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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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Author Topic: [0.9.1a] Adjusted Sector  (Read 29457 times)

Icosidodecahedron

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Re: [0.9.1a] Adjusted Sector
« Reply #135 on: May 12, 2020, 11:06:38 PM »

What a fantastic mod. I hope Alex implements some more depth in sector generation like this. I personally wanted a square sector, so using these settings...
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,
   #"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]
If it won't work either, change AdjustedSectorConstellationSize from 1500 to 1250 and try again.
...I made my own configuration below.
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":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,
}
[close]
The map size is 130600 by 130600, which is roughly the same area as vanilla's 164000 by 104000 but smaller by a negligible number. There's twice as many stars, 200, with twice as many ruins as there are remnants and derelicts. Here's what it looks like:
Spoiler
[close]
All of the constellations and nebulas are nicely spaced out, hyperspace isn't that much of a pain, and I didn't experience any noticeable FPS drops in the map or intel screen when testing it out. I'm running 8 GB of RAM with an i5-3470 and a GTX 960. Enjoy!
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NikoTheGuyDude

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Re: [0.9.1a] Adjusted Sector
« Reply #136 on: May 15, 2020, 12:27:27 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!
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Dostya

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Re: [0.9.1a] Adjusted Sector
« Reply #137 on: May 15, 2020, 02:48:25 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!

The settings file includes many comments on what vanilla settings are, and what isn't commented in the settings file is commented in the OP. Multiply the vanilla settings by the number of stars you've set divided by the number of stars in vanilla and round the result up to whole numbers.
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Nerzhull_AI

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Re: [0.9.1a] Adjusted Sector
« Reply #138 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]
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NikoTheGuyDude

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Re: [0.9.1a] Adjusted Sector
« Reply #139 on: May 16, 2020, 08:01:15 AM »

I know about the comments on what the vanilla settings are, I'm just nervous on how to balance out the ruins and derelicts and stuff and modded themed constellations, so I was asking for someone to do it for me. And for that config, thanks, I'll try it when I get a chance!
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NikoTheGuyDude

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Re: [0.9.1a] Adjusted Sector
« Reply #140 on: May 16, 2020, 08:26:15 AM »

Well my first impressions of your config are pretty good Nerzhull, there's plenty of warning beacons circled around the core worlds along with some constellations that have none! The only bad part is that hyperspace is kind of laggy when I speed it up, but I don't expect it to ever go below 46 fps. Thanks, I'll contact you again if something bad pops up!
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NikoTheGuyDude

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Re: [0.9.1a] Adjusted Sector
« Reply #141 on: May 16, 2020, 09:34:11 AM »

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?) Because if so, I think the maximum constellations of all the themes exceed the number of constellations in the config you gave me. Sorry if I seem ignorant, I just don't really know how this works.

EDIT: I just realized I have BB systems generation turned off, but even excluding that setting, the SAD constellations still cause the number to exceed 160, by going to 180. And I don't really want to go to 180, 160 lags enough.
« Last Edit: May 16, 2020, 11:32:17 AM by NikoTheGuyDude »
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Nerzhull_AI

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Re: [0.9.1a] Adjusted Sector
« Reply #142 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.
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Pokpaul

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Re: [0.9.1a] Adjusted Sector
« Reply #143 on: May 19, 2020, 10:41:40 AM »

This is great, looks like a big step up from Grand Sector, which I have been using since it came out.

After going through the entire thread and files, I had some questions on things I would like to make sure I understand.

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?

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?

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?

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?
I'm really guessing at the samefactionbonus, does the 0.75 vs. 0.5 mean the bonus is more or less than vanilla?
« Last Edit: May 19, 2020, 11:33:00 AM by Pokpaul »
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NikoTheGuyDude

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Re: [0.9.1a] Adjusted Sector
« Reply #144 on: May 20, 2020, 10:48:51 AM »

Out of curiosity Nerz, what are your specs? I can't understand how you can run default settings with decent FPS.
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Nerzhull_AI

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Re: [0.9.1a] Adjusted Sector
« Reply #145 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.
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Icosidodecahedron

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Re: [0.9.1a] Adjusted Sector
« Reply #146 on: May 23, 2020, 03:58:14 PM »

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.
To answer your question, the themes are unrelated to how the systems are scattered and how close they are. Each individual system gets a roll.
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?
I'm really guessing at the samefactionbonus, does the 0.75 vs. 0.5 mean the bonus is more or less than vanilla?
Yep. It's to minimize the penalty of having a larger sector. :)
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