And if SkipProb is set about 0.0 that there is still a chance that the contellation won't be themed "Remnant" even if it was "chosen" by the process?
To be honest, i don't remember what this one does exactly. I believe it just makes remnant systems more 'spread out', so they won't spawn 'in clusters'. Default value is 0.25.
I don't think that's quite right. Looking at the loop where it's used, it's looping from 0 to the number of remnant themed constellations. And that number is chosen by random between the min/max values in the settings.
While going through that loop, it does a random roll 0-1.0, and checks if it's less than the skipProb. If it is, then the loop just continues, doing absolutely nothing to that constellation. But, it's "consumed" one of the potential remnant themed constellations.
So, if sectorConstellationRemnantMin = 90, and sectorConstellationRemnantMax = 120, and sectorConstellationRemnantSkipProb = 0.25, then you could expect roughly between 67 and 90 actual remnant systems, since ~25% of the min/max would be skipped.
Interestingly, it's also picking constellations in order of distance from vector 0,0 (map center), as per the API:
getSortedAvailableConstellations() (it uses the List returned in reverse order, so it becomes ascending by distance).
I'm guessing this is why we find remnant systems closer to the core? And, it's also true that increasing sectorConstellationRemnantSkipProb does spread the remnant constellations out, since it adds gaps, but it also reduces the total number of remnant themed constellations as well.
So, I think you'd need to adjust the min/max to account for whatever skipProb is set to, or you'll end up with less remnant constellations than intended.
Oh, and while diffing the code, I noticed that it's missing the changes Alex made later in April, RC14 and 15 (mostly 14).