Fractal Softworks Forum

Starsector => Mods => Topic started by: Alec on August 18, 2019, 01:22:00 AM

Title: [0.9.1a] Grand Sector
Post by: Alec on August 18, 2019, 01:22:00 AM
(https://i.imgur.com/HsumJY1.png)
 (https://www.mediafire.com/file/9cdtbth4uhsbks2/Grand_Sector_v0.2.2.zip/file)

Download. (https://www.mediafire.com/file/9cdtbth4uhsbks2/Grand_Sector_v0.2.2.zip/file)

This mod makes the Sector size bigger and let's you change the number of star systems generated, with a new hyperstorm map.

By default this mod does:


Custom amount of star systems:

You can change the size of the Sector and the number of systems to whatever you want in.  Grand Sector\data\config\settings.json by changing the GrandSectorCount value.
And if you want or not hyperstorms in your sector with a few other values to play around.

If the hyperstorm pattern doesn't change read the spoiler.
Spoiler
Compatibility with Nexerelin:
First make a backup of Starsector\starsector-core\data\campaign\terrain\hyperspace_map.png.

Copy from this mod Grand Sector\data\campaign\terrain\anon-hyperspace.png and paste it on the game's folder Starsector\starsector-core\data\campaign\terrain. Then change rename the PNG to hyperspace_map.
[close]

Old version. (http://www.mediafire.com/file/p8bc3xcwb0xn06w/Grand_Sector.zip/file)

Thanks to Dwarden, Histidine, TheWikiFish and /ssg/'s Anons for the help.
Title: Re: [0.9.1a] Grand Sector
Post by: PyroFuzz on August 18, 2019, 01:32:46 AM
Cool! With all these different map size mods I can only imagine how close we are to a map slider.  :D
Title: Re: [0.9.1a] Grand Sector
Post by: Sarissofoi on August 18, 2019, 02:50:53 AM
Really nice.
Can you make some versions with different size of sector and star system numbers or its easy to mod by?
Title: Re: [0.9.1a] Grand Sector
Post by: Clibanarius on August 18, 2019, 06:23:35 AM
Might I proffer an explanation as to why Nexerelin's version of the hyperspace map might conflict? The game loads mods in alphabetical order. Certain mods are named 'ZZ Mod Name' in the loader to address this. If you rename the mod in its mod_info.json to that format, you should be good.
Title: Re: [0.9.1a] Grand Sector
Post by: SonnaBanana on August 18, 2019, 06:37:04 AM
Oooh nice!
Title: Re: [0.9.1a] Grand Sector
Post by: SweetCrosby on August 24, 2019, 10:58:18 AM
Is it possible to get inactive gates to spawn in the edge sectors? Would like to get that running with the new space.
Title: Re: [0.9.1a] Grand Sector
Post by: Offensive_Name on August 24, 2019, 02:54:03 PM
Can I get a pic of the new hyperspace design?
Title: Re: [0.9.1a] Grand Sector
Post by: Alec on August 28, 2019, 06:22:15 PM
Can you make some versions with different size of sector and star system numbers or its easy to mod by?
Sure.
For modify it, it's just changing a few numbers and hit compile.

Is it possible to get inactive gates to spawn in the edge sectors? Would like to get that running with the new space.
Probably, but don't know how.

Can I get a pic of the new hyperspace design?
https://i.imgur.com/ZfHlkG2.png
Title: Re: [0.9.1a] Grand Sector
Post by: Innominandum on August 29, 2019, 12:33:04 AM
Yo Alec, doesn't this mod basically, only stretch the sector canvas ?
You don't rly get any additional constellations nor stars after around w:180K h:140k you can test this by going w:200k h:200k.
As for the location of the addConstellationsToSectorCanvas() method or whatever it is called ... no clue.


Umo i think i understand whats going on grand sector doesn't increase the number of constellations for me i had to manually edit starfarer.api.jar to get that this could be related to nex or be general problem of overriding classes in starfarer.api.jar   
Title: Re: [0.9.1a] Grand Sector
Post by: krisslanza on August 29, 2019, 03:27:45 PM
I've been using this mod for a while with my heavily modded Nex stuff, since I throw in so many factions the vanilla Sector is pretty crowded, surprisingly. However, something I've been curious to as I play more and more with this Grand Sector mod...

Does it seem to mess with the system generation somewhat? I've always heard that, in general, to encourage the exploration and use of further away systems, the game tends to generate more valuable/higher class planets and salvage in the further away systems. But I don't think I've seen this reflected when using this mod so far, I don't think I've even seen a Cyrosleeper still, and I do find a lot of pretty trashy systems even in the far reaches of the sector (or some without any planets at all).

This might just be confirmation bias, of course, or that system generation/spawning doesn't actually work that way.
Title: Re: [0.9.1a] Grand Sector
Post by: Innominandum on August 30, 2019, 03:04:42 AM
I've been using this mod for a while with my heavily modded Nex stuff, since I throw in so many factions the vanilla Sector is pretty crowded, surprisingly. However, something I've been curious to as I play more and more with this Grand Sector mod...

Does it seem to mess with the system generation somewhat? I've always heard that, in general, to encourage the exploration and use of further away systems, the game tends to generate more valuable/higher class planets and salvage in the further away systems. But I don't think I've seen this reflected when using this mod so far, I don't think I've even seen a Cyrosleeper still, and I do find a lot of pretty trashy systems even in the far reaches of the sector (or some without any planets at all).

This might just be confirmation bias, of course, or that system generation/spawning doesn't actually work that way.
I never played vanilla so i can't say anything regarding your observation, but i have an inkling that you might be right there.
You can take a look at starsector-core\starfarer.api\com\fs\starfarer\api\impl\campaign\procgen\StarSystemGenerator.java and esp \fs\starfarer\api\impl\campaign\procgen\themes\BaseThemeGenerator.java
To figure out how entities are spawned, there is something like a weighting function that does smthing regarding spawn chances. 

Yo Alec
Sector width and height are used by \fs\starfarer\api\impl\campaign\procgen\SectorProcGen.java where the constellation array is set up as well and incidentally its also limited to only 100 as the var count = 100.
(https://i.imgur.com/8j8mB1O.jpg)
 
Title: Re: [0.9.1a] Grand Sector
Post by: Sarissofoi on August 30, 2019, 03:46:05 AM
Cyrosleeper

I have two in my current game.

@krisslanza
do you use Unknown Skies?
I think its the issue
Title: Re: [0.9.1a] Grand Sector
Post by: krisslanza on August 30, 2019, 05:52:52 AM
Cyrosleeper

I have two in my current game.

@krisslanza
do you use Unknown Skies?
I think its the issue

I do use Unknown Skies, is that one making the systems spawn differently? From its description, it should only be adding more planet types...
Title: Re: [0.9.1a] Grand Sector
Post by: Hrothgar on August 30, 2019, 06:14:53 AM
Cryosleepers are sometimes hide in totally worthless systems- most extreme i can remember is a zero planet system, where sleeper was on egde of furthest , giant ring of asteroids, and i hit it by accident.
Title: Re: [0.9.1a] Grand Sector
Post by: Innominandum on August 30, 2019, 07:26:59 AM
"sectorWidth":264000, "sectorHeight":224000, same Seed

Original Stargen maxed at 100 Constas
(https://i.imgur.com/fRNfwS5.jpg)

No fancy graphics Original
(https://i.imgur.com/kTowFlJ.jpg)

Modified 180 Constas max
(https://i.imgur.com/BQa8Ox5.jpg)

No fancy graphics modified
(https://i.imgur.com/R0Cikoa.jpg)

Ah, sweet sweet 10 fps while looking at the Sector map ... marvelous

I manually edited starfarer.api.jar (compiled a new version of SectorProcGen.class and just replaced this one with the one in the jar) doesn't work for me as a mod though dunno why. Could anyone have a look at that or a suggestion to make it work as a mod ?

Umo Alec i think i understand whats going on grand sector doesn't increase the number of constellations for me i had to manually edit starfarer.api.jar to get that this could be related to nex or be general problem of overriding classes in starfarer.api.jar   
Title: Re: [0.9.1a] Grand Sector
Post by: Alec on August 30, 2019, 10:46:42 AM
@Amorphis: It increases the number of stars by increasing the number of constellations.
(https://i.imgur.com/qjsntrN.png)
Also I would try increasing the variable to something like 300 instead of 180 to test it. Pic-related is 500.
Besides that, classic "it works on my machine" with Nex. Granted that I haven't made a new Sector with the latest iterations of Nex(last was 0.9.3).

I've been using this mod for a while with my heavily modded Nex stuff, since I throw in so many factions the vanilla Sector is pretty crowded, surprisingly. However, something I've been curious to as I play more and more with this Grand Sector mod...

Does it seem to mess with the system generation somewhat? I've always heard that, in general, to encourage the exploration and use of further away systems, the game tends to generate more valuable/higher class planets and salvage in the further away systems. But I don't think I've seen this reflected when using this mod so far, I don't think I've even seen a Cyrosleeper still, and I do find a lot of pretty trashy systems even in the far reaches of the sector (or some without any planets at all).

This might just be confirmation bias, of course, or that system generation/spawning doesn't actually work that way.


I don't know. It may be that the Sector is hardcapped at X Cryosleepers regardless of the amount of stars/constellations. But then, even if it wasn't and it was linear to amount of stars/constellations. 2x the amount would add a lot more of empty stars to check, increasing the amount of exploration time(double time needed) to find a Cryosleeper. But then all that are just guesses.

Title: Re: [0.9.1a] Grand Sector
Post by: Innominandum on August 30, 2019, 03:01:02 PM
@Amorphis: It increases the number of stars by increasing the number of constellations.
(https://i.imgur.com/qjsntrN.png)
Also I would try increasing the variable to something like 300 instead of 180 to test it. Pic-related is 500.
Besides that, classic "it works on my machine" with Nex. Granted that I haven't made a new Sector with the latest iterations of Nex(last was 0.9.3).
Umo m8 i might have been a bit presumptuous there, should have taken a look at that jar in your mod file, my bad would have saved me an hour or two as well.
Na 180 + the size increase is more than fine esp on a amd gfx laptop when you have to rely on the intel graphics and its shared memory.

As for the ppl who suffer under the same ailment as my env, there is an easy fix by just replacing Starfarer.api.jars StarGenProc.class with that one your jar provides.
Keep up the good work and have a nice one m8.


   



 
Title: Re: [0.9.1a] Grand Sector
Post by: adimetro00 on September 02, 2019, 09:57:52 PM
How do i change the amount of stars generated?
Title: Re: [0.9.1a] Grand Sector
Post by: Alec on September 04, 2019, 12:44:14 PM
How do i change the amount of stars generated?
By changing the 70 line in the SectorProcGen class.
Code
int count = 100;
Title: Re: [0.9.1a] Grand Sector
Post by: adimetro00 on September 07, 2019, 05:10:28 AM
Hey can you add settable star sizes with settings.json?
I don't want to recompile the jar every time i try to set more/less stars
Title: Re: [0.9.1a] Grand Sector
Post by: Alec on September 07, 2019, 05:22:07 AM
Hey can you add settable star sizes with settings.json?
I don't want to recompile the jar every time i try to set more/less stars
Done.
Title: Re: [0.9.1a] Grand Sector
Post by: wtftucker on September 07, 2019, 11:25:08 AM
Cant get the increases to work with Nex, but its possible I'm just dumb.  Changed the systemCountGS to 325 in mod, saved but I believe something within Nex is preventing the plugin from happening on Nex starts.  Any ideas?

I notice this within Nex #"newGameSectorProcGen":"exerelin.world.ExerelinSectorProcGen" in the base settings.  My extremely elementary understanding of whats going on is its pointing to a completely independent Sector Gen file that might also needed to be edited?? 
Title: Re: [0.9.1a] Grand Sector
Post by: Dwarden on September 07, 2019, 07:36:51 PM
any plans on e.g. adding more customization ?

e.g.
number of nebulas ?

or weights for more planets / moons and similar stellar objects?

as it seems possible to procedurally generate as mentioned in
https://fractalsoftworks.com/forum/index.php?topic=15101.msg245025#msg245025
Title: Re: [0.9.1a] Grand Sector
Post by: Tigrextreme on September 07, 2019, 11:40:17 PM
Cant get the increases to work with Nex, but its possible I'm just dumb.  Changed the systemCountGS to 325 in mod, saved but I believe something within Nex is preventing the plugin from happening on Nex starts.  Any ideas?

I notice this within Nex #"newGameSectorProcGen":"exerelin.world.ExerelinSectorProcGen" in the base settings.  My extremely elementary understanding of whats going on is its pointing to a completely independent Sector Gen file that might also needed to be edited??

Unfortunately, even running Grand sector mod alone doesn't generate the desired system count either.
Title: Re: [0.9.1a] Grand Sector
Post by: Alec on September 08, 2019, 12:31:40 AM
Yup. *** up somewhere, trying to fix it. Meanwhile left the link for the old version.
Title: Re: [0.9.1a] Grand Sector
Post by: Alec on September 08, 2019, 01:27:46 AM
Okay, I think I fixed. In theory.
Also added the constellation cell size for fun and profit.

any plans on e.g. adding more customization ?

e.g.
number of nebulas ?

or weights for more planets / moons and similar stellar objects?

as it seems possible to procedurally generate as mentioned in
https://fractalsoftworks.com/forum/index.php?topic=15101.msg245025#msg245025

Forgot to reply sorry.

I'm not planning to do much more with the procedural sector generation.
The weights for planets and such are in the class StarSystemGenerator. I guess(and is most certainly a wrong guess) someone could mod a StarSystemGenerator class, make it pick the weights from the settings.json and tell the SectorProcGen class to use the modded system generator. But that's just a guess from a brief look at how it works.
Also the StarSystemGenerator class are 2k lines of uncommented FUN, so really, just a guess.
Title: Re: [0.9.1a] Grand Sector
Post by: AsterPiano on September 08, 2019, 08:26:22 AM
any plans on e.g. adding more customization ?

e.g.
number of nebulas ?

or weights for more planets / moons and similar stellar objects?

as it seems possible to procedurally generate as mentioned in
https://fractalsoftworks.com/forum/index.php?topic=15101.msg245025#msg245025

Actually it might be much simpler to achieve what you want, the .csv files in starsector-core\data\campaign\procgen may be enough.
age_gen_data.csv allows you to increase the number of constellations that spawn as nebulae, and theoretically lets you increase the number of Binary and Trinary systems, though from testing it seems to be capped after a certain amount.

star_gen_data.csv allows you to change the distribution of stars that spawn (you can increase the chance of nebulae systems spawning). It also lets you increase the probability of stellar objects spawning around stars. (the probOrbits column, minOrbits column and maxOrbits column)

planet_gen_data.csv allows you to change the distribution of planets that spawn. There's a bunch of multipliers that change the chance of certain planets spawning in certain conditions (for example a 4x multiplier for terran planets spawning around yellow stars, a 0.2x multiplier for terran planets spawning around binary systems). The multipliers aren't limited to stars, you can also increase the chance of a planet type spawning as a moon of other planets.
You can also increase/decrease the chance of certain planets types having moons (the same probOrbits, minOrbits and maxOrbits variables used in star_gen_data).
And you can even increase the multiplier for specific planet types spawning as moons of specific planets types.

I use Google Sheets to edit them and then download them as .csv files again. I like exploration and playing with big star systems so I've been editing these a bunch. I'm not sure how to integrate these into a mod but you can edit them fairly easily (make sure to keep backups if you ever mess something up). I hope this helps.   :)

By the way, love the mod Alec, it's awesome that you managed to fix that issue. Wasn't spawning more systems for me yesterday but now it is  ;D
Title: Re: [0.9.1a] Grand Sector
Post by: Dwarden on September 08, 2019, 09:34:38 AM
this is trivial i guess in the mod.info
Code
	"description":"\"Map size increased 1.3x, star system count increased by 2.5x",

should be i guess

Code
	"description":"Map size increased 1.3x, star system count increased by 2.5x",

as there is no double "
Title: Re: [0.9.1a] Grand Sector
Post by: Alec on September 08, 2019, 10:07:01 AM
this is trivial i guess in the mod.info
Code
	"description":"\"Map size increased 1.3x, star system count increased by 2.5x",

should be i guess

Code
	"description":"Map size increased 1.3x, star system count increased by 2.5x",

as there is no double "
Thanks.
Completely didn't copypasted the mod.info from the first mod I could grab and badly edited it out.
Title: Re: [0.9.1a] Grand Sector
Post by: Dwarden on September 08, 2019, 04:14:50 PM
Code
{
"id":"Z Grand Sector",
"name":"Z Grand Sector",
"author":"Alec",
"version":"0.1.1",
"description":"Map size increased 1.3x, star system count increased by 2.5x",
"gameVersion":"0.9.1a",
"jars":["jars/source.jar"],
}

now it should work ...

or use ZZ like some other mods trying to ensure they load last
Title: Re: [0.9.1a] Grand Sector
Post by: Dwarden on September 08, 2019, 06:45:55 PM
you asked about the version checker files, here they are

.\StarSector\mods\Grand Sector\data\config\version\version_files.csv
Spoiler
version file
grandsector.version
[close]


.\StarSector\mods\Grand Sector\grandsector.version
Spoiler
{
    "masterVersionFile":"localhost",
    "modName":"Grand Sector",
    "modThreadId":16127,
    "modVersion":
    {
        "major":0,
        "minor":1,
        "patch":1,
    },
   "starsectorVersion":"0.9.1a"
}
[close]

ofcourse the 'localhost' part needs to be replaced by path to online version file when possible
Title: Re: [0.9.1a] Grand Sector
Post by: Dwarden on September 10, 2019, 08:31:03 PM
small request for customization
could you include those two values ?

float CELL_SIZE
int CONSTELLATION_CELLS


for SectorProcGenMod.java
Code
//default 2000
public static final float CELL_SIZE = Global.getSettings().getFloat("cellSizeGS");
//default 10
public static final int CONSTELLATION_CELLS = Global.getSettings().getInt("constellationCellsGS");


for settings.json
Code
	"cellSizeGS":2000,
"constellationCellsGS":10,
Title: Re: [0.9.1a] Grand Sector
Post by: Dwarden on September 11, 2019, 02:51:25 AM
and one more value for adjust
int numArcs

the numArcs generates those random arcs at hyperspace cloud map

let's just change that first float value from Default code:
Code
        int numArcs = (int) (20f + 8f * random.nextFloat());

so

for SectorProcGenMod.java
Code
// random value from settings, default 20
        float numArcsRndGS = Global.getSettings().getFloat("rndArcsGS");

        int numArcs = (int) (rndArcsGS + 8f * random.nextFloat());

for settings.json
Code
 "rndArcsGS" = 20;
Title: Re: [0.9.1a] Grand Sector
Post by: Alec on September 11, 2019, 07:04:53 AM
and one more value for adjust
int numArcs

the numArcs generates those random arcs at hyperspace cloud map

let's just change that first float value from Default code:
Code
        int numArcs = (int) (20f + 8f * random.nextFloat());

so

for SectorProcGenMod.java
Code
// random value from settings, default 20
        float numArcsRndGS = Global.getSettings().getFloat("rndArcsGS");

        int numArcs = (int) (rndArcsGS + 8f * random.nextFloat());

for settings.json
Code
 "rndArcsGS" = 20;

Added to it.
Didn't thought so much people would be interested in this. I mean, this was made because some Anons in /ssg/ wanted it. So I have no license, changelog or anything to make things more tidy.
Probably will make a github repo and use it for Version Checker if and whenever I finish the research mod.
Title: Re: [0.9.1a] Grand Sector
Post by: Agile on September 11, 2019, 08:23:52 AM
and one more value for adjust
int numArcs

the numArcs generates those random arcs at hyperspace cloud map

let's just change that first float value from Default code:
Code
        int numArcs = (int) (20f + 8f * random.nextFloat());

so

for SectorProcGenMod.java
Code
// random value from settings, default 20
        float numArcsRndGS = Global.getSettings().getFloat("rndArcsGS");

        int numArcs = (int) (rndArcsGS + 8f * random.nextFloat());

for settings.json
Code
 "rndArcsGS" = 20;

Added to it.
Didn't thought so much people would be interested in this. I mean, this was made because some Anons in /ssg/ wanted it. So I have no license, changelog or anything to make things more tidy.
Probably will make a github repo and use it for Version Checker if and whenever I finish the research mod.

Better random generation methods and opening up the sector map like this mod does is definitely needed.

Maybe if you play pure vanilla, its not that bad, but you start to run out of space real fast when you have 5 + faction mods alongside original mods, and nexerelin, which lets them expand through colonization.

Thanks for the mod by the way, its great.
Title: Re: [0.9.1a] Grand Sector
Post by: lwki on September 21, 2019, 10:07:28 AM
Don't wanna be that guy but you made sector 1.69 times bigger by default, not x1.3
Title: Re: [0.9.1a] Grand Sector
Post by: grinningsphinx on September 21, 2019, 11:03:36 AM
I dunno...wouldnt this absolutely tank system access rating? 
Title: Re: [0.9.1a] Grand Sector
Post by: Novantis on September 24, 2019, 09:48:01 PM
Very cool mod. Exactly what I was looking for. I haven't dug into the game files sufficiently to answer this question for myself, but is there a reason why the hyperspace map can't be extended with the size of the underlying sector map? I'd like to ideally have more distance to cover in my sector, but I find the lack of hyperspace on the edges a little jarring.

Edit: If anyone is looking for good settings for the default map dimensions, change stars to 125~130.
Title: Re: [0.9.1a] Grand Sector
Post by: Alec on October 01, 2019, 01:41:25 PM
Don't wanna be that guy but you made sector 1.69 times bigger by default, not x1.3
Be that guy. I don't double check things and someone has to do it.
I dunno...wouldnt this absolutely tank system access rating? 
With Nex and bumped up colonization it creates kind of submarket areas. Otherwise unless you double the vanilla Sector size, it isn't that much of a problem.
is there a reason why the hyperspace map can't be extended with the size of the underlying sector map?
It needs some code pre-image-loading to resize the hyperspace PNG map. And I haven't check if it is possible.
Title: Re: [0.9.1a] Grand Sector
Post by: Lolpingu on October 03, 2019, 03:07:26 PM
I didn't think this sort of thing was possible, sounds amazing and makes the sector in my current game feel cramped, definitely wanna try this  :o
However... uhhhh... how bad does it stand to tank performance with regards to things like loading times and slow-downs? With nex, vayra's sector and loads of faction mods, I'm already running into painful start-up times aswell as random perma-slowdowns outside of combat that require restarts, and I have a pretty decent system (also cranked up memory to 8gb)
I have no knowledge of how things work in this game on a technical level so I just chalk it up to increasingly large numbers of markets and roaming fleets
I would so love to play this, can anyone confirm that it's working fine and that it doesn't add any significant performance issues?
Title: Re: [0.9.1a] Grand Sector
Post by: Pokpaul on October 03, 2019, 06:54:31 PM
Lolpingu, the thing that helped me the most was allocating more memory to java, I raised it from the default to 4GB (I have 8 total it is recommended to raise it to no more than half your total system RAM).

To do this open vmparams in the starsector folder and change the values here to:  windows -Xms4096m -Xmx4096m, or to whatever multiple of 1024 you want to use.

Apologies if this is what you already did when you say cranked up memory to 8gb, but I'm running a ***-ton of mods fine on this old rig.


Title: Re: [0.9.1a] Grand Sector
Post by: Lolpingu on October 04, 2019, 08:53:51 AM
Lolpingu, the thing that helped me the most was allocating more memory to java, I raised it from the default to 4GB (I have 8 total it is recommended to raise it to no more than half your total system RAM).

To do this open vmparams in the starsector folder and change the values here to:  windows -Xms4096m -Xmx4096m, or to whatever multiple of 1024 you want to use.

Apologies if this is what you already did when you say cranked up memory to 8gb, but I'm running a ***-ton of mods fine on this old rig.

Yup yup, that's what I did! But uhhhh.... actually, I gave it 4, not 8, so thanks for prompting me to check vmparams :)
Not sure why I thought I gave Starsector 8gb, I guess I was being conservative. I have 16gb in my system so it can probably part with half of that, though does Starsector ever actually reach the point where it can make use of that much memory?  ???
By the way, I guess it's obvious by the fact that you're posting on this thread, but are you running grand sector? How hard did you crank it up, size and constellation count-wise? 
Title: Re: [0.9.1a] Grand Sector
Post by: Dwarden on October 04, 2019, 11:36:05 AM
Code
"sectorWidth":312000,
"sectorHeight":180000,
"GrandSectorCellSize":3000,
"GrandSectorConstellationCellSize":7,
"GrandSectorCount":1024,
"GrandSectorRndArcs":64,

for me atm. this is above the playable treshold, with 7GB starting and 14GB ending ranges

i'm also using custom generated noise texture for hyperspace storms map
as that needs to scale with width/height values (dozens values i tested, for each i got new texture)

Title: Re: [0.9.1a] Grand Sector
Post by: Pokpaul on October 04, 2019, 11:58:31 AM
Yes, I am running Grand Sector on default settings, which is twice the stars and 1.3x map size iirc.
Title: Re: [0.9.1a] Grand Sector
Post by: Rawne233 on October 19, 2019, 01:00:11 PM
Do you think it's feasible to include options for adjusting Planet Generation and Derelict/[Redacted] spawns?
Title: Re: [0.9.1a] Grand Sector
Post by: Lord_Asmodeus on October 19, 2019, 01:44:29 PM
So maybe I'm crazy but I don't know where to look for the option to toggle hyperstorms on and off. Unless it's not available with Nexerelin also activated.
Title: Re: [0.9.1a] Grand Sector
Post by: Dwarden on October 20, 2019, 07:09:39 AM
https://drive.google.com/open?id=1zhhJOzph6tYksekCNWc45u6zc0k-ux7I

my noise texture for the hyperspace storms

note: to calculate size of picture i use divider, by 200 for the map x,y sizes

so e.g. 2560x1440 texture equals approx
"sectorWidth":512000
"sectorHeight":288000

the size of map can be +- 5% then as there is some overlap buffer

i got more resolutions but those are large unprocessed PNGs
while those available for download are already shrinked PNG

also from my observation, it's best if the x,y can be divided by the sector cell size
(and in case of this example those sectors can be divided by sector (stars) count too)
constellation cell size has effect on the density (and thus number) of those on resulting map

Code
"sectorWidth":288000,
"sectorHeight":192000,
"GrandSectorCellSize":3000,
"GrandSectorConstellationCellSize":7,
"GrandSectorCount":1024,
"GrandSectorRndArcs":64,

texture used for hyperspace then was 1440x960
Title: Re: [0.9.1a] Grand Sector
Post by: Sheluna on November 02, 2019, 07:56:50 AM
I've noticed two weird issues : it's supposed to be the v0.2.2, and the game as well as the version checker are reading v0.2.1. The mod is shown as unsupported, and yet, it "works".
Title: Re: [0.9.1a] Grand Sector
Post by: Travis on December 03, 2019, 06:09:31 AM
So maybe I'm crazy but I don't know where to look for the option to toggle hyperstorms on and off. Unless it's not available with Nexerelin also activated.

It's not just you. I just installed Grand Sector on top of Nexerelin and I have no idea how to turn off the storms :-)

Any help would be greatly appreciated from Alec or someone who has gotten it to work.
Title: Re: [0.9.1a] Grand Sector
Post by: Ramdat on December 29, 2019, 11:48:21 PM
So maybe I'm crazy but I don't know where to look for the option to toggle hyperstorms on and off. Unless it's not available with Nexerelin also activated.

It's not just you. I just installed Grand Sector on top of Nexerelin and I have no idea how to turn off the storms :-)

Any help would be greatly appreciated from Alec or someone who has gotten it to work.

So maybe I'm crazy but I don't know where to look for the option to toggle hyperstorms on and off. Unless it's not available with Nexerelin also activated.

Go to starsector/mods/grandsector/data/config. Open settings in notepad.

Change:

Code
"GrandSectorBoolHyperstorms":true,
to

Code
"GrandSectorBoolHyperstorms":false,
Title: Re: [0.9.1a] Grand Sector
Post by: ThetaThree on January 03, 2020, 01:48:35 AM
So, would there be some way to get this to work with Unknown Skies? Noticed the earlier statement of that mod being a cause of low quality systems near the edge of the larger map and it's been irking me a bit. Traveled through 20+ systems with half having nothing but the star and a single jump point. The other half only having one or two nearly worthless planets, maybe a few derelicts with the salvage only giving a bit of supplies and fuel. This includes 2 blackhole systems. Not even a single [REDACTED].
Title: Re: [0.9.1a] Grand Sector
Post by: Howkin on January 05, 2020, 01:33:42 AM
So, would there be some way to get this to work with Unknown Skies? Noticed the earlier statement of that mod being a cause of low quality systems near the edge of the larger map and it's been irking me a bit. Traveled through 20+ systems with half having nothing but the star and a single jump point. The other half only having one or two nearly worthless planets, maybe a few derelicts with the salvage only giving a bit of supplies and fuel. This includes 2 blackhole systems. Not even a single [REDACTED].

Is this what's causing these problems? Damn. Also seems to find little to no probes too. Tho i'm playing on random core worlds
Title: Re: [0.9.1a] Grand Sector
Post by: DnaJur on January 05, 2020, 03:23:46 PM
For those intrested, I have exposed some generation options in the settings.json. I also have upped spawn for different constellation themes to hopefully make sector a bit less empty but had no time to playtest it so any feedback would be appreciated.
Download (https://www.mediafire.com/file/f3ky61jlrcji3iv/Grand_Sector_Unofficial_v0.3.0.zip/file)
Title: Re: [0.9.1a] Grand Sector
Post by: ThetaThree on January 12, 2020, 11:31:05 AM
Tried out this file DnaJur introduced. Consistent rewards from systems along the sector edge, very few wasted explorations. Only one complaint so far, there's an excessive amount of probes at times. Not sure what causes it, but sometimes there will be 3 or 5 probes around a single planet. Don't get me wrong, more loot is always good, and it's not like they don't have guardians. It's just a little strange to see so many probes.
Title: Re: [0.9.1a] Grand Sector
Post by: Greatgreengoo on January 19, 2020, 06:55:38 AM
Is it just me or does any one else get some serious lag with this? I desperately want to play with this mod but the slow down makes it difficult. Is there any fixes or tweaks that can be done? I read here that it might be all the warp storms?
Title: Re: [0.9.1a] Grand Sector
Post by: Greatgreengoo on January 19, 2020, 05:16:14 PM
DnaJur, I am getting a ton less lag from your download. Not sure what you did but thanks.
Title: Re: [0.9.1a] Grand Sector
Post by: Hushed on January 20, 2020, 01:38:04 AM
https://drive.google.com/open?id=1zhhJOzph6tYksekCNWc45u6zc0k-ux7I

my noise texture for the hyperspace storms

note: to calculate size of picture i use divider, by 200 for the map x,y sizes

so e.g. 2560x1440 texture equals approx
"sectorWidth":512000
"sectorHeight":288000

the size of map can be +- 5% then as there is some overlap buffer

i got more resolutions but those are large unprocessed PNGs
while those available for download are already shrinked PNG

also from my observation, it's best if the x,y can be divided by the sector cell size
(and in case of this example those sectors can be divided by sector (stars) count too)
constellation cell size has effect on the density (and thus number) of those on resulting map

Code
"sectorWidth":288000,
"sectorHeight":192000,
"GrandSectorCellSize":3000,
"GrandSectorConstellationCellSize":7,
"GrandSectorCount":1024,
"GrandSectorRndArcs":64,

texture used for hyperspace then was 1440x960
Thanks for this.  I downloaded a one of the textures you posted, but where should I save it and what should I name it?
Title: Re: [0.9.1a] Grand Sector
Post by: NephilimNexus on February 06, 2020, 12:49:28 PM
Honestly, I use this mod just to get rid of hyperspace storms.  They always struck me as a bad idea to begin with, and now I can just make them go away. 

 ;D
Title: Re: [0.9.1a] Grand Sector
Post by: TheSAguy on February 20, 2020, 09:24:28 AM
Hey Alec,

Thanks for the mod, I like the larger map.
P.S. your "mod_info.json" still has the mod version as 0.2.1

Thanks.
Title: Re: [0.9.1a] Grand Sector
Post by: Shadowkiller on February 27, 2020, 06:05:20 PM
Does this mod change spawn rates of blueprints and rare items? the first few systems i entered i found a pristine nanoforge and multiple battleship blueprints.
Title: Re: [0.9.1a] Grand Sector
Post by: TheSAguy on March 15, 2020, 01:33:39 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
Title: Re: [0.9.1a] Grand Sector
Post by: peppermeth on October 22, 2020, 10:13:11 PM
Can i use it on a already existing map?
Title: Re: [0.9.1a] Grand Sector
Post by: IceFire on December 27, 2020, 08:02:56 AM
Hey, I finally got around to make my first post.
Is there a way to increase the hyperspace storm pattern height wise. I have browsed most of the mod files, most of the vanilla game files and also this forum and I can't find any info about the existence or nonexistence of such setting.

Edit: It was a problem between grandsector and nexrelin after using the adjusted sector the whole map is covered with an hyperspace storm pattern.
Title: Re: [0.9.1a] Grand Sector
Post by: Sarissofoi on April 03, 2021, 08:41:35 AM
Any chance for this to be updated?
Title: Re: [0.9.1a] Grand Sector
Post by: Chairman Suryasari on April 03, 2021, 02:32:41 PM
Use Adjusted Sector instead.

[0.95a] Adjusted Sector 
https://fractalsoftworks.com/forum/index.php?topic=17331.0
Title: Re: [0.9.1a] Grand Sector
Post by: Sarissofoi on April 19, 2021, 02:39:27 AM
Tried it but Adjusted Sector is no good.
Title: Re: [0.9.1a] Grand Sector
Post by: Chairman Suryasari on April 19, 2021, 03:24:20 AM
I mean the default setting pretty much vanilla with more loot pool, you can change its setting to mimic Grand Sector and make your computer explode in the process tho.
Title: Re: [0.9.1a] Grand Sector
Post by: Sarissofoi on April 20, 2021, 04:01:02 AM
It have some problems with map generation and Core Worlds placement.
Title: Re: [0.9.1a] Grand Sector
Post by: danando123 on May 04, 2021, 06:02:49 PM
New to SS, hoping this will get a 0.95 update :)
Title: Re: [0.9.1a] Grand Sector
Post by: FreonRu on May 05, 2021, 01:58:48 AM
Good day. Sorry for using google translate.

I used this mod in 0.9.1a and was satisfied. Hopefully it will be revived in 0.9.5a. This mod, in my feeling, made the map big, like small and normal in a vanilla game.
Title: Re: [0.9.1a] Grand Sector
Post by: vincent_van_goyim on May 05, 2021, 08:59:38 AM
I was able to get the game to launch and generate by just changing the gameVersion in the mod_info.json to "0.95a-RC15". though there may be other issues I just haven't seen yet
Title: Re: [0.9.1a] Grand Sector
Post by: Epicgiantstorm on June 03, 2021, 01:33:18 AM
are there issues between this mod, Nexerelin, and unknown sky's? if so id love if the mod authors would maybe work together and try and make it so that both would work together for the ultimate "Vanilla Expanded" modpack!