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Messages - Apogee_Freak

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1
Modding / 2 Free Soundtrack Samples for Mods
« on: January 08, 2022, 03:32:54 PM »
Hello everyone,

I made two tracks for a story mod that I was going to develop in 2021, but I never got around to doing it, and they have been sitting on my computer since.
Feel free to use and manipulate these for your own use, you have my permission.
I am also willing to make any adjustments or provide resources on request, but I don't really plan to continue developing these further.

Track One: proof of concept for High-Tech Pirates:
https://drive.google.com/file/d/1zfxlsNvYqKK3PphywP0OuAYTFm1mYzHt/view?usp=sharing

Track Two: proof of concept for a Remnant system:
https://drive.google.com/file/d/1oZ4emtb8Wp3qqdYjvM3UoaCde7VjEsKd/view?usp=sharing

The Google Drive links shouldn't have any problems, but if they do, let me know.

2
Mods / Re: [0.95a] Adjusted Sector
« on: April 28, 2021, 01:35:50 AM »
If you are using Vayra 3.2.1 that is very likely the reason.
...that is very amusing. I should've read through its mod thread sooner. Thank you very much Nameless.

Disregard my posts above regarding "blank planets", they have nothing to do with this mod.

3
Mods / Re: [0.95a] Adjusted Sector
« on: April 27, 2021, 02:58:15 PM »
I might have a lead on why surveyed planets lose their surveyed status and go "blank". I just have no idea if it's this mod specifically, another one like Unknown Skies, or something else.

In all the instances my systems go blank, its right after I gain survey data from a derelict (probes specifically) on a planet in the same system that's already been surveyed. The weird part is that not only does that system go blank, but any previously surveyed systems can go blank as well. I'm not sure on the range, it may be just the systems that have been surveyed without saving the game. It could be the systems that are marked with the derelict theme, I frankly have no idea. The log file doesn't mention anything and there are no messages in game. It seems like an uncaught exception in the portion of the save file that tracks survey status. The derelicts should be fairly spread out with no overlap, I only have 8 motherships in a sector of 200 generated star systems. This could also be a bug that's already fixed with 0.9.5, as I'm still on 0.9.1.

Does anyone have any input?

4
Modding / Re: [0.95a] Survey Corps Ship Pack
« on: April 26, 2021, 02:46:05 PM »
Damn. At the risk of sounding rude, I wasn't expecting much when I first read "collection of Apogee derived kitbashes of questionable quality", but boy was I immediately proven wrong.

These look outstanding and will make a great addition to the list. Great job my dude
I second this, you should definitely give yourself more credit @Elseudo and tweak the description, these look great.

5
Mods / Re: [0.95a] Captain's Log 0.1.4 - Note-taking and Reminders
« on: April 26, 2021, 01:38:06 PM »
Damn was looking for a mod like this! too bad its for 0.95a any chance of a way to port this to 0.91a or letting us know how we could? Awsome mod!
Here is the link to the 0.9.1 version: https://github.com/stormbringer951/CaptainsLog/releases/tag/0.0.1
It doesn't have most of the updates as its the original discord version.

6
Mods / Re: [0.95a] Adjusted Sector
« on: April 25, 2021, 01:03:56 AM »
I just want a smaller galaxy, about 4/5ths the original so I get better frames from less things going on. Would this mod be better than Grand Sector? Grand had a few simple options and also turned off hyperstorms which was helpful to keep frames up.
If you want a sector that's 4/5ths the size of the original, you can just simply multiply the width, height, and constellation count by 4/5. Remember to adjust the themes (remnants, ruins, derelict motherships count as 5 systems each) so that their maximum total is less than the total amount of systems you set.
Hyperstorms are affected by the size of the constellations, so if you increase AdjustedSectorConstellationSize, it will space out the constellations more, thereby generating less hyperstorm areas. Be careful with it though, or you might get weird problems like constellations outside of the sector and such.
Also, Grand Sector increases the size of the sector in every way, so it'd be worse on your frames than vanilla.
So, in the settings.json, there is this value which does not seem to match with what the string explains. Attached is the value. Isn't that for AdjustedSectorConstellationCount? It says in the file it is for "sectorConstellationSize." I'm trying to keep the vanilla notes intact to reference changes. Sooo, that should say "sectorConstellationSize":2000?
There might be some typos in the config, I'm not sure. AdjustedSectorConstellationCount is the number of star systems in the sector, and should be in the tens or hundreds. AdjustedSectorConstellationSize is the actual size of each constellation, and should be in the thousands.
Lastly, on the remnants, I'd like to keep the spawn mostly vanilla, still having low threat star systems, and keeping in mind I've reduced the width and height of the map by 20%. So, will Low and Medium both at 1 be similar to vanilla?
Yes, they will spawn like vanilla.

7
Mods / Re: [0.95a] Adjusted Sector
« on: April 25, 2021, 12:48:15 AM »
I'm asking about the min and max volumes, does the min and max mean that the amount will be somewhere in-between the two numbers? also if it does, does that mean that if "sectorConstellationRuins" spawns lets say 37 of them in my sector, does that mean that there will be more remnant stars spawning to make up for it so the max possible amount is in play? also what would be the best amounts to fill up the sector with a reasonable amount of things with my current "AdjustedSectorConstellationCount":200?
The way it works is that a number of systems is chosen from the min to the max for each of the themes. Having less of one theme doesn't mean that more of another theme will spawn. If you only want one system with remnants, 10 systems with ruins, and 1 derelict mothership that modifies 5 systems, they will spawn just like that. The rest of the systems should be normal.
As for the best amounts, that is up to you. If you like having a lot of stuff, assign the themes with whatever numbers you want, as long as they aren't cutting it close to 200. With the values you have, their maximums total to 190, which is a good number to stop at.
If you hate running into remnants often, just lower the number as you please, and so on.
I'd personally lower the number of remnant systems and raise the number of ruins, since you have more than enough remnants to pick a fight with or farm AI cores, and the ruins theme is so varied and broad that some systems have nothing but scattered ruins, and others have vast ruins with a comms relay and a gate.
Another question is if its possible to set it so more things are able to spawn like remnants and ruins throughout the sector other than just near the core worlds? I'm using a huge amount of Constellations so I'm able to have more remnants and ruins in the game even though there is a huge amount of stars being unused by these settings, would it be possible to set it so I could have remnants and ruins and cryo and such through the whole sector not just around the core worlds so I don't need so many Constellations?
Unfortunately I don't think we can change the way remnants and ruins spawn around the core worlds. The general way they are affected is based on distance, i.e. remnants only spawn within a certain distance from the core worlds, and the farther out you go, the better ruins and derelicts you find.
You could try changing the size of the sector as a way to affect this, like making it smaller but increasing the density of stars so you don't need to travel as far to get the goodies.
I posted a config back in 0.9.1 that was a square sector, and it worked pretty well. I can share a more updated version if someone wants it.

8
Mods / Re: [0.95a] Adjusted Sector
« on: April 25, 2021, 12:20:31 AM »
Tried using this and unfortunately no matter what settings I used, even default vanilla settings, it would spawn stars in the south area of the core worlds.
That just happens. You could try tweaking the AdjustedSectorConstellationSize to change the spacing between the constellations. Weird stuff could happen, so fair warning on touching this value. From previous posts, it seems that 1250 or 1500 is a sweet spot for some people.
Just a quick question. I made a large sector with the following settings:

Spoiler
   
"sectorWidth":328000,
"sectorHeight":328000,
"AdjustedSectorConstellationCount":280,
"AdjustedSectorConstellationSize":2000,
"AdjustedSectorConstellationCellSize":8,

"sectorConstellationRemnantMin":50,
"sectorConstellationRemnantMax":70,
"sectorConstellationRemnantSkipProb":0,
   
"sectorRemnantPresenceLow":1,
"sectorRemnantPresenceMed":1,

"sectorConstellationRuinsMin":90,
"sectorConstellationRuinsMax":120,
   
"sectorDerelictMotherships":12,
"sectorDerelictCryosleepers":20,
[close]

It felt like the sector had many stars without planets, compared to a normal sized map. Everything else appeared to generate just fine and played fine. Is there a hard cap on planet count that I may have surpassed?
IIRC there is no way to tweak planet generation, as it is random and derives from the type of theme the system is under. So, it is probably just bad luck with RNG.
Since your total themed systems at maximum are close to 280, you could try lowering your max values to include more normal systems, say, remnants to 60, ruins to 100, and motherships to 10. It might give you better chances at spawning systems with planets, but I have nothing to back this up. A lot of this is trial and error.

9
Mods / Re: [0.95a] Adjusted Sector
« on: April 25, 2021, 12:04:03 AM »
I was under the impression that this affects sector generation. But I am seeing some planets that I previously surveyed with normal result, reloaded the game and go back to the same planet later and survey again and getting blank planet. Is this what is causing it?
I believe so, yeah. In my last game, I went above the limit without double-checking and fixing it. I think the blank systems are due to the sector generation thinking there are more systems, and giving those hypothetical systems values, and the remaining systems in the actual game are left with nothing.
The systems I surveyed later also lost their surveyed status and became blank planets. I have no idea why this could happen though.
Simply don't go above the limit to avoid weird glitches, lol.

10
Mods / Re: [0.95a] Adjusted Sector
« on: April 24, 2021, 09:54:08 PM »
I'm getting a lot of systems with planets that has 100% hazard rating with "Nothing of interest", even irradiated and volcanic world where normally that would be impossible.
That happens when you set more remnants, ruins, or motherships than there are star systems. Recount how many systems you assigned, and make sure the total number is below your total number of systems.

11
Mods / Re: [0.9.1a] Adjusted Sector
« on: April 23, 2021, 01:14:30 PM »
@Nerzhull_AI I didn't get a memo on what happens when you randomize core worlds with this mod but everything has been fine since I've used this. Is there any issue using randomized core worlds officially?
This is what I was referring to:
Hmmm, i never saw this error before. If you're using the most recent version of Nexerelin, there shouldn't be any problems - i'm using both Adjusted Sector and Nexerelin in my current playthrough.
In theory, it may crash if you trying to generate "Random Core Worlds" option of Nexerelin, but it won't trigger just "on main menu", so that isn't a problem.
Try updating Nex, if the problem persists, but will go away after turning off Adjusted Sector/Other mods - let me know.

You might also send this crashlog to Histidine - maybe he will give some advice.
This might be old news already. If you're randomizing the core worlds with no issues, then that's great, continue doing so.

12
Mods / Re: [0.95a] Adjusted Sector
« on: April 22, 2021, 05:32:10 PM »
I tried using this mod with Nexerlin and it just gives me the following message "There is 1 unsupported mod enabled" and then it lists Adjusted Sector...
How can I make it work?
That's weird. Adjusted Sector should be compatible with Nexerelin, as long as you don't randomize the core worlds. The latest Nexerelin update to 0.9.5 might have removed compatibility. Does the game let you play at all, or does it stop?

13
Mods / Re: [0.9a] Vesperon Combine 1.2.0 - 03/03/19
« on: April 19, 2021, 12:01:01 PM »
So, I was able to complete a Level 1 mission. Anything higher than a Level 1 will result in the error "Illegal Argument Exception: n must be positive" in the dialogue screen withe Vesperon representative, after paying for the information.

This error doesn't crash the game, no CTD. The game continues, just the location of higher level cache not reveled.
I'm having this same issue. Any level missions give the same exception in the dialogue. I cannot figure out what this n is referring to, the source code does not use n as a variable anywhere. I'm guessing this is an exception thrown from the starfarer API, meaning that there's a variable messing up at some point during the intel gen process.

14
Mods / Re: [0.9a] Vesperon Combine 1.2.0 - 03/03/19
« on: April 19, 2021, 11:29:11 AM »
is this mod compatible with 0.91a and will you be updating this any further? it's a splendid solution to my exploring issues.
It's compatible with 0.9.1. If you read through the latest posts you'll get a rough understanding of what issues you might come across.

15
Mods / Re: [0.9.1a] Adjusted Sector
« on: May 23, 2020, 03:58:14 PM »
The 300 adjusted sector constellation count means 3 times more sectors than vanilla, the adjusted sector constellation cell size of 5 means twice the 10 stars per constellation in vanilla?  So overall that would mean 600 stars vs 100 for vanilla?
pretty sure "constellation cell size" is how many stars are allocated per nebula/constellation. It doesn't increase the maximum star count. If you did 50 stars per constellation, then the game would spawn around 6 huge constellations with around 50 stars in them.
When it comes to the sector constellation values for remnants, ruins, cryosleepers and motherships, from what I can gather you don't want their total max values to exceed the sector constellation count for things to work properly, is that correct? Would you add SAD and blade breaker constellations max values as well if using them?
Yes and yes.
What effect does having more or less planets via cell size have when it comes to remnants, ruins, cryosleepers and motherships? Do all the planets in a constellation have the same chance of getting ruins, etc., so more planets per constellation means more ruins?
Having more planets in a system simply means more chances of getting ruins in a ruin-themed system. Cryosleepers and remnants are not really affected by planet count, and motherships indirectly are, since there will be more chances of a survey ship or probe circling a planet rather than a jump point, ring system, or the middle of nowhere.
To answer your question, the themes are unrelated to how the systems are scattered and how close they are. Each individual system gets a roll.
If I understand the accessibilty settings, the higher number means that essentially the accessibilitydistfromCOM of 100 vs 50 for vanilla effectively doubles the range of accessibility?
I'm really guessing at the samefactionbonus, does the 0.75 vs. 0.5 mean the bonus is more or less than vanilla?
Yep. It's to minimize the penalty of having a larger sector. :)

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