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Author Topic: [0.96a] Adjusted Sector  (Read 483323 times)

A_Random_Dude

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Re: [0.95a] Adjusted Sector
« Reply #405 on: August 02, 2022, 03:10:18 PM »

Hm... Maybe try to add the vanilla skip prob back?
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temotodochi

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Re: [0.95a] Adjusted Sector
« Reply #406 on: August 02, 2022, 03:45:58 PM »

I tried to add the skip back, but it didn't work as i expected.

So in a sector of 220 constellations,  i tried to add min 220, max 220 and skip .75 to get 55 redacted constellations spread across the map.
Didn't work. I got 70 clustered around the core.

Next i tried different size of 300, same with min and max to get 75 spread evenly around the map. Nope, i got 64 clustered around the core.

I don't understand the configs enough to pull this off.
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Jade Tendency

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Re: [0.95a] Adjusted Sector
« Reply #407 on: August 04, 2022, 04:16:00 AM »

There is a code somewhere in vanilla that makes redacted systems not spawn to far away from the core.
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NoTalkofLowTech

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Re: [0.95a] Adjusted Sector
« Reply #408 on: August 04, 2022, 03:27:04 PM »

I have had a few maps where systems are almost stacked on top of each other, is that a problem with my configs?
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giganticats

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Re: [0.95a] Adjusted Sector
« Reply #409 on: August 05, 2022, 08:51:27 AM »

so i want to lower my constellation count to 180, but i dont know how much to lower each setting by to get the most out of /an good amount of features(ruins, derelicts, remanants, breakers, sad) in my sector
without one feature taking over the other.

what should i change the settings to?

my current settings:
Quote
{
   
   "plugins":{      
      "newGameSectorProcGen":"data.campaign.procgen.SectorProcGenMod",
   },
   #Change the number below to increase or decrease the size of the Sector
   #"sectorWidth":164000,
   #"sectorHeight":104000,
   #"sectorConstellationSize":100,
   #"sectorConstellationCellSize":10,
   "sectorWidth":184000,
   "sectorHeight":124000,
   "AdjustedSectorConstellationCount":225,
   "AdjustedSectorConstellationSize":1000,
   "AdjustedSectorConstellationCellSize":8,

   "sectorConstellationRemnantMin":55,
   "sectorConstellationRemnantMax":75,
   "sectorConstellationRemnantSkipProb":0.75,
   # zero means - they wont spawn
   "sectorRemnantPresenceLow":0,
   "sectorRemnantPresenceMed":1,

   "sectorConstellationRuinsMin":50,
   "sectorConstellationRuinsMax":80,
   
   "sectorDerelictMotherships":10,
   "sectorDerelictCryosleepers":10,

   # this field controls the amount of Coronal Taps, default = 2
   "sectorCoronalTaps":15,

   # this fields control the amount of Gates outside of Core Worlds, default is 15 and 20
   "minNonCoreGatesInSectorMod":50,
   "maxNonCoreGatesInSectorMod":100,

   # this fields control the amount of XIV Legion-class ships you can encounter outside of the Core Worlds, default is 2, 3, 1, 2
   "XIV_LEGION_NON_SALVAGEBLE_MIN":0,
   "XIV_LEGION_NON_SALVAGEBLE_MAX":0,
   "XIV_LEGION_SALVAGEBLE_MIN":3,
   "XIV_LEGION_SALVAGEBLE_MAX":5,
      
   #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":50,
   "accessibilitySameFactionBonus":0.5,

   #If SAD is enabled, you can change the amount of SAD-themed constellations
   #"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
   #"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
   "SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":15,
   "SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":30,

   #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":13,
   "BladeBreakerThemed_ConstellationMax_AS":25,
   "BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}
« Last Edit: August 05, 2022, 08:53:20 AM by giganticats »
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Nerzhull_AI

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Re: [0.95a] Adjusted Sector
« Reply #410 on: August 25, 2022, 07:49:12 AM »

Oh. Hi there.
So, long story short, my real life still forked due to military conflict, but i'm gonna add some additional presets and *try* to fix incompatibility with prv Starworks.
« Last Edit: August 25, 2022, 10:50:24 AM by Nerzhull_AI »
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Nerzhull_AI

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Re: [0.95a] Adjusted Sector
« Reply #411 on: August 25, 2022, 10:50:41 AM »

Version 0.5.0 is released
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Nerzhull_AI

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Re: [0.95a] Adjusted Sector
« Reply #412 on: August 25, 2022, 11:00:23 AM »

so i want to lower my constellation count to 180, but i dont know how much to lower each setting by to get the most out of /an good amount of features(ruins, derelicts, remanants, breakers, sad) in my sector
without one feature taking over the other.

what should i change the settings to?

my current settings:
Try this:
Code
{

"plugins":{
"newGameSectorProcGen":"data.campaign.procgen.SectorProcGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationSize":100,
#"sectorConstellationCellSize":10,
"sectorWidth":184000,
"sectorHeight":124000,
"AdjustedSectorConstellationCount":225,
"AdjustedSectorConstellationSize":1000,
"AdjustedSectorConstellationCellSize":8,

"sectorConstellationRemnantMin":45,
"sectorConstellationRemnantMax":60,
"sectorConstellationRemnantSkipProb":0.75,
# zero means - they wont spawn
"sectorRemnantPresenceLow":0,
"sectorRemnantPresenceMed":1,

"sectorConstellationRuinsMin":40,
"sectorConstellationRuinsMax":64,

"sectorDerelictMotherships":7,
"sectorDerelictCryosleepers":10,

# this field controls the amount of Coronal Taps, default = 2
"sectorCoronalTaps":15,

# this fields control the amount of Gates outside of Core Worlds, default is 15 and 20
"minNonCoreGatesInSectorMod":50,
"maxNonCoreGatesInSectorMod":100,

# this fields control the amount of XIV Legion-class ships you can encounter outside of the Core Worlds, default is 2, 3, 1, 2
"XIV_LEGION_NON_SALVAGEBLE_MIN":0,
"XIV_LEGION_NON_SALVAGEBLE_MAX":0,
"XIV_LEGION_SALVAGEBLE_MIN":3,
"XIV_LEGION_SALVAGEBLE_MAX":5,

#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":50,
"accessibilitySameFactionBonus":0.5,

#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":15,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":30,

#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":13,
"BladeBreakerThemed_ConstellationMax_AS":25,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}
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Nerzhull_AI

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Re: [0.95a] Adjusted Sector
« Reply #413 on: August 25, 2022, 11:01:30 AM »

I have had a few maps where systems are almost stacked on top of each other, is that a problem with my configs?
That's a sideeffect of your config. Increase AdjustedSectorConstellationSize from 750 to 1250 and see if that changes.
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Dadada

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Re: [0.95a] Adjusted Sector
« Reply #414 on: August 25, 2022, 12:58:28 PM »

"My life for Ner'zhul", regards, a former (RIP) Warcraft III player.
Excellent.  :) Cannot test it since I just started a (test) run and I am not eager abandon yet another run but I am beyond happy we got an update. Stay safe, from an expat.  :)

E: Thank you for the update.
« Last Edit: August 25, 2022, 01:12:40 PM by Dadada »
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Nerzhull_AI

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Re: [0.95a] Adjusted Sector
« Reply #415 on: August 25, 2022, 02:56:57 PM »

"My life for Ner'zhul", regards, a former (RIP) Warcraft III player.
Excellent.  :) Cannot test it since I just started a (test) run and I am not eager abandon yet another run but I am beyond happy we got an update. Stay safe, from an expat.  :)

E: Thank you for the update.
They may refund our game but they will never refund our spirit  8)
I'm still waiting Histidine since i need to transfer a bit of my updated code to Nexerelin for complatibility sake, but anyway - glad to hear people still want to use my mod.
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Oni

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Re: [0.95a] Adjusted Sector
« Reply #416 on: August 25, 2022, 03:01:07 PM »

... I'm still waiting Histidine since i need to transfer a bit of my updated code to Nexerelin for complatibility sake, but anyway - glad to hear people still want to use my mod.
Oh definitely still in use, now to manually copy over my configuration preferences....

So about that Nexerelin compatibility you mentioned, is that something we should wait on is it good to go?  ???
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Nerzhull_AI

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Re: [0.95a] Adjusted Sector
« Reply #417 on: August 25, 2022, 03:40:46 PM »

... I'm still waiting Histidine since i need to transfer a bit of my updated code to Nexerelin for complatibility sake, but anyway - glad to hear people still want to use my mod.
Oh definitely still in use, now to manually copy over my configuration preferences....

So about that Nexerelin compatibility you mentioned, is that something we should wait on is it good to go?  ???
It depends on what's your prefered size of the sector. If you're doing 'normal size, more stuff' - you should probably wait for Nex update, and set AdjustedSectorHS to 'false' - whenever Nex is updated, you're gonna get map with accurate size of hyperstorms which reduces lag. This works ONLY for 'default size' preset.

On the other hand, if you're doing big sector - just set it to 'true' and you're free to go!
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Oni

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Re: [0.95a] Adjusted Sector
« Reply #418 on: August 25, 2022, 03:46:57 PM »

.... It depends on what's your prefered size of the sector. If you're doing 'normal size, more stuff' - you should probably wait for Nex update, and set AdjustedSectorHS to 'false' - whenever Nex is updated, you're gonna get map with accurate size of hyperstorms which reduces lag. This works ONLY for 'default size' preset.

On the other hand, if you're doing big sector - just set it to 'true' and you're free to go!
Hmm... 246000 x 156000, so 1.5 times normal size.

'True' it is then, cheers!  8)
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Histidine

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Re: [0.95.1a] Adjusted Sector
« Reply #419 on: August 26, 2022, 09:02:05 AM »

For Nexerelin users: Here's a fix .jar (place in Nexerelin/jars) for compatibility with the hyperspace setting in the new version of Adjusted Sector (plus some other fixes).
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