Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 ... 25 26 [27] 28 29 ... 42

Author Topic: [0.96a] Adjusted Sector  (Read 408820 times)

Khaos

  • Ensign
  • *
  • Posts: 26
    • View Profile
Re: [0.95a] Adjusted Sector
« Reply #390 on: June 08, 2022, 08:35:47 PM »

Also, started a topic on the placement of the core sector, to see if it might be something coming from Vanilla, but Alex did not recognize the issue  so I am bringing it here, it might be something to look at when the bad times are behind us...

https://fractalsoftworks.com/forum/index.php?topic=24722.msg367231#msg367231

TLDR: core worlds seem to be displaced compared to the rest of the generated constellations/stars.

Logged

A_Random_Dude

  • Commander
  • ***
  • Posts: 229
    • View Profile
Re: [0.95a] Adjusted Sector
« Reply #391 on: June 09, 2022, 10:26:04 AM »

Very old known issue from Adjusted Sector, yep. Dunno if it's possible to fix it though.
Logged

Khaos

  • Ensign
  • *
  • Posts: 26
    • View Profile
Re: [0.95a] Adjusted Sector
« Reply #392 on: June 09, 2022, 03:46:04 PM »

Upon more sector generations, it seems like if I create a not square sector, but a more vanilla like rectangular, the placement is definitely better.
Logged

Oni

  • Captain
  • ****
  • Posts: 383
    • View Profile
Re: [0.95a] Adjusted Sector
« Reply #393 on: June 09, 2022, 06:51:25 PM »

Upon more sector generations, it seems like if I create a not square sector, but a more vanilla like rectangular, the placement is definitely better.
I do get the best results when I keep the original aspect ratio of 41/26.

205000 x 130000 = 1.25x larger
246000 x 156000 =  1.5x larger
328000 x 208000 =    2x larger
Logged

SurplusDOS

  • Lieutenant
  • **
  • Posts: 50
    • View Profile
Re: [0.95a] Adjusted Sector
« Reply #394 on: June 12, 2022, 08:40:20 PM »

If I only intend to increase the "sectorConstellationRuins" and set everything else to vanilla values, would I encounter any problems? I ask because "AdjustedSectorConstellationSize" has a warning about adjusting its value but the value is already different from the vanilla value and I'm not sure which I should keep.
Logged

MidweekEnd

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.95a] Adjusted Sector
« Reply #395 on: June 18, 2022, 02:21:07 AM »

I'm having an issue where the mod shows up as blue in the mod section but when I launch a game it says it's unsupported. Do you know the fix/cause?
Logged

ghosto

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.95a] Adjusted Sector
« Reply #396 on: June 24, 2022, 04:21:06 AM »

Any chance to have a version of the mod where "AdjustedSectorHS":true function is not in?

As it is right now i can either choose to have no hyperstorms, or have them be generated outside the default size map which makes zooming in/out lag the game.

thanks
Logged

Lemuria

  • Ensign
  • *
  • Posts: 26
    • View Profile
Re: [0.95a] Adjusted Sector
« Reply #397 on: July 03, 2022, 06:42:10 AM »

Is the source code for this mod available?
Logged
Lemuria#0685 on the Unofficial Starsector Discord

CrownedC

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.95a] Adjusted Sector
« Reply #398 on: July 23, 2022, 01:47:48 PM »

I made ratio table, if somebody needs it there it is:
164000 x 104000 = 1x (Default size)
205000 x 130000 = 1.25x
246000 x 156000 = 1.5x
287000 x 182000 = 1.75x
328000 x 208000 = 2x
410000 x 260000 = 2.5x
492000 x 312000 = 3x
656000 x 416000 = 4x
Logged

SweetO

  • Ensign
  • *
  • Posts: 10
    • View Profile
Re: [0.9.1a] Adjusted Sector
« Reply #399 on: July 24, 2022, 03:05:01 AM »

Also, i've managed to generate hyperstorms for adjusted sector size.

Bad news is, it's janky and can cover star system jump points and other gravity wells. Vanilla code doesn't do anything to it for some reasons.
So, untill i found how to do it +- correctly, hyperstorm changes won't be included in mod.
Yeah, so I've just solved your Problem ;D... (I hope the attachments work...)

You have to adjust the hyperspace_map.png. I think you did that.
Furthermore if you want to change the format of the map, i.e. 1:1 instead of the actual 61:42 jank, the file needs to have the same format.
I just cropped left and right until I got a 1000x1000 png and now it fits perfectly.

See attachments for screen (StaSecMap) and file (hyperspace_map.png).

HF.


edit:
My map is 208000 x 208000 and I doubled the img-size of the hyperspace_map.png to get the same result as Nerzhull. Cropping the Image into a Square works fine for a square map.

edit2:
Tried different map sizes. It looks like you definitely need different hyperspace_map.png's for different map sizes.
Try and generate to see what works for you.

[attachment deleted by admin]
« Last Edit: July 24, 2022, 08:55:07 AM by SweetO »
Logged

A_Random_Dude

  • Commander
  • ***
  • Posts: 229
    • View Profile
Re: [0.95a] Adjusted Sector
« Reply #400 on: July 24, 2022, 01:37:05 PM »

Thanks for the tip SweetO!

While we wait for Nerzhull_AI's answer, I wanted to share my own attempt at editing the hyperspace map for a 164000 x 164000 sector. While I didn't bother to inspect every single system generated, I think that most if not all of the Core World's systems should stop spawning inside hyperstorms.

[attachment deleted by admin]
Logged

SweetO

  • Ensign
  • *
  • Posts: 10
    • View Profile
Re: [0.95a] Adjusted Sector
« Reply #401 on: July 24, 2022, 02:53:18 PM »

Thanks for the tip SweetO!

While we wait for Nerzhull_AI's answer, I wanted to share my own attempt at editing the hyperspace map for a 164000 x 164000 sector. While I didn't bother to inspect every single system generated, I think that most if not all of the Core World's systems should stop spawning inside hyperstorms.
In one of the .java s for the generation of the storms there is a line that clears a star of the storm (although occasionally a gravity point or jump point may lay inside the surrounding cloud). As long as nobody messes with that stars should be clear of storms. I haven't encountered such an issue and changing the *_map.png leaves the gen to the vanilla mechanics.

edit: on second thought: If there are too many stars, that may may may be the case. With one quite bad setting I had undiscovered stars pushed into the core worlds.::)
« Last Edit: July 24, 2022, 10:32:52 PM by SweetO »
Logged

temotodochi

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.95a] Adjusted Sector
« Reply #402 on: August 02, 2022, 01:35:42 PM »

Question on redacted star systems because i can't seem to get them to spawn outside core sectors.
I'm not sure i understand the related configs

Code
"sectorConstellationRemnantMin":15,
"sectorConstellationRemnantMax":30,
"sectorConstellationRemnantSkipProb":0,
Game will roll the dice from sectorConstellationRemnantMin to sectorConstellationRemnantMax (in this case - from 75 to 125) with skipping probability of zero, to generated less random amount of remnant-infested systems. Low/Medium/High danger level spread is equal to the vanilla one.
Vanilla value: from 10 to 25(with skip prob 0.25).

This makes no sense to me. 15 to 30 of ... what? 100? Should this roll a dice for every star constellation? Should i raise these numbers? Are they 15 to 30 star systems for the whole sector?
Logged

A_Random_Dude

  • Commander
  • ***
  • Posts: 229
    • View Profile
Re: [0.95a] Adjusted Sector
« Reply #403 on: August 02, 2022, 02:17:43 PM »

The idea is that it'll take the amount of constellations you're telling Adjusted Sector to generate, and out of all the constellations created, from 15 to 30 of them will be assigned the theme "Remnants".
So, if you have 100 constellations, you'll be left with 85-70 "normal" ones, which will generate without remnants in them.
« Last Edit: August 02, 2022, 02:19:20 PM by A_Random_Dude »
Logged

temotodochi

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.95a] Adjusted Sector
« Reply #404 on: August 02, 2022, 02:40:20 PM »

Thanks, that does clear it up. But it doesn't behave like i expected, it takes the first 15 to 30 constellations, not a random sample of 15 to 30 constellations. I generates maps where everything is in the center right next to core systems. So if i want to have 30 constellations spread out among 220 constellations and not just the first 30, how should i configure it?
Logged
Pages: 1 ... 25 26 [27] 28 29 ... 42