "it works on my machine" with Nex. Granted that I haven't made a new Sector with the latest iterations of Nex(last was 0.9.3).

I've been using this mod for a while with my heavily modded Nex stuff, since I throw in so many factions the vanilla Sector is pretty crowded, surprisingly. However, something I've been curious to as I play more and more with this Grand Sector mod...

Does it seem to mess with the system generation somewhat? I've always heard that, in general, to encourage the exploration and use of further away systems, the game tends to generate more valuable/higher class planets and salvage in the further away systems. But I don't think I've seen this reflected when using this mod so far, I don't think I've even seen a Cyrosleeper still, and I do find a lot of pretty trashy systems even in the far reaches of the sector (or some without any planets at all).

This might just be confirmation bias, of course, or that system generation/spawning doesn't actually work that way.


I don't know. It may be that the Sector is hardcapped at X Cryosleepers regardless of the amount of stars/constellations. But then, even if it wasn't and it was linear to amount of stars/constellations. 2x the amount would add a lot more of empty stars to check, increasing the amount of exploration time(double time needed) to find a Cryosleeper. But then all that are just guesses.


11
Mods / Re: [0.9.1a] Grand Sector
« on: August 28, 2019, 06:22:15 PM »
Can you make some versions with different size of sector and star system numbers or its easy to mod by?
Sure.
For modify it, it's just changing a few numbers and hit compile.

Is it possible to get inactive gates to spawn in the edge sectors? Would like to get that running with the new space.
Probably, but don't know how.

Can I get a pic of the new hyperspace design?
https://i.imgur.com/ZfHlkG2.png

12
Mods / [0.9.1a] Grand Sector
« on: August 18, 2019, 01:22:00 AM »



Download.

This mod makes the Sector size bigger and let's you change the number of star systems generated, with a new hyperstorm map.

By default this mod does:
  • Increased map size 1.3x
  • Doubles the number of star systems, including blackholes.
  • New hyperspace storm pattern.
  • Adds an option to toggle the creation of hyperstorms.


Custom amount of star systems:

You can change the size of the Sector and the number of systems to whatever you want in.  Grand Sector\data\config\settings.json by changing the GrandSectorCount value.
And if you want or not hyperstorms in your sector with a few other values to play around.

If the hyperstorm pattern doesn't change read the spoiler.
Spoiler
Compatibility with Nexerelin:
First make a backup of Starsector\starsector-core\data\campaign\terrain\hyperspace_map.png.

Copy from this mod Grand Sector\data\campaign\terrain\anon-hyperspace.png and paste it on the game's folder Starsector\starsector-core\data\campaign\terrain. Then change rename the PNG to hyperspace_map.
[close]

Old version.

Thanks to Dwarden, Histidine, TheWikiFish and /ssg/'s Anons for the help.

13
Is there anyway to modify the class SectorProcGen? In particular the generate() method?
I want more stars and a less random and more evenly distributed map.

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