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Author Topic: [0.96a] Adjusted Sector  (Read 409027 times)

Unnamed_Shadow

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Re: [0.9.1a] Adjusted Sector
« Reply #165 on: August 23, 2020, 04:31:44 PM »

Are these settings good?

My main goal was to make a map a little bit bigger than vanilla with just a bit more of everything. Dunno if i set up everything properly.

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,
   #"sectorConstellationSize":100,
   #"sectorConstellationCellSize":10,
   "sectorWidth":184000,
   "sectorHeight":124000,
   "AdjustedSectorConstellationCount":120,
   "AdjustedSectorConstellationSize":1000,
   "AdjustedSectorConstellationCellSize":10,

   "sectorConstellationRemnantMin":25,
   "sectorConstellationRemnantMax":40,
   "sectorConstellationRemnantSkipProb":0,

   "sectorConstellationRuinsMin":18,
   "sectorConstellationRuinsMax":30,
   
   "sectorDerelictMotherships":8,
   "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":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":4,
   "SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,

   #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":5,
   "BladeBreakerThemed_ConstellationMax_AS":10,
   "BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}
[close]
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Nerzhull_AI

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Re: [0.9.1a] Adjusted Sector
« Reply #166 on: August 25, 2020, 05:05:14 PM »

Are these settings good?

My main goal was to make a map a little bit bigger than vanilla with just a bit more of everything. Dunno if i set up everything properly.

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,
   #"sectorConstellationSize":100,
   #"sectorConstellationCellSize":10,
   "sectorWidth":184000,
   "sectorHeight":124000,
   "AdjustedSectorConstellationCount":120,
   "AdjustedSectorConstellationSize":1000,
   "AdjustedSectorConstellationCellSize":10,

   "sectorConstellationRemnantMin":25,
   "sectorConstellationRemnantMax":40,
   "sectorConstellationRemnantSkipProb":0,

   "sectorConstellationRuinsMin":18,
   "sectorConstellationRuinsMax":30,
   
   "sectorDerelictMotherships":8,
   "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":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":4,
   "SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,

   #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":5,
   "BladeBreakerThemed_ConstellationMax_AS":10,
   "BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}
[close]
Yes! You should be fine.
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Aldazar

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Re: [0.9.1a] Adjusted Sector
« Reply #167 on: September 01, 2020, 02:59:49 PM »

So lets say I slightly edited the default values and the total of themes goes up to 280-290 of 300 and I slapped constellation cell count from 5-1. Nothing should cancel each other out and fight for spawns right?
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XM16E

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Re: [0.9.1a] Adjusted Sector
« Reply #168 on: September 05, 2020, 05:26:29 PM »

Would it be possible to have a setting that disables generating systems (not constellations) with multiple stars inside?
And is there a variable (ConstellationSize?) for how close systems can generate next to each other?

Since I like my map to have constellations far enough away from each other that you can easily tell which stars are a part of which constellation without having to hover over each star.
It would be nice to also to have the stars in each constellation spaced apart more evenly.
« Last Edit: September 05, 2020, 05:29:08 PM by XM16E »
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bopeep8hersheep

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Re: [0.9.1a] Adjusted Sector
« Reply #169 on: September 08, 2020, 03:26:25 PM »

is there a way to make quests last longer based on how far away they are from the quest giver?  like analysis missions and bounties.   if not linked to distance, can i just make quests last longer in general? 

i've not changed the default settings of Adjusted Sector and i've literally gotten analysis missions that say 60 days time limit but they are over 60 days away at base burn.  so at max burn that's 30? then if i use the mod that allows hyperwarp jumping i guess i could make it in less than 60 days.  i suppose it would also be nice if there was a slight bonus to payout based on how far away the mission is. 
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Spacer

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Re: [0.9.1a] Adjusted Sector
« Reply #170 on: September 23, 2020, 11:22:39 PM »

Quote
"AdjustedSectorConstellationCount":300,
In short, the greater this number - the greater amount of stars will be generated.
Vanilla Sector value: 100

So is this a total amount or density?

Also, I was curious if this config looked alright.

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,
   #"sectorConstellationSize":100,
   #"sectorConstellationCellSize":10,
   "sectorWidth":82000,
   "sectorHeight":82000,
   "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]

It's the one Icosidodecahedron posted, but with a smaller map. I don't know if there's other numbers I need to adjust when making a smaller world, or if it's alright as is.
« Last Edit: September 26, 2020, 07:11:37 PM by Spacer »
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Nerzhull_AI

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Re: [0.9.1a] Adjusted Sector
« Reply #171 on: September 28, 2020, 03:00:12 PM »

Quote
"AdjustedSectorConstellationCount":300,
In short, the greater this number - the greater amount of stars will be generated.
Vanilla Sector value: 100
So is this a total amount or density?

Also, I was curious if this config looked alright.

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,
   #"sectorConstellationSize":100,
   #"sectorConstellationCellSize":10,
   "sectorWidth":82000,
   "sectorHeight":82000,
   "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]

It's the one Icosidodecahedron posted, but with a smaller map. I don't know if there's other numbers I need to adjust when making a smaller world, or if it's alright as is.
This config seems alright, buuut just in case, you should check it. Start a new game, enter devmode, turn on sensors and go into hyper. If the amount of Remnant beacons is fine - everything is fine.
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Nerzhull_AI

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Re: [0.9.1a] Adjusted Sector
« Reply #172 on: September 28, 2020, 03:02:18 PM »

Quote
"AdjustedSectorConstellationCount":300,
In short, the greater this number - the greater amount of stars will be generated.
Vanilla Sector value: 100

So is this a total amount or density?
Total amount, but it still will be cut by "size" that constellation will claim from the entirety of map.
At least this is how i recall it.
Sorry, it's been a busy year, and i almost forgot how i did it exactly. I'll look into files and will give you straight answer later.
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Spacer

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Re: [0.9.1a] Adjusted Sector
« Reply #173 on: September 29, 2020, 02:55:58 PM »

This config seems alright, buuut just in case, you should check it. Start a new game, enter devmode, turn on sensors and go into hyper. If the amount of Remnant beacons is fine - everything is fine.

Turned my sensors up to 2.25 million and there are Remnants, but no beacons. Also, the core world is positioned in such a way that bounties almost only spawn in the north:
Spoiler
[close]

Is there a method for determining a good map size? I just chose 82000 x 82000 because it's half of the vanilla 164000 width value. If it doesn't really matter, I can just raise it up to 94000 or something and see if beacons appear. Then again, I do see Remnant in hyperspace due to the Ruthless Sector mod, so I don't know if I'm missing out on anything anyway.
« Last Edit: October 01, 2020, 03:55:48 PM by Spacer »
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fellabrando

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Re: [0.9.1a] Adjusted Sector
« Reply #174 on: October 03, 2020, 09:14:30 AM »

I'm not getting any remannt warning beacons even though I have them set to 40-45 with a 0 skip modifier.

I put on devmode, then did the reveal command. Went into hyperspace....

Yet no warning beacons appearing in intel.... or in my manual searches of each star system..

Edit: I managed to find 1 :(

EDIT 2: okay I put in your settings proper and now they are alll over the place. Must of been the constallation size was too big or small. intersting!

« Last Edit: October 03, 2020, 10:29:57 AM by fellabrando »
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Chairman Suryasari

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Re: [0.9.1a] Adjusted Sector
« Reply #175 on: October 20, 2020, 12:13:08 PM »

Did you install Light Out Mod too?
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peppermeth

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Re: [0.9.1a] Adjusted Sector
« Reply #176 on: October 23, 2020, 10:09:43 AM »

can it be use on preexisting map ?
 
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UserNameViolation

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Re: [0.9.1a] Adjusted Sector
« Reply #177 on: November 25, 2020, 11:17:30 AM »

No matter what i do, i can't get this mod to work properly=(
Map always seems to be off-centered. You can see on the screenshots, core worlds are always more to the left no matter what size of the map, constellation count or cell sizes I use, it is always off so there is empty space on north-east side and overlapping with constellations on south-west. Also affecting hyper-storm generation as seen on pictures, it overlaps with core systems.
I even tried to disable all mods and results are same. It's so sad, i cant stand vanilla empty map...
« Last Edit: November 25, 2020, 11:19:20 AM by DirtyThongSniffer »
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NikoTheGuyDude

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Re: [0.9.1a] Adjusted Sector
« Reply #178 on: November 26, 2020, 06:20:51 PM »

Would you mind explaining in more detail what AdjustedSectorConstellationSize and AdjustedSectorConstellationCellSize do? AdjustedSectorConstellationCount is simple and easy to understand, but for full control over the procgen, knowing what these two commands /actually/ do would help tremendously. Is AdjustedSectorConstellationSize controlling how big each constellation can/will be on average?
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IceFire

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Re: [0.9.1a] Adjusted Sector
« Reply #179 on: December 30, 2020, 04:11:06 AM »

So if my goal is to have more stars, hopefully more stars per constellation, more planets per star, with elevated theme constellations with slightly higher max values to take advantage more stars, do these settings raise any red flags?

   "AdjustedSectorConstellationCount":400,
   "AdjustedSectorConstellationSize":1000,
   "AdjustedSectorConstellationCellSize":4,

   "sectorConstellationRemnantMin":80,
   "sectorConstellationRemnantMax":135,
   "sectorConstellationRemnantSkipProb":0,

   "sectorConstellationRuinsMin":65,
   "sectorConstellationRuinsMax":70,
   
   "sectorDerelictMotherships":20,
   "sectorDerelictCryosleepers":160,
      
   #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":30,
   "BladeBreakerThemed_ConstellationMax_AS":35,
   "BladeBreakerThemed_ConstellationSkipProb_AS":0.15,
Does anybody know what the RndArcs config does.
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