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Author Topic: [0.96a] Adjusted Sector  (Read 409162 times)

Nerzhull_AI

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Re: [0.9.1a] Adjusted Sector
« Reply #105 on: March 11, 2020, 05:35:30 PM »

Can anyone help me configure my sector since i think im not inteligent that much to figure out my self. . i would like a same size sector as in vanilla but with 200 planets. if default is 100?
thanks a lot
Try this:
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":750,
   "AdjustedSectorConstellationCellSize":5,

   "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 for a quick reply. but
this is a sector image that i get when i run vanilla
Spoiler
[close]

and this one is with settings that you suggested.
Spoiler
[close]
while sector is beautifull there are too many stars and many stars are to close one to another that they look mixed somtimes. while its not a big issue i would prefer to stars be more separated.. to be honest i didnt count them but seems like more than 200 also squares as you can see are bigger on fully zoomed out but i dont know what that means or if its important at all.
im reading what i wrote and sorry for my english. but its important for me to understand that im not complaining or whining.
so i wonder if  you can help me get same sector size as vanilla but double the stars from first picture. if you think that second picture is what i wanted then please sir suggest me a settings with less stars.
thanks again for this great mod and thanx for sharing it.
Also if you have time it would be great if you can make simple manual with numbers and multiplications that needs to be made to make this mod work without issues for us that have toastes or semi toasters. and with smaller brains
i hope that you will find time to continue to develop this incredibly useful mod
thank you again
Oh, my mistake. Try changing these values (others should be fine):
   "AdjustedSectorConstellationSize":2000,
   "AdjustedSectorConstellationCellSize":10,
As for english - it's okay, i'm not native speaker myself.
About "setups for bad PC" - thing is, my own setup (that is included in mod) is well, for my bad PC that has only 4 GB RAM allocated and 2GB vram card.
So if you (or anyone) have trouble with figuring out what would be "ok setup" for your PC - just post here your PC stats, and prefered conditions - i'll figure something out, whenever i can.
i admit that i didnt start a new game. i just changed the values that you suggested and load the last that i played.
Also this is not a same game that i posted first two pictures. that was from the job. im playing on job and at home however settings are the same. damn im hooked.
maybe i need to start new game... still it seems like more than 200 stars. thanx
It doesn't work that way. You need to start a new game for these changes to occur.

ok i started a new game with this settings that you suggested.
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":2000,
   "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]
and this is what i got..

seems like its too little... sorry can you suggest me settings with 300 stars same sector size as vanilla
i dont get it.. i must be dooing something very wrong.
while i waited i tried to experiment
this is the a default mod map so it should be 360 stars
Spoiler

[close]
and i experimented and used this settings
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":300,
   "AdjustedSectorConstellationSize":2000,
   "AdjustedSectorConstellationCellSize":10,

   "sectorConstellationRemnantMin":60,
   "sectorConstellationRemnantMax":80,
   "sectorConstellationRemnantSkipProb":0,

   "sectorConstellationRuinsMin":43,
   "sectorConstellationRuinsMax":60,
   
   "sectorDerelictMotherships":20,
   "sectorDerelictCryosleepers":74,
     
   #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]
and i got this map.. cant be only 60 stars difference here.. damn im stupid.
Spoiler
[close]
please help again
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.
Logged

turboghost9

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Re: [0.9.1a] Adjusted Sector
« Reply #106 on: March 11, 2020, 07:05:27 PM »

Sorry to bother you, but when using Adjusted Sector thus far it's just had..no effect? Is there a variable I have to change somewhere to enable the changes? I didn't see anything like that mentioned in any other comments, and the rest of the mods I have running are all working fine at the moment. It's enabled in the launcher and installed in the right folder, but it's still just generating the vanilla sector density/size/makeup. Any idea what could be causing that?
Presence of other mods (Grand sector, for example) may override Adjusted Sector. Post the list of your mods.
If it's relevant, I couldn't get grand sector to work either.
I have no idea lol. But okay, let's just write down mods from this list that are 100% compatible:
GraphicsLib
HighTechArmada
Mayasuran Navy
Neutrino corp
Nexerelin
Portrait pack
Combat Chatter
Common Radar
Console Commands
Dassault-Mikoyan Engineering
DIABLEAVIONICS
DissasembleReassemble_v1.6.9
ED_Shipyard
Extratential Lanestate Union
Fix All Empty Planets
Adjusted Sector v0.2.2
Shadowyards
Ship and Weapon Pack
SkilledUp
sylphon
tahlan
UnknownSkies
Vayra's Sector
Vayra's Ship Pack
Interstellar Imperium
Kadur Remnant
LazyLib
Legacy of Arkgenesis
MagicLib
ApproLight
Arsenal Expansion 1.5.3g
Audio Plus
Better Colonies
Blackrock Drive Yards
Boggled Station Construction
Boggled Terraforming
Mods that are may be the source of your trouble:
Active Gates
Celestial Mount Circle
fluffShipPack-master
Lightshow
Missing ships 0.4
Ruthless Sector
SD_Boardable_Unboardables
Torchships
Underworld 1.4.1
vesperon-1.2.0
HullMod Expansion
Steelclad (entire mod is removed from download, so rip).

Also, if you use "random core worlds" option from nexerelin, it obviously will prevent mod from working, but it's probably just cause CtD.

It was "random core worlds." I'm a dumbass, my b.
Logged
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tindrli

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Re: [0.9.1a] Adjusted Sector
« Reply #107 on: March 12, 2020, 07:02:57 AM »

Can anyone help me configure my sector since i think im not inteligent that much to figure out my self. . i would like a same size sector as in vanilla but with 200 planets. if default is 100?
thanks a lot
Try this:
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":750,
   "AdjustedSectorConstellationCellSize":5,

   "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 for a quick reply. but
this is a sector image that i get when i run vanilla
Spoiler
[close]

and this one is with settings that you suggested.
Spoiler
[close]
while sector is beautifull there are too many stars and many stars are to close one to another that they look mixed somtimes. while its not a big issue i would prefer to stars be more separated.. to be honest i didnt count them but seems like more than 200 also squares as you can see are bigger on fully zoomed out but i dont know what that means or if its important at all.
im reading what i wrote and sorry for my english. but its important for me to understand that im not complaining or whining.
so i wonder if  you can help me get same sector size as vanilla but double the stars from first picture. if you think that second picture is what i wanted then please sir suggest me a settings with less stars.
thanks again for this great mod and thanx for sharing it.
Also if you have time it would be great if you can make simple manual with numbers and multiplications that needs to be made to make this mod work without issues for us that have toastes or semi toasters. and with smaller brains
i hope that you will find time to continue to develop this incredibly useful mod
thank you again
Oh, my mistake. Try changing these values (others should be fine):
   "AdjustedSectorConstellationSize":2000,
   "AdjustedSectorConstellationCellSize":10,
As for english - it's okay, i'm not native speaker myself.
About "setups for bad PC" - thing is, my own setup (that is included in mod) is well, for my bad PC that has only 4 GB RAM allocated and 2GB vram card.
So if you (or anyone) have trouble with figuring out what would be "ok setup" for your PC - just post here your PC stats, and prefered conditions - i'll figure something out, whenever i can.
i admit that i didnt start a new game. i just changed the values that you suggested and load the last that i played.
Also this is not a same game that i posted first two pictures. that was from the job. im playing on job and at home however settings are the same. damn im hooked.
maybe i need to start new game... still it seems like more than 200 stars. thanx
It doesn't work that way. You need to start a new game for these changes to occur.

ok i started a new game with this settings that you suggested.
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":2000,
   "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]
and this is what i got..
Spoiler

[close]
seems like its too little... sorry can you suggest me settings with 300 stars same sector size as vanilla
i dont get it.. i must be dooing something very wrong.
while i waited i tried to experiment
this is the a default mod map so it should be 360 stars
Spoiler

[close]
and i experimented and used this settings
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":300,
   "AdjustedSectorConstellationSize":2000,
   "AdjustedSectorConstellationCellSize":10,

   "sectorConstellationRemnantMin":60,
   "sectorConstellationRemnantMax":80,
   "sectorConstellationRemnantSkipProb":0,

   "sectorConstellationRuinsMin":43,
   "sectorConstellationRuinsMax":60,
   
   "sectorDerelictMotherships":20,
   "sectorDerelictCryosleepers":74,
     
   #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]
and i got this map.. cant be only 60 stars difference here.. damn im stupid.
Spoiler
[close]
please help again
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.

thank you SIR!
Seems like 1250 is a magic number in my case or at least i think so since i tried a lot of stuff yesterday.
dumbass of me, yesterday night i figure out that i can play with numbers turning off all other mods for testing and rapid load times..took me whole day to figure that out

anyway
Spoiler
example 1500

Example 1250

[close]

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
« Last Edit: March 12, 2020, 07:06:25 AM by tindrli »
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Nerzhull_AI

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Re: [0.9.1a] Adjusted Sector
« Reply #108 on: March 12, 2020, 03:14:56 PM »

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.
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TheSAguy

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Re: [0.9.1a] Adjusted Sector
« Reply #109 on: March 15, 2020, 01:38:39 PM »

Whats' the difference between Grand Sector and Adjusted Sector?

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
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Nerzhull_AI

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Re: [0.9.1a] Adjusted Sector
« Reply #110 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.
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Kh0rnet

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Re: [0.9.1a] Adjusted Sector
« Reply #111 on: March 17, 2020, 08:50:10 AM »

Well this mod *** my game completely during hyperspace travel. Silky smooth 20 FPS.
Overall I rate it 11/10, would download again.

I only wish I could re-name stars and un-colonized planets because most of them have lame names like "Gamma Derpoid A"
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Nerzhull_AI

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Re: [0.9.1a] Adjusted Sector
« Reply #112 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.
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crash7ds

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Re: [0.9.1a] Adjusted Sector
« Reply #113 on: March 17, 2020, 08:20:56 PM »

I've found you can make the frame rate issues more manageable after tweaking the mod settings to account for it pushing the game beyond its builtin limits. Not every machine is built to handle games the same way and even beefy comps can run into performance problems, especially when mods get tossed into the mix. It won't completely solve the issue, but it can help somewhat. You have to remember you're adding a lot of extra work for the game to load things on the hyperspace map and even after reducing the mod's default settings to nearly the same as the game's vanilla settings, it's still more work for it to do. On top of this, StarSector isn't really finished yet as I recall, so there's still some room for the dev's to make the game perform overall better in the future. 
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omegasrevenge

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Re: [0.9.1a] Adjusted Sector
« Reply #114 on: March 26, 2020, 05:04:56 AM »

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?
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Nerzhull_AI

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Re: [0.9.1a] Adjusted Sector
« Reply #115 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?
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tindrli

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Re: [0.9.1a] Adjusted Sector
« Reply #116 on: April 05, 2020, 08:27:25 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
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Nerzhull_AI

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Re: [0.9.1a] Adjusted Sector
« Reply #117 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.
« Last Edit: April 08, 2020, 01:25:57 PM by Nerzhull_AI »
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Vivelaraclette

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Re: [0.9.1a] Adjusted Sector
« Reply #118 on: April 09, 2020, 06:10:13 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

« Last Edit: April 09, 2020, 06:14:05 AM by Vivelaraclette »
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Nerzhull_AI

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Re: [0.9.1a] Adjusted Sector
« Reply #119 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?
« Last Edit: April 10, 2020, 06:10:33 AM by Nerzhull_AI »
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