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Author Topic: [0.96a] Adjusted Sector  (Read 416160 times)

Netu

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Re: [0.9.1a] Adjusted Sector
« Reply #45 on: January 31, 2020, 02:01:01 PM »

Idk..what is wrong with my settings ( or maybe the problem is within the mod ). But I (and several other people in Discord ) didn't find any research stations \ mining ones \ habitats ( that are not scripted ). We've checked all the black wholes and nebulas, and a huge amount of Supergigants and Neutron Stars too.

Can ruins roll higher than 100?  Maybe try lowering the max value to below 100 and see if that works?

My guess was simply wrong and the author answered just below!  Thanks!
« Last Edit: January 31, 2020, 02:17:35 PM by Netu »
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Nerzhull_AI

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Re: [0.9.1a] Adjusted Sector
« Reply #46 on: January 31, 2020, 02:15:36 PM »

Idk..what is wrong with my settings ( or maybe the problem is within the mod ). But I (and several other people in Discord ) didn't find any research stations \ mining ones \ habitats ( that are not scripted ). We've checked all the black wholes and nebulas, and a huge amount of Supergigants and Neutron Stars too.




Settings:
"plugins":{      
      "newGameSectorProcGen":"data.scripts.SectorProcGenMod",
      "newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
   },
   #Change the number below to increase or decrease the size of the Sector
   #"sectorWidth":164000,
   #"sectorHeight":104000,
   #"sectorConstellationSize":100,
   #"sectorConstellationCellSize":10,
   "sectorWidth":194000,
   "sectorHeight":134000,
   "AdjustedSectorConstellationCount":120,
   "AdjustedSectorConstellationSize":490,
   "AdjustedSectorConstellationCellSize":6,

   "sectorConstellationRemnantMin":25,
   "sectorConstellationRemnantMax":67,
   "sectorConstellationRemnantSkipProb":0,

   "sectorConstellationRuinsMin":46,
   "sectorConstellationRuinsMax":120,
   
   "sectorDerelictMotherships":25,
   "sectorDerelictCryosleepers":18,
      
   #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":100,
   "accessibilitySameFactionBonus":0.75,

   #If SAD is enabled, you can change the amount of SAD-themed constellations
   #"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
   #"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
   "SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":8,
   "SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":15,

   #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":4,
   #"BladeBreakerThemed_ConstellationMax_AS":7,
   #"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
   "BladeBreakerThemed_ConstellationMin_AS":4,
   "BladeBreakerThemed_ConstellationMax_AS":9,
   "BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
Once again, the "AdjustedSectorConstellationCount" is too low to contain EVERYTHING you've set below. So it narrows down to just one theme (iirc, it's a derelict one).
Whenever you change "AdjustedSectorConstellationCount" you should multiply every other "themed" min/max accordingly.
For "AdjustedSectorConstellationCount":120, for example, you should've multiplied every other parameter related to themes by 0.33:
Code
"AdjustedSectorConstellationCount":120,

"sectorConstellationRemnantMin":25,
"sectorConstellationRemnantMax":40,
"sectorConstellationRemnantSkipProb":0,

"sectorConstellationRuinsMin":16,
"sectorConstellationRuinsMax":25,

"sectorDerelictMotherships":8,

"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":12,


"BladeBreakerThemed_ConstellationMin_AS":5,
"BladeBreakerThemed_ConstellationMax_AS":10,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
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crash7ds

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Re: [0.9.1a] Adjusted Sector
« Reply #47 on: January 31, 2020, 02:55:32 PM »

What does this do in respects to map seeds? What I mean by this is that I have a particular seed that makes two planets in Duzahk supposedly valuable for colonization (one Terran at 50% hazard and one tundra at 150%). Will this render such a seed useless for the purpose of ensuring those planets and their traits or will it not matter and the same seed will result in the same properties?

Also, I'm currently running LazyLib, MagicLib, GraphicsLib, SkilledUp, Vayra's Ship Pack, and Legacy of Arkgneisis. Would any of those bump heads with this mod or will they all play nice?
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Nerzhull_AI

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Re: [0.9.1a] Adjusted Sector
« Reply #48 on: January 31, 2020, 04:01:04 PM »

What does this do in respects to map seeds? What I mean by this is that I have a particular seed that makes two planets in Duzahk supposedly valuable for colonization (one Terran at 50% hazard and one tundra at 150%). Will this render such a seed useless for the purpose of ensuring those planets and their traits or will it not matter and the same seed will result in the same properties?

Also, I'm currently running LazyLib, MagicLib, GraphicsLib, SkilledUp, Vayra's Ship Pack, and Legacy of Arkgneisis. Would any of those bump heads with this mod or will they all play nice?
I'm currently playing with all these mods and there was no problems whatsoever.
Although i've turned shaders off in graphicslib (got ctd, but that's probably due to my pc being trash-tier).
As for seed - i'm not sure. Try it out, and see what's gonna happen.
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crash7ds

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Re: [0.9.1a] Adjusted Sector
« Reply #49 on: January 31, 2020, 04:20:30 PM »

Cool beans. I'll keep the idea in mind to adjust graphics should things got *** up. And thanks for the mod, buddy.
Mods sure as hell make breaking games a lot of fun!
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ASSIMKO

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Re: [0.9.1a] Adjusted Sector
« Reply #50 on: February 01, 2020, 01:17:24 AM »

Also, I'm currently running LazyLib, MagicLib, GraphicsLib, SkilledUp, Vayra's Ship Pack, and Legacy of Arkgneisis. Would any of those bump heads with this mod or will they all play nice?
[/quote]
I'm currently playing with all these mods and there was no problems whatsoever.
Although i've turned shaders off in graphicslib (got ctd, but that's probably due to my pc being trash-tier).
As for seed - i'm not sure. Try it out, and see what's gonna happen.
[/quote]


why did you disable the shaders ???
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Nerzhull_AI

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Re: [0.9.1a] Adjusted Sector
« Reply #51 on: February 01, 2020, 03:53:16 AM »

why did you disable the shaders ???
I got CTD at saving several times, looked it up here, on forum, and found the solution.
Although that's probably just my PC - nobody else mentioned this problem whatsoever.
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123nick

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Re: [0.9.1a] Adjusted Sector
« Reply #52 on: February 01, 2020, 11:21:40 AM »

will setting the values for ruin spawns and remnant spawns too high cause them too not spawn at all? i have them cranked up too like 1500 in a decent sized sector, and yet after hitting 5 black hole systems i found none of them. maybe i just didnt look hard enough, but, i feel like they arent spawning at all
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Nerzhull_AI

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Re: [0.9.1a] Adjusted Sector
« Reply #53 on: February 01, 2020, 01:28:56 PM »

will setting the values for ruin spawns and remnant spawns too high cause them too not spawn at all?
If the sum of all numbers for "themed" constellations > "AdjustedSectorConstellationCount" it will cause some of these themes to be absent.
If you didn't figured out proper numbers yet - drop your settings here - i will help.
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123nick

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Re: [0.9.1a] Adjusted Sector
« Reply #54 on: February 01, 2020, 07:44:37 PM »

alright i attached a settings file, if its way out of whack, id be thankful for any help in fixing it. i had too make it .txt instead of .json so i can attach it.

[attachment deleted by admin]
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crash7ds

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Re: [0.9.1a] Adjusted Sector
« Reply #55 on: February 01, 2020, 10:35:40 PM »

So "theme" constellations are the "sectorConstellationRemnantMax" and "sectorConstellationRuinsMax" numbers or am I missing any others? What about motherships and cryosleepers? I'm assuming the minimums just need to be below the related maximum.
« Last Edit: February 01, 2020, 10:47:59 PM by crash7ds »
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Nerzhull_AI

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Re: [0.9.1a] Adjusted Sector
« Reply #56 on: February 02, 2020, 02:59:14 AM »

So "theme" constellations are the "sectorConstellationRemnantMax" and "sectorConstellationRuinsMax" numbers or am I missing any others? What about motherships and cryosleepers? I'm assuming the minimums just need to be below the related maximum.
Motherships are counting towards "Derelict Theme". 1 Motherships =2-4 constellations.
So if you have 25 motherships, 100 remnant max and 100 ruins max - the minmal number for "AdjustedSectorConstellationCount" is 300.

alright i attached a settings file, if its way out of whack, id be thankful for any help in fixing it. i had too make it .txt instead of .json so i can attach it.
Your problem is - you've set the min and max numbers for themed constellations waaay past the amount of constellations
Code
"sectorWidth":150000,
"sectorHeight":150000,
"AdjustedSectorConstellationCount":100,
"AdjustedSectorConstellationSize":100,
"AdjustedSectorConstellationCellSize":4,

"sectorConstellationRemnantMin":1000,
"sectorConstellationRemnantMax":3000,
"sectorConstellationRemnantSkipProb":0,

"sectorConstellationRuinsMin":1000,
"sectorConstellationRuinsMax":3000,

"sectorDerelictMotherships":15,
^ this is from your settings. Obviously, game can't stuff few thousand themed constellations, because you've set total number (AdjustedSectorConstellationCount) to 100. So you need to tune it down accordingly:
Code
"sectorWidth":150000,
"sectorHeight":150000,
"AdjustedSectorConstellationCount":100,
"AdjustedSectorConstellationSize":100,
"AdjustedSectorConstellationCellSize":4,

"sectorConstellationRemnantMin":20,
"sectorConstellationRemnantMax":30,
"sectorConstellationRemnantSkipProb":0,

"sectorConstellationRuinsMin":20,
"sectorConstellationRuinsMax":30,

"sectorDerelictMotherships":10,

Also, "sectorDerelictCryosleepers":100, <- this works, but will place a cryosleeper in EVERY randomly generated system. Do you really want that?
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123nick

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Re: [0.9.1a] Adjusted Sector
« Reply #57 on: February 02, 2020, 09:20:38 AM »

Thanks! ill use these settings if i start a new save
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MeteorZero0

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Re: [0.9.1a] Adjusted Sector
« Reply #58 on: February 06, 2020, 06:49:17 PM »

Hello,you make a great mod I like.
I want to repost it to chinese StarSector forum: https://www.fossic.org/
There should be all copyright information in reposted,including author name,mod name,source.
Could I do that?
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Nerzhull_AI

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Re: [0.9.1a] Adjusted Sector
« Reply #59 on: February 07, 2020, 05:42:58 AM »

Hello,you make a great mod I like.
I want to repost it to chinese StarSector forum: https://www.fossic.org/
There should be all copyright information in reposted,including author name,mod name,source.
Could I do that?
Sure, why not.
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