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Modding / [0.98a] SEED Reporter (v0.1.0)
« on: May 18, 2025, 05:55:47 PM »
SEED Reporter
Console Commands required!
Safe to add to existing saves, and safe to remove from existing saves
Mod Details
This utility mod adds the ability to display information about a sector seed upon loading a new game or when running the RunSEEDReport command on an existing save. The reported information includes the location of Coronal Hypershunts (and their defender variants), Domain-era Cryosleepers, exceptional officer pods, and even specific planets (which can configured via this mod's modSettings.json).
Plus, this mod supports seed-hunting efforts by adding a new game option that completely bypasses the time-skip step - resulting in faster new game creation - and by automatically saving seeds with remarkable features to a file in Starsector's saves/common folder. A basic AutoHotkey script is included in the mod download to constantly create new games in Starsector without player intervention; combined with the automatic seed-saving, this mod will help you find your perfect seed in no time!*
* Targeted towards vanilla or vanilla-adjacent games; reliablity of seed information not guaranteed when running any mod that interferes with procedural generation!
Additional Information (recommended to read!)
Upon loading a new game, the mod will provide information about the following points-of-interest:
The seed string (followed by a list of abbreviations, including the exceptional officer skills and Hypershunt defender variants) will be automatically saved to Starsector/saves/common/seedreporter_savedSeeds.json.data if any of the following conditions are fulfilled:
Currently, completely skipping the time-pass step during new game creation will result in a different Nameless Rock location than expected, as its location is normally determined after the time-pass step. If playing in modded games, the same is true for anything else that generates after the time-pass step.
Additionally, the new game option to skip the time-pass step will not appear if the new game creation process is overridden by mods, which includes the Nexerelin mod.
- Star system containing the Sentinel planet and the planetkiller
- Nameless Rock
- Domain-era Cryosleepers
- Domain-era Motherships
- Remnant battlestations (currently, only fully-operational ones are displayed)
- Inactive Gates
- Planets that fulfill specific criteria (see this mod's modSettings.json to modify the existing filters)
- Exceptional officer pods, including the officer's skill set
- Coronal Hypershunts, including the defender variants
The seed string (followed by a list of abbreviations, including the exceptional officer skills and Hypershunt defender variants) will be automatically saved to Starsector/saves/common/seedreporter_savedSeeds.json.data if any of the following conditions are fulfilled:
- STV - all Coronal Hypershunts contain the same exact defender variants (note that there is no guarantee they will drop 4 of the same large weapon; physically defeating the defenders is still required to verify the drops!)
- 4EO - all four exceptional officers have the same exact skill set
- 0EO - no exceptional officer pods are found in the sector (Saved because it is a very rare occurence
and also for plausible deniability when cheating in the exceptional officers you want.) - {F_#...} - at least one planet filter with "saveSeedIfFound" enabled contains at least one result
Currently, completely skipping the time-pass step during new game creation will result in a different Nameless Rock location than expected, as its location is normally determined after the time-pass step. If playing in modded games, the same is true for anything else that generates after the time-pass step.
Additionally, the new game option to skip the time-pass step will not appear if the new game creation process is overridden by mods, which includes the Nexerelin mod.
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Latest Changelogs
v0.1.0
- Initial release
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