i believe to have found a "solution"
but to be honest, i really have no idea what i did there and no clue how i even got to that point
anyway
i edited the SectorGen.java file
original code
// ensure area round stars is clear
HyperspaceTerrainPlugin plugin = (HyperspaceTerrainPlugin) Misc.getHyperspaceTerrain().getPlugin();
NebulaEditor editor = new NebulaEditor(plugin);
float minRadius = plugin.getTileSize() * 2f;
for (StarSystemAPI curr : sector.getStarSystems()) {
float radius = curr.getMaxRadiusInHyperspace() * 0.5f;
editor.clearArc(curr.getLocation().x, curr.getLocation().y, 0, radius + minRadius * 0.5f, 0, 360f);
editor.clearArc(curr.getLocation().x, curr.getLocation().y, 0, radius + minRadius, 0, 360f, 0.25f);
}
edited code
// ensure area round stars is clear
HyperspaceTerrainPlugin plugin = (HyperspaceTerrainPlugin) Misc.getHyperspaceTerrain().getPlugin();
NebulaEditor editor = new NebulaEditor(plugin);
float minRadius = plugin.getTileSize() * 2f;
for (StarSystemAPI curr : sector.getStarSystems()) {
float radius = curr.getMaxRadiusInHyperspace() * 1.5f;
editor.clearArc(curr.getLocation().x, curr.getLocation().y, 0, radius + minRadius * 0.5f, 0, 360f);
editor.clearArc(curr.getLocation().x, curr.getLocation().y, 0, radius + minRadius, 0, 360f, 0.25f);
}
then i used "devmode vision", ctrl-teleporting and a godamn ruler to see if anything improved
out of 11 newly generated systems none had this "star in deep hyperspace" problem
with the original code 3 out of 3 newly generated system had at least 1 "problematic" star system
admittedly, it's not a very elegant solution - "cleared space" can be very obvious at times but it ain't too bad either
maybe i even just got lucky with the seeds or simply missed stuff and for most people it's probably a pretty minor problem (if at all), but i thought i share my "fix" anyway