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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 - Nerzhull_AI

Pages: 1 [2] 3 4 ... 13
16
Mods / Re: [0.96a] Adjusted Sector
« on: September 18, 2023, 12:51:17 AM »
Thank you for the updates. :D
You are welcome!
Have a great day!

17
Mods / Re: [0.96a] Adjusted Sector
« on: September 17, 2023, 11:22:57 PM »
These two subsequent updates are sponsored by "Why am i blind as hell" and "Oh god, Alex, why" in equal margins  ;D

18
Mods / Re: [0.96a] Adjusted Sector
« on: September 17, 2023, 11:13:32 PM »
Mod's been updated to 0.6.2:
2023.09.18 - 0.6.1:
- Added additional settings that rule % chance of Ruin-themed things spawned (such as Mining Stations, Research Stations, Ship Graveyards).
2023.09.18 - 0.6.2:
- Added additional settings that rule % chance of Misc-themed things spawned (such as Research Stations, Ship Graveyards).
- Added additional setting that controls how much secondary star systems game "skips" while adding content, for Misc and Ruin themes.

"sectorConstellationRuinSkipProb":0,
Responsible for not filling secondary star systems with content despite being labled as Ruin-themed, vanilla value is 0.5

"sectorConstellationMiscSkipProb":0,
Responsible for not filling secondary star systems with content despite being labled as Misc-themed, vanilla value is 0.5

Following fields are responsible for % probability of things that belong to "Ruin/Misc Theme" spawned at star systems designated as "Ruin/Misc-themed".
Spoiler
"Ruin_Theme_Mining_Station_Prob":0.5,
Control the chance of Mining Station spawned in Ruin-themed system.
Vanilla value: 0.5

"Ruin_Theme_Research_Station_Prob":0.5,
Control the chance of Research Station spawned in Ruin-themed system.
Vanilla value: 0.25

"Ruin_Theme_Research_Station_Prob_Special":1.0,
Control the chance of Research Station spawned in Ruin-themed system that is either Black Hole, Nebula or Pulsar.
Vanilla value: 0.75

"Ruin_Theme_Graveyard_Prob":0.4,
Control the chance of Ship Graveyard (whole bunch of empty ships, primed for restoring) spawned in Ruin-themed system.
Vanilla value: 0.25

"Misc_Theme_Research_Station_Prob_Special":1.0,
Control the chance of Research Station spawned in Misc-themed system that is either Black Hole, Nebula or Pulsar.
Vanilla value: 0.5

"Misc_Theme_Graveyard_Prob":0.25,
Control the chance of Ship Graveyard (whole bunch of empty ships, primed for restoring) spawned in Misc-themed system.
Vanilla value: 0.25
[close]

19
Mods / Re: [0.96a] Adjusted Sector
« on: September 16, 2023, 12:57:48 PM »
Thanks for your swift reply !
I'm sure i'm going to have a LOT of fun with your mod !
Have a great day!

20
Mods / Re: [0.96a] Adjusted Sector
« on: September 16, 2023, 05:29:58 AM »
Hello,
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.
Just above is the answer to this question.

21
Mods / Re: [0.96a] Adjusted Sector
« on: September 15, 2023, 06:45:50 PM »
Game crashes when generating sector
Code
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
Mods
Code
  "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"
You need to rename proper file in AdjustedSector/data/campaing/terrain into "AdjustedSectorHS", like in the instruction in the first post.

Quote
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?
Spoiler
1) 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]

22
Mods / Re: [0.96a] Adjusted Sector
« on: September 15, 2023, 03:27:18 AM »
I'm only using the defualt settings you have included in the mod
(had to post it in .txt because .json is not allowed
also, how do i choose which setting should be selected?
Yes, of course :D
You need to rename this file (or whatever you choose) as "settings.json" and remove all other setting files. Didn't you read the big READ_ME.txt? :D

23
Mods / Re: [0.96a] Adjusted Sector
« on: September 15, 2023, 03:13:15 AM »
Hey, when using Adjusted Sector my game keeps crashing when loading a new system
 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)
Copy your setting file here, please
Mostly likely you've missed a "," after the number of constellationSize.

24
Mods / Re: [0.96a] Adjusted Sector
« on: September 12, 2023, 09:52:58 PM »
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.

25
Mods / Re: [0.96a] Adjusted Sector
« on: September 12, 2023, 05:42:08 AM »
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.

Since the FPS numbers aren't very representative on their own, what are your specs?
Laptop
Intel i5-10300H CPU
NVIDIA GeForce GTX 1660 Ti
16G RAM (allocated 8 )
2gb vram allocated

26
Mods / Re: [0.96a] Adjusted Sector
« on: September 12, 2023, 01:24:21 AM »
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_150
Spoiler
Sector size: Vanilla;
Constellation count: 150 (vanilla - 100).
Star system count: ~500
Expected FPS in Hyper: 60
[close]
settings_200
Spoiler
Sector size: Vanilla;
Constellation count: 200 (vanilla - 100).
Star system count: ~600
Expected FPS in Hyper: 60
[close]
settings_250
Spoiler
Sector size: Vanilla;
Constellation count: 250 (vanilla - 100).
Star system count: ~750
Expected FPS in Hyper: ~55
[close]
settings_300
Spoiler
Sector size: Vanilla;
Constellation count: 300 (vanilla - 100).
Star system count: ~900
Expected FPS in Hyper: ~50
[close]

Vanilla x1.25 size presets
settings_x125_150
Spoiler
Sector size: x1.25 of Vanilla;
Constellation count: 150 (vanilla - 100).
Star system count: ~500
Expected FPS in Hyper: ~50
[close]
settings_x125_200
Spoiler
Sector size: x1.25 of Vanilla;
Constellation count: 200 (vanilla - 100).
Star system count: ~600
Expected FPS in Hyper: ~45
[close]
settings_x125_300
Spoiler
Sector size: x1.25 of Vanilla;
Constellation count: 300 (vanilla - 100).
Star system count: ~900
Expected FPS in Hyper: ~30
[close]

Unhinged presets
settings_my
Spoiler
Sector 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
[close]

27
Mods / Re: [0.96a] Adjusted Sector
« on: September 12, 2023, 12:27:28 AM »
Lets goooooo!! I started my first Starsector playthrough years ago with Grand Sector/Nex, and later I switched to Adjusted Sector.

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.
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.

28
Mods / Re: [0.96a] Adjusted Sector
« on: September 11, 2023, 06:41:03 PM »
Do you have any other presets you've cooked up, Nerzhull_AI?

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?
It's on the first page, where the fields are stated - there's "vanilla" value for everything.
As for additional presets, i think i'm going to drop them this week.

29
Mods / Re: [0.96a] Adjusted Sector
« on: September 09, 2023, 08:22:37 AM »
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.
You can change that manually, it's the file star_gen_data.csv in game folder; No code magic required.
Doesn't mean i won't add it tho :D

30
Mods / Re: [0.96a] Adjusted Sector
« on: September 09, 2023, 08:05:30 AM »
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.
I think i can implement this without big problems. Not sure how hard it will explode mod load on the game tho

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