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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - Nerzhull_AI

Pages: [1] 2 3 ... 6
1
Mods / Re: [0.9.1a] Adjusted Sector
« on: May 20, 2020, 12:24:49 PM »
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
16 gb RAM
2 gb VRAM (gtx 1050)

I also play on setup with <45 mods.

2
Mods / Re: [0.9.1a] Adjusted Sector
« on: May 16, 2020, 04:14:29 PM »
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.
Yes, BB and SAD do count towards the sum of all themed constellations.
And yes, maximum all that matters for your sector to not be overflown with one or two themes. Minimum is required only to control the amount of "non-themed" constellations.

3
Mods / Re: [0.9.1a] Adjusted Sector
« on: May 15, 2020, 05:19:18 PM »
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!
Try this:
Spoiler
Code
{
   
    "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,
}
[close]

4
Mods / Re: [0.9.1a] Adjusted Sector
« on: April 30, 2020, 11:26:24 AM »
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.

5
Mods / Re: [0.9.1a] Adjusted Sector
« on: April 30, 2020, 06:33:31 AM »
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.

6
Mods / Re: [0.9.1a] Adjusted Sector
« on: April 25, 2020, 03:55:33 PM »
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.

7
Mods / Re: [0.9.1a] Adjusted Sector
« on: April 12, 2020, 01:28:59 PM »
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?
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.
I already see where your problem is, but i still need your version of settings.json to help you fix it.

8
Could be memory leaks from poorly made mods, not enough ram / ram allocation, and or not enough vram. Full system specs, ram allocation, and mod list are *always* useful info for these sorts of issues.
Windows10, 1440x900 without fullscreen mod
Intel(R) Core i5-2400 3.10 GHz
16 Gb RAM (8 allocated)
GeForce GTX 1050, 2 Gb VRAM (Starsector eats up about 1.4 Gb on my current modlist and setup).

9
Same here.
Log:
Spoiler
Code
391323 [Thread-13] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.17963798
391339 [Thread-13] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.17995773
391339 [Thread-13] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Releasing context
391339 [Thread-13] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Released context
391619 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error saving game
391619 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -
java.lang.StackOverflowError
at java.util.AbstractList.listIterator(Unknown Source)
at java.util.AbstractSequentialList.iterator(Unknown Source)
at com.thoughtworks.xstream.converters.reflection.FieldDictionary.buildMap(FieldDictionary.java:131)
at com.thoughtworks.xstream.converters.reflection.FieldDictionary.fieldOrNull(FieldDictionary.java:106)
at com.thoughtworks.xstream.converters.reflection.FieldDictionary.field(FieldDictionary.java:86)
at com.thoughtworks.xstream.converters.reflection.PureJavaReflectionProvider.getField(PureJavaReflectionProvider.java:183)
at com.thoughtworks.xstream.mapper.AttributeMapper.shouldLookForSingleValueConverter(AttributeMapper.java:110)
at com.thoughtworks.xstream.mapper.AttributeMapper.getConverterFromItemType(AttributeMapper.java:95)
at com.thoughtworks.xstream.mapper.MapperWrapper.getConverterFromItemType(MapperWrapper.java:210)
at com.thoughtworks.xstream.mapper.EnumMapper.getConverterFromItemType(EnumMapper.java:84)
at com.thoughtworks.xstream.mapper.MapperWrapper.getConverterFromItemType(MapperWrapper.java:210)
at com.thoughtworks.xstream.mapper.LocalConversionMapper.getConverterFromItemType(LocalConversionMapper.java:65)
at com.thoughtworks.xstream.mapper.MapperWrapper.getConverterFromItemType(MapperWrapper.java:210)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$1.visit(AbstractReflectionConverter.java:119)
at com.thoughtworks.xstream.converters.reflection.PureJavaReflectionProvider.visitSerializableFields(PureJavaReflectionProvider.java:142)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMarshal(AbstractReflectionConverter.java:101)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.marshal(AbstractReflectionConverter.java:90)
at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.marshallField(AbstractReflectionConverter.java:274)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:250)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:213)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMarshal(AbstractReflectionConverter.java:144)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.marshal(AbstractReflectionConverter.java:90)
at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
[close]
Modlist:

10
Mods / Re: [0.9.1a] Adjusted Sector
« on: April 10, 2020, 04:27:49 AM »
Hello Nerzhull, thanks a lot for this mod, it really change the game, mainly for exploration.
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
Pin your settings.json or send it's content as a message - there's clearly something wrong with values for different themes.
Also, did you started the game with Nexerelin's "Random Core Worlds" option?

11
Mods / Re: [0.9.1a] Adjusted Sector
« on: April 08, 2020, 03:59:22 AM »
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.
THanx again sir and have a good day
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.
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.
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 this
Spoiler


[close]
my config is
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
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.

12
Mods / Re: [0.9.1a] Adjusted Sector
« on: March 30, 2020, 05:14:23 PM »
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?

13
Mods / Re: [0.9.1a] Adjusted Sector
« on: March 17, 2020, 09:30:49 AM »
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.
Or, you can open table of the base game that contains all those pesky name parts and replace them to your heart's content.

14
Mods / Re: [0.9.1a] Adjusted Sector
« on: March 15, 2020, 04:54:36 PM »
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 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'm pretty sure Nex option "Random Core Worlds" overrides the same sector generation scripts as Adjusted Sector.
So Adjusted Sector won't have any effect on game created under this option.
Everything else about Nex is 100% compatible.

15
Ayy, it's finally here. Love your mod, keep up good work.

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