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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Customizable Star Systems (v2.1.3)  (Read 97646 times)

Tranquility

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #120 on: November 03, 2024, 12:59:29 PM »

...

So, the point here is, what effect does adding a theme/tag to a system actually have (and could you please give me some details on what each tag means/does?), and is there a way for me to have this sort of organic salvage/exploration generation I'm looking for in my system without me having to specify all the details? If not, is this something you could implement in the future?
Anyways, thanks for your time and all your effort on this awesome mod!

The "systemTags" option just simply applies whatever tags you specify to the star system - and nothing more. What each tag represents completely depends on how the game treats a star system with a specific tag. The most frequent way they get used is for preventing missions from spawning on said star system (e.g. "theme_hidden", "theme_unsafe", etc.), for allowing other missions to spawn within them (e.g. "theme_interesting" or "has_coronal_tap" for certain contract bounties), and for setting star systems as Core World systems (the "isCoreWorldSystem" option already does this by applying the "theme_core" tag and either "theme_core_unpopulated" or "theme_core_populated" depending on faction existence). Other than those things, I don't know all the exact details about each and every tag, but it is safe to assume that system objects do not spawn due to any specific system tag.

As for adding randomly-generated salvage within custom star systems, that is something that I can look into for a future update, if it's feasible to implement cleanly. However, I'm currently just waiting for the next Starsector update before I'll consider adding any more features to this mod, so I wouldn't expect random salvage to become a thing for a while, if at all.

Cane

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #121 on: November 14, 2024, 04:11:27 PM »

Can I change the opacity of rings? I'm trying to add some pleasant looking ice rings around a gas giant, but they look really bad at 255 opacity.

The game seems to offer this feature, as rings added to gas giants in general appear to be much more faint and therefore better looking.
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Cane

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #122 on: November 16, 2024, 03:00:23 AM »

A minor and currently-largely-irrelevant bug report, relating to the mod Unknown Sector:

If you generate a planet with the unique type "type":"US_waterHycean", you cannot manually add conditions to it; any conditions you select remain un-added, and the planet conditions instead get auto-generated like they would normally.

It's possible that this has something to do with the generation of custom planets (Hycean worlds are under the #Custom tab in Unknown Sector's planet_gen_data.csv file), but I'm not sure what it does that's different.

This is not currently a big problem as it only affects this one planet type, but I figured you should have some record of it in case you run into issues with other planets and modifiers in the future.
« Last Edit: November 16, 2024, 03:20:23 AM by Cane »
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Cane

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #123 on: November 16, 2024, 06:09:06 AM »

Feature request:

Make the customizable system tags take precedence. Right now, theme_misc is applied to the system no matter what, which means that other mods (notably Random Assortment of Things) will spawn planetary conditions dynamically. Also, if you add any remnant presence to the system, theme_remnant and a number of other tags are also added automatically, which also impacts spawning.

I would like to completely control all tags of my system manually, and if I make any mistakes it'll be my own fault.
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Cane

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #124 on: November 21, 2024, 08:55:57 AM »

Feature request:

Let us choose the type/colour of nebula which appears in the system. When using i.e. "setLocation":30 it takes on either a random appearance or the appearance of whatever constellation the system appears inside. When setting a precise coordinate using i.e. "setLocation":[16500,35000], it always defaults to the same nebula type, i.e. the white-and-teal clouds for mixed-age sectors.

It appears to be a simple tweak; the system is generated with i.e. <key>nebula</key>, and you can swap it to one of the following in the save file:
Code
nebula
nebula_blue
nebula_amber
If you have Knights of Ludd installed, the following also work:
Code
nebula_zea_black_shiny
nebula_zea_dawntide
nebula_zea_purpleblue
nebula_zea_redgrey
Preview images:
« Last Edit: November 21, 2024, 09:15:20 AM by Cane »
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PFleur

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #125 on: November 21, 2024, 10:01:08 AM »

Hi, I'm a bit confused about how to define the orbit angle parameter, what units is it in? Also what would it take to add modded terrain to a system (E.G. Indevo minebelt). I'm guessing one would need to modify CSS' source code?
Update: After working on a custom system using the base tools in Starsector it would require importing IndEvo methods.
« Last Edit: November 29, 2024, 06:07:10 PM by PFleur »
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cghhj

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #126 on: December 07, 2024, 09:55:07 AM »

I want to sharing this mod to the Chinese Starsector Forum https://www.fossic.org/
May I have the permission? Many thanks.
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Tranquility

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #127 on: December 20, 2024, 02:29:26 PM »

I want to sharing this mod to the Chinese Starsector Forum https://www.fossic.org/
May I have the permission? Many thanks.

Hey, sorry for the belated response! You are free to share the mod there!

Hi, I'm a bit confused about how to define the orbit angle parameter, what units is it in? Also what would it take to add modded terrain to a system (E.G. Indevo minebelt). I'm guessing one would need to modify CSS' source code?
Update: After working on a custom system using the base tools in Starsector it would require importing IndEvo methods.

For the record, the orbit angle parameter is in degrees, as used in Starsector's internal code. For IndEvo's terrain, specifically, it's not officially supported, although I do know IndEvo does at least handle the minefield spawning if you just put IndEvo's Minefield condition on the planet(s) you want mines on.

Feature request:
...


I appreciate the requests, by the way! Already made notes to check if I can reasonably implement these, including the tags and ring opacity. As for the Unknown Skies' Hycean worlds, I think the US mod itself runs a script that overrides all Hycean world's proc-gen conditions with a separate proc-gen pool specifically for Hycean worlds. As such, it's likely outside of my control to "fix" (though, since its a modded planet type, any specifc fixes probably would've been too niche to warrant implementing on my end).
« Last Edit: December 20, 2024, 02:42:04 PM by Tranquility »
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GerdyBird43

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #128 on: December 24, 2024, 10:58:35 AM »

Is there a place to find systems made by others? Im lazy and i want to copy paste other systems. I love the mod but Im reallly lazy.
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