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Messages - casualbeer

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1
Mods / Re: [0.95a] Adjusted Sector
« on: May 13, 2022, 02:29:03 PM »
Also, i'm not dead! And relatively safe.
I'm probably gonna still take additional time to resolve my work-related stuff, but after - there will be update.

Man, good to hear you're ok. The *** is *** terrifying. Greets from PL. I hope it will calm down soon.

2
Mods / Re: [0.95a] Adjusted Sector
« on: April 08, 2022, 10:44:17 AM »
Mod is temporary on hiatus due to my city being shelled down.
I'll post whenever i will be back.

Hey Nerzhull_AI, let us know if you're ok :(

3
Mods / Re: [0.95a] Adjusted Sector
« on: August 06, 2021, 05:52:35 AM »
I hope you don't mind, I've borrowed this preset to use as my own. I like it quite abit.  :D

Also, glad to see the return of Nerzhull_AI and thanks for his detailed explanation of how things work!

Not at all! Please enjoy - i actually hoped somebody may find it useful. Nerzhull_AI did amazing job making this mod - I'm glad I could be part of it and return something to the community (even if it's just sharing this config)

4
Mods / Re: [0.95a] Adjusted Sector
« on: August 03, 2021, 11:41:29 PM »
'Red' onces will spawn no matter what. When they Low and Med is at '1', all three types of Remnant systems will spawn. If both are zero - only Red remnant systems will spawn.

Yay :D Thanks! (Almost) endless Starsector here I come :)

5
Mods / Re: [0.95a] Adjusted Sector
« on: August 03, 2021, 01:05:35 PM »
So thanks to Nerzhull_AI I've managed to tweak settings the way I want them to be (sector is less "saturated" with stars which now tend to be organized in longer clusters/contellations a bit away from The Core)

Here are my settings:

Quote
{   
   "plugins":{      
      "newGameSectorProcGen":"data.scripts.SectorProcGenMod",
      "newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
   },

   "sectorWidth":164000,
   "sectorHeight":164000,
   "AdjustedSectorConstellationCount":250,
   "AdjustedSectorConstellationSize":850,
   "AdjustedSectorConstellationCellSize":6,

   "sectorConstellationRemnantMin":50,
   "sectorConstellationRemnantMax":70,
   "sectorConstellationRemnantSkipProb":0.15,

   "sectorRemnantPresenceLow":1,
   "sectorRemnantPresenceMed":1,

   "sectorConstellationRuinsMin":80,
   "sectorConstellationRuinsMax":100,
   
   "sectorDerelictMotherships": 8,
   "sectorDerelictCryosleepers":80,

   "sectorCoronalTaps":10,
      
   "AdjustedSectorRndArcs":20,

   "AdjustedSectorHS":true,

   "accessibilityDistFromCOM":150,
   "accessibilitySameFactionBonus":1.0,

   "SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":15,
   "SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":30,

   "BladeBreakerThemed_ConstellationMin_AS":13,
   "BladeBreakerThemed_ConstellationMax_AS":25,
   "BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}

It's for sure less demanding than preset delivered with the mod but it works for me :)

Thanks again for explaining what's what!


Quote
   "sectorRemnantPresenceLow":1,
   "sectorRemnantPresenceMed":1,

Do above settings mean that High Presence Cells won't spawn at all ? If so - is there a way to have all three types ?


6
Mods / Re: [0.95a] Adjusted Sector
« on: August 03, 2021, 06:18:08 AM »
Firstly, AdjustedSectorConstellationCount - is the number of constellations game tries to cramp into your sector. Thing is, it is MAX number of possible stars. So, if you create small sector with large 'grids', game will be unable to spawn entirity of those 300 constellations - it will stop at some fraction of this number, since it won't find any 'free spots' to tag for next new constellation added.
So after generating constellations, game will tag them with special themes - firstly goes 'derelict', mothership count value cotrols that, second is 'ruins' and third is 'remnants'. So if first two themes took much of your 'free' constellations - or the entirity of them - you will have less remnant-themed constellations, than expected.

This explains a lot - thank you ver much for a prompt response!

But do I read it correctly?
Quote
"sectorConstellationRemnantMin":90,
"sectorConstellationRemnantMax":120,


So if procgen has enough Contellations to work with (that still have not been themed) it will try to make from 90 to 120 "Remnant" themed contellations? Correct ?
And if SkipProb is set about 0.0 that there is still a chance that the contellation won't be themed "Remnant" even if it was "chosen" by the process?

Quote
"sectorRemnantPresenceLow":0,
"sectorRemnantPresenceMed":1,

Considering this 2 parameters - does it mean that there ist virtually no possiblility for the process to generate LowPresence Remant systems ?

PS> I'll post my settings later, when I'll get home.

7
Mods / Re: [0.95a] Adjusted Sector
« on: August 02, 2021, 11:40:01 PM »
Hi,

First and foremost - great mod. Thank you :)

I'm trying to figure out what stands behind properties sectorConstellationRemnantMin and sectorConstellationRemnantMin and how  the correspond to AdjustedSectorConstellationCount:

Quote
"AdjustedSectorConstellationCount":300,

"sectorConstellationRemnantMin":90,
"sectorConstellationRemnantMax":120,
"sectorConstellationRemnantSkipProb":0,

"sectorRemnantPresenceLow":0,
"sectorRemnantPresenceMed":1,



Does the above example mean that I should expect game to generate exactly 300 Constellations and somewhere between 90 to 120 of constelations should contain [REDACTED] and those will be either Med or High Danger ?

Why I ask: I'm basically using the "standard" preset for large 164 x 164 sector and end up getting quite a lot of [Redacted] systems to close to the core. I tried tweaking (lowering) the Min Max properties (e.g. min 40 max 70) but ended up with more less the same result. I did 3 more tests and it seem constistent. On top of those min-max props there is a skip probability and "dice roll" behind the scene which makes me think that I misunderstood the meaning of this params.

Could you elaborate (just a bit) on how do those properties work?

(I went briefly throught this thread and didn't find answer to this question)

PS. Two be fair my tests where a bit blind and small scale because I don't know the way on how to reveal the whole galaxy (i'm sure there is a console command for that)

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