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Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Messages - tindrli

Pages: [1] 2 3
1
Mods / Re: [0.9.1a] The Xhan Empire, version 1.6 war(minipatch)!
« on: April 05, 2020, 08:44:44 AM »
hi. can anyone confirm if 1.5 will break the save? the version checker seems to telling me that i have 1.4
btw do you plan to include this great mod to version checker?

thanx again for sharing

2
i wonder if you have plans to include this great mod to version checker?

thanx again for sharing

3
Mods / Re: [0.9.1a] Adjusted Sector
« 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

4
The option to enable/disable factions is grayed out. I have the Dassault mod installed and want to keep its weapons, ships and blueprints but don't want the faction to spawn. How do I enable the enable/disable function at start?
i didn't know that you can disable faction spawning but keep the weapons and ships. i must be missing something? if faction is disabled where can you buy their ships and weapons beside maybe creating them from blueprints

5
Mods / Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
« on: March 24, 2020, 10:48:36 AM »
is the update working. the game is constantly reporting new update but the download link is HMI_0_2_2g and after uopdating mod game reports an update again

It's on the Discord in the mod_updates channel, but it's a beta version and apparently a major rework of the mod, so I would suggest if you were to update it, you would also probably need a new game?

Thread for the Discord invite link is here:
https://fractalsoftworks.com/forum/index.php?topic=11488.0

thank you

6
Mods / Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
« on: March 23, 2020, 08:55:46 AM »
is the update working. the game is constantly reporting new update but the download link is HMI_0_2_2g and after uopdating mod game reports an update again

7
Mods / Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
« on: March 21, 2020, 09:53:57 AM »
im a newbie but still i dont think that HMI ships should be nerfed. So at the moment with all due respect to all members please leave that big ship as it is.

8
Mods / Re: [0.9.1a] Adjusted Sector
« 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

9
Mods / Re: [0.9.1a] Adjusted Sector
« on: March 11, 2020, 05:55:55 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..

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

10
Mods / Re: [0.9.1a] Adjusted Sector
« on: March 09, 2020, 02:12:57 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.
thanx for a quick answer but they are still too close.. this is one example from corvus system
Spoiler
[close]
the exit off corvus is joined with another star system.
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

11
Mods / Re: [0.9.1a] Adjusted Sector
« on: March 09, 2020, 05:05:12 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


12
Mods / Re: [0.9.1a] Transfer All Items v1.1 (2020/01/10)
« on: March 08, 2020, 10:55:53 AM »
STRANGE,  it does not work for me. when i press UP arrow or DOWN arrow the mouse just get crazy and it doesnt transfer anything. if i pres it several times well, sometimes it pick some items but.. its just dont working or im doing something wrong

13
Mods / Re: [0.9.1a] Player Station Construction (v3.0.1)
« on: March 06, 2020, 10:22:41 AM »
Ouch, okay.

Sorry if I was harsh in my response earlier. I'm only one person and I have a full time day job. It's simply impossible for me to implement every idea suggested in the forums, so I have to prioritize based on what features I think people want to see most. I don't have the ability to view what settings people are using with my mod, so I can only guess based on the feedback I receive here. It's my understanding that very few people increase the mining station limit above the default of one per system, which is why I think progressively scaling station costs would largely go unused.

What about increasing the number of stations per system, maybe on a scaling-cost basis? Each station costs progressively more, yielding a diminishing-returns situation for folks trying to stack Patrol HQs, but allowing them to do it if that's their vision?

This is a pretty good idea and would be easier to implement and test. If there are more people who want this feature, make yourselves heard!
i dont even know what is that. i just started this mod for a first time. started a game ans saw that there is a new update. and checking it now i saw that i need to open a ok il quote
Spoiler
known issues:
-If the player does not open the colony management screen very soon after creating a new market, there will be a bug related to population growth. I have no idea what causes this, but my workaround is to open the colony management screen as soon as the market is created to avoid it.
[close]

and to be honest i dont even know what that is. i mean i understand it but i dont know how to create market. Is creating a market same as building a commerce building. i think not. anyway sorry for bothering. great mod and thanx for dedicating time.

14
Mods / Re: [0.9.1a] Adjusted Sector
« on: March 05, 2020, 09:04:52 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

15
That system also has an IGPU, have you made sure it is using your gtx1060? If using your IGPU, you will most certainly have issues.

Don't increase RAM allocation above 8gb.

Also that is a flipping huge mod list, even if using your actual video card you might be running out of VRAM even with the 6gb that it has. You can look in the task manager in Win10 to check that, once you confirm if it isn't using your IGPU to begin with.

Also check in game using the Console Command mod to see RAM usage.

Adjusted Sector is a known mod to cause performance issues on many systems as it makes the Sector so much larger, plus you got a TON of content mods increasing the amount of Stuff over vanilla by several orders of magnitude.

yes in nvidia control panel i set up starsector to use 1060 also i have that psense software that monitors temperature of cpu and gpu so i can confirm that the game is using 1060 gpu because when not it says idle there.
i disabled adjusted sector since i dont know how to configure it to my taste. i will try to see how much ram my game uses when game starts to crawl

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