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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Author Topic: [0.97a] Customizable Star Systems (v2.1.0)  (Read 61792 times)

Debowy_Mocny

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Re: [0.97a] Customizable Star Systems (v2.1.0)
« Reply #90 on: April 01, 2024, 08:30:30 AM »

It is possible to use this mod to create a star system for own faction mod?

Aaroooon

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Re: [0.97a] Customizable Star Systems (v2.1.0)
« Reply #91 on: April 02, 2024, 01:19:18 PM »

Hey there, I appreciate your mod a lot, even though modding systems directly is a lot more flexible, but it's really neat without needing to know much at all to use.

I was wondering if you had considered, or if it was possible, to tweak the setting to where you can set a flag for one of the systems to force your colony to spawn in it in if you choose "Own faction" via Nexerelin. Maybe automatically spawn it in the system if the flag for "teleportUponGeneration" is set to true and choose to start with your faction?
I am not sure if this would be simpler than just adding a completely new flag or such.
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Vundaex

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Re: [0.97a] Customizable Star Systems (v2.1.0)
« Reply #92 on: April 03, 2024, 04:06:36 AM »

Hey there, I appreciate your mod a lot, even though modding systems directly is a lot more flexible, but it's really neat without needing to know much at all to use.

I was wondering if you had considered, or if it was possible, to tweak the setting to where you can set a flag for one of the systems to force your colony to spawn in it in if you choose "Own faction" via Nexerelin. Maybe automatically spawn it in the system if the flag for "teleportUponGeneration" is set to true and choose to start with your faction?
I am not sure if this would be simpler than just adding a completely new flag or such.

That's cool, thanks.
Are you planning to add a planet to mine volatiles as well?
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Tranquility

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Re: [0.97a] Customizable Star Systems (v2.1.0)
« Reply #93 on: April 03, 2024, 09:26:52 PM »

It is possible to use this mod to create a star system for own faction mod?

Yes, it is possible, although I usually wouldn't recommend it, as doing so creates an extra mod dependency for your mod that could end up breaking if/when I update this mod again. Although I don't any plans to completely rework Customizable Star Systems again anytime soon, I still don't consider this mod to be library mod by nature (where stability and, thus, not breaking dependent mods would be more important considerations). So, just be mindful of that potential risk if you are delegating your mod's star system creation to this mod.


Hey there, I appreciate your mod a lot, even though modding systems directly is a lot more flexible, but it's really neat without needing to know much at all to use.

I was wondering if you had considered, or if it was possible, to tweak the setting to where you can set a flag for one of the systems to force your colony to spawn in it in if you choose "Own faction" via Nexerelin. Maybe automatically spawn it in the system if the flag for "teleportUponGeneration" is set to true and choose to start with your faction?
I am not sure if this would be simpler than just adding a completely new flag or such.

I haven't considered this before, but my initial thought is that this idea may not only be too complicated to cleanly implement for this mod (especially with needing to code-in a special case just for a single - albeit well-maintained and popular - mod, assuming Nexerelin even supports another mod overriding the starting colony location for the "Own faction" option), but also seem somewhat redundant (with this mod allowing both the creation of custom player colonies in custom star systems and the ability to teleport to a custom system via "teleportUponGeneration").

Although it has been a long while since I've actually tested CSS with Nexerelin start options, I think Nexerelin kinda handles the custom star systems from this mod well enough (e.g. the custom star systems already being valid targets for starting colonies, with resource-rich systems being more likely to be chosen; the "Free start" option still allowing for custom player colonies from CSS; etc.) that I don't feel particularly compelled to make any concessions to Nex for now - at least, unless Nex makes a major change that interferes with this mod's systems.
« Last Edit: April 03, 2024, 09:31:04 PM by Tranquility »
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GriffinMan

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Re: [0.97a] Customizable Star Systems (v2.1.0)
« Reply #94 on: April 06, 2024, 08:22:17 PM »

Absolutely love this mod! Been using it constantly
Question though, I don't see anything for this specifically in the references doc, but is there a way to make where a system spawns be in relation to another custom system?
Say I have two custom star systems, both identical to the other
If I want one to be spawned by procgen regularly, could I somehow have the second system be spawned only a certain distance away, either absolute values or like a minimum/maximum set distance it can be from that first custom system?
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HeavyHelmud

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Re: [0.97a] Customizable Star Systems (v2.1.0)
« Reply #95 on: April 21, 2024, 08:54:54 AM »

Is there a way to add conditions to stations like Port Tse for example? With the "conditions" tag it is not working, but there is no error either.
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Bugatti

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Re: [0.97a] Customizable Star Systems (v2.1.0)
« Reply #96 on: April 29, 2024, 01:47:26 AM »

This is probably one of the best mods out for starsector. I will try my best to do a Sol
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Bugatti

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Re: [0.97a] Customizable Star Systems (v2.1.0)
« Reply #97 on: May 01, 2024, 05:22:06 PM »

Absolutely love this mod! Been using it constantly
Question though, I don't see anything for this specifically in the references doc, but is there a way to make where a system spawns be in relation to another custom system?
Say I have two custom star systems, both identical to the other
If I want one to be spawned by procgen regularly, could I somehow have the second system be spawned only a certain distance away, either absolute values or like a minimum/maximum set distance it can be from that first custom system?

I guess you could use the setLocation tag and have the 2nd sector +1 of the 1st sector.
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Renarrd

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Re: [0.97a] Customizable Star Systems (v2.1.0)
« Reply #98 on: May 26, 2024, 08:08:54 AM »

Hi,

I am trying to delete a spawned custom star system from an existing save, but I'm not having luck with console commands. I only found a commadn snippet to delete planets but that requires docking.

When I run the SpawnCustomStarSystems command again I get a duplicate system with the same name and in the same position (I set the coordinates).

Any way to get rid of the system without having to start a new game?
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Tranquility

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Re: [0.97a] Customizable Star Systems (v2.1.0)
« Reply #99 on: May 26, 2024, 03:55:16 PM »

Hi,

I am trying to delete a spawned custom star system from an existing save, but I'm not having luck with console commands. I only found a commadn snippet to delete planets but that requires docking.

When I run the SpawnCustomStarSystems command again I get a duplicate system with the same name and in the same position (I set the coordinates).

Any way to get rid of the system without having to start a new game?

The only simple way to "delete" spawned custom star systems is to reload from a previous save, before you spawned in the custom star system. This mod doesn't add the ability to delete any star system while in-game, which is why it's recommended that you save your game before running the SpawnCustomStarSystems command (or any other command, for that matter).

Dizzar

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Re: [0.97a] Customizable Star Systems (v2.1.0)
« Reply #100 on: June 05, 2024, 06:39:29 AM »

Hi,

I just installed this mod, as well as your Adversary mod, and gotta say, loving them! However, ran into quite some difficulties installing both of them, and both had the same issue. Namely, the ZIP files that are directly linked are quite malformed. For example, directories are not even marked as such. For a windows user, this is probably fine, as windows does not use Linux access control lists.

However, for a linux user, this creates at least two problems: One is that Ark archiving program, instead of showing a nice file tree, shows all files and directories as they appear in ZIP file directory, in the form of 'Adversary-v6.2.1\graphics\hullmods\chm_adversary.png'. Not only that, but this actually makes it impossible to extract the archive with Ark, as it will just unarchive everything as files, even folders, each will have a name just like mentioned.

The second issue is that, even if you extract the archive using something like 'unzip' command in the terminal (which handles this archive way better), you will still encounter a big problem. The problem being that unzip will not place the executable flag on the data directory (and graphics dir for adversary mod). In linux, executable flag on a directory means that you can read its contents. With it being unset, the game is unable to read both data and graphics folders, which results in crashes with cryptic error messages, which in my case boiled down to customizable star systems being unable to find its config and adversary mod being unable to 'set relations' during sector generation for some reason.

The github auto-generated archives look good, though I did not test them.
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Tranquility

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Re: [0.97a] Customizable Star Systems (v2.1.0)
« Reply #101 on: June 06, 2024, 09:52:30 PM »

Hi,

I just installed this mod, as well as your Adversary mod, and gotta say, loving them! However, ran into quite some difficulties installing both of them, and both had the same issue. Namely, the ZIP files that are directly linked are quite malformed. For example, directories are not even marked as such. For a windows user, this is probably fine, as windows does not use Linux access control lists.

However, for a linux user, this creates at least two problems: One is that Ark archiving program, instead of showing a nice file tree, shows all files and directories as they appear in ZIP file directory, in the form of 'Adversary-v6.2.1\graphics\hullmods\chm_adversary.png'. Not only that, but this actually makes it impossible to extract the archive with Ark, as it will just unarchive everything as files, even folders, each will have a name just like mentioned.

The second issue is that, even if you extract the archive using something like 'unzip' command in the terminal (which handles this archive way better), you will still encounter a big problem. The problem being that unzip will not place the executable flag on the data directory (and graphics dir for adversary mod). In linux, executable flag on a directory means that you can read its contents. With it being unset, the game is unable to read both data and graphics folders, which results in crashes with cryptic error messages, which in my case boiled down to customizable star systems being unable to find its config and adversary mod being unable to 'set relations' during sector generation for some reason.

The github auto-generated archives look good, though I did not test them.

The zipping problems with Linux (and MacOS too, I think) is something I've known about for some time already. From what I've gathered before and now recently, it seems to be an issue with the method I use to automate the zipping of mod files, Windows PowerShell's Compress-Archive cmdlet. How and why that method of zipping causes problems I am still not sure, even with the brief research I did, but what is more certain is that I've only gotten reports like yours after I started to use Compress-Archive. So, for future mod releases, I'll just go back to manually zipping the files using 7zip and see if that extracts out fine for Linux and/or Mac users (it's not like I'm saving much time automating the zipping, after all).

In the meantime, the GitHub source code archives for each of my mod releases should be extractable across any OS, so, for anyone else running into similar issues, do try downloading the mod's source code instead - it should work like the zips I provide, except with the src folder included in the mod folder.

rtangxps9

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Re: [0.97a] Customizable Star Systems (v2.1.0)
« Reply #102 on: June 15, 2024, 01:07:52 PM »

Hi,

Love the mod but running into an issue trying to use `customDescriptionId`. I first added a new entry into the `descriptions.csv`. Tried to link the middle star with the new entry but when I pull it up in game, the intel tab has "No description... yet". I tried using the `referenceStarSystem.json` where it uses the "star_blue_giant" id and regen the system but it's still not picking up the custom description. I also tried just using a `presetStarSystems` and added a `customDescriptionId` to a random star with it's respective `descriptions.csv` id and it's also appearing "No description... yet". Not defining `customDescriptionId` picks up the corresponding description correctly though.

I disabled all mods expect this one and the customDescriptionId is still not getting picked up correctly.  :-\
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