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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

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31
Mods / Re: [0.96a] Adjusted Sector
« on: September 08, 2023, 09:33:13 AM »
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.

32
Mods / Re: [0.96a] Adjusted Sector
« on: September 08, 2023, 09:32:11 AM »
So glad to see this mod updated!!

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!
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.
Unfortunately, you gotta either stick with bugged save file or start a new game.

33
Mods / Re: [0.96a] Adjusted Sector
« on: September 08, 2023, 01:35:10 AM »
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.
Put it another way, i don't see a reason why it wouldn't work now.

34
Modding / Re: [0.96a] Relationship Matters
« on: September 07, 2023, 06:40:47 PM »
Howdy.
On paper i love the idea of this mod, but incompatibility with Nex kills it for me, and as i can imagine, many else.
While i'm not in any way urging you to do anything with it, i'm curious to why it is this way.

35
Mods / Re: [0.96a] Adjusted Sector
« on: September 07, 2023, 05:42:54 PM »
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

36
Mods / Re: [0.96a] Adjusted Sector
« on: September 07, 2023, 04:49:14 PM »
Adjusted Sector updated to 0.6.0.
2023.09.08 - 0.6.0:
- Updated mod to 0.96a version of the game;
- Fixed errors/legacy changes (related to remnant fleet spawners, etc).

P.s. If everything will be well, there will be another update in a week or so.

37
Mods / Re: [0.95.1a] Adjusted Sector
« on: September 07, 2023, 04:26:54 PM »
neat stop gap but has anyone heard from Nerzhull?

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 works

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.

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 did hear from him  = )

38
Mods / Re: [0.95.1a] Adjusted Sector
« on: May 27, 2023, 08:47:31 AM »
Saw questions about updating the mod to the most recent version of the game.
I'll try to push it out if I'm able to. My life is a bit chaotic now.

39
Mods / Re: [0.95.1a] Adjusted Sector
« on: April 07, 2023, 02:23:24 AM »
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.

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,
}
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.
I'll see if i can tinker with your settings to lessen the impact of this, but that will take some time.
Also, i need you to let me know if you use Agni, Blade Breakers or SAD.

40
Mods / Re: [0.95.1a] Adjusted Sector
« on: April 02, 2023, 10:42:11 AM »
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.
In the mod folder, there's a file hyperspace_map_filled.png
Delete the file hyperspace_new.png and rename file above into it. Should remove storms completely on a new game.

41
Mods / Re: [0.95.1a] Adjusted Sector
« on: March 19, 2023, 09:09:21 PM »
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.
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.
https://imgur.com/a/hHui7jT
Open "intel", "Warning beacons" section

42
Mods / Re: [0.95.1a] Adjusted Sector
« on: March 19, 2023, 07:14:07 PM »
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.
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.

43
Mods / Re: [0.95.1a] Adjusted Sector
« on: March 16, 2023, 05:38:45 PM »
Not sure if this was answered anywhere, but.
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.
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.

44
Mods / Re: [0.95.1a] Adjusted Sector
« on: March 16, 2023, 05:33:49 PM »
Also, i'm alive and yet to be howitzer'd into fine dust. So if there's any issues found in the mod or suggestions, feel free to put it below.
I'm still have quite a schedule, being involved in a gamedev full-time (which isn't something you would assume, looking on this very badly coded mod :D).
But i'm gonna try to make a room for update, if needed.

45
Mods / Re: [0.95.1a] Adjusted Sector
« on: March 16, 2023, 05:31:31 PM »
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:
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":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,
}
Should do the job. Just don't forget to do "test run" with devmode.

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