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

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Author Topic: [0.96a] Adjusted Sector  (Read 409146 times)

BuyoyantFriend

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Re: [0.95a] Adjusted Sector
« Reply #345 on: January 13, 2022, 02:09:59 AM »

Hey, I just wanted to say thank you to the mod author. I have a soft spot for exploration games of all kind but space stuff is my fav. This mod makes Starsector SO much more enjoyable for me! It's absolutely fantastic! Thank you so much for great addition.

If I may ask - since there are already setting concerning the Blade Breakers - would it be possible to include a world gen setting for Agni from PRV Starworks?
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1152

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Re: [0.95a] Adjusted Sector
« Reply #346 on: January 16, 2022, 07:55:19 PM »

For the life of me I cant get this to work the way I want it to. Remnant stations and Hypershunt spawns are not being changed even though there are more star systems being generated. I even tested this with no other mods running besides the Lib mods and console commands. I'm running the latest game version too. Anyone know what I can do to fix this?
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Anexgohan

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Re: [0.95a] Adjusted Sector
« Reply #347 on: January 16, 2022, 10:19:53 PM »

The following settings have worked well for me to generate a larger more dynamic sector still keeping the vanilla feel and rarity.

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":194000, #205000
"sectorHeight":124000, #130000
"AdjustedSectorConstellationCount":200,
"AdjustedSectorConstellationSize":1000,
"AdjustedSectorConstellationCellSize":8,

"sectorConstellationRemnantMin":25,
"sectorConstellationRemnantMax":75,
"sectorConstellationRemnantSkipProb":0,
# zero means - they wont spawn
"sectorRemnantPresenceLow":0,
"sectorRemnantPresenceMed":1,

"sectorConstellationRuinsMin":40,
"sectorConstellationRuinsMax":70,

"sectorDerelictMotherships":15,
"sectorDerelictCryosleepers":35,

# this field controls the amount of Coronal Taps, default = 2
"sectorCoronalTaps":35,

# this fields control the amount of Gates outside of Core Worlds, default is 15 and 20
"minNonCoreGatesInSectorMod":25,
"maxNonCoreGatesInSectorMod":40,

# 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":15,

#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":false, #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,
}


You should try messing with
"AdjustedSectorConstellationSize":1000,

to generate more or less Constellations depending on your prefrence.
« Last Edit: January 16, 2022, 10:28:34 PM by Anexgohan »
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1152

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Re: [0.95a] Adjusted Sector
« Reply #348 on: January 17, 2022, 11:08:57 AM »

The following settings have worked well for me to generate a larger more dynamic sector still keeping the vanilla feel and rarity.

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":194000, #205000
"sectorHeight":124000, #130000
"AdjustedSectorConstellationCount":200,
"AdjustedSectorConstellationSize":1000,
"AdjustedSectorConstellationCellSize":8,

"sectorConstellationRemnantMin":25,
"sectorConstellationRemnantMax":75,
"sectorConstellationRemnantSkipProb":0,
# zero means - they wont spawn
"sectorRemnantPresenceLow":0,
"sectorRemnantPresenceMed":1,

"sectorConstellationRuinsMin":40,
"sectorConstellationRuinsMax":70,

"sectorDerelictMotherships":15,
"sectorDerelictCryosleepers":35,

# this field controls the amount of Coronal Taps, default = 2
"sectorCoronalTaps":35,

# this fields control the amount of Gates outside of Core Worlds, default is 15 and 20
"minNonCoreGatesInSectorMod":25,
"maxNonCoreGatesInSectorMod":40,

# 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":15,

#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":false, #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,
}


You should try messing with
"AdjustedSectorConstellationSize":1000,

to generate more or less Constellations depending on your prefrence.


Appreciate the suggestion and I like the layout with this however only one hypershunt spawns with this when it says there should be 35. Is this just not compatible with 0.95.1a-RC6?
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Argonautis

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Re: [0.95a] Adjusted Sector
« Reply #349 on: January 19, 2022, 03:14:11 AM »

Hi, just wanted to ask if this mod is compatible with existing saves and quite a few faction mods including Nex. Sorry if its an obvious answer :P
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Ruddygreat

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Re: [0.95a] Adjusted Sector
« Reply #350 on: January 19, 2022, 06:11:35 AM »

Hi, just wanted to ask if this mod is compatible with existing saves and quite a few faction mods including Nex. Sorry if its an obvious answer :P

it's technically compatible with existing saves but it'll do nothing
otherwise yeah, it works fine with other mods

Argonautis

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Re: [0.95a] Adjusted Sector
« Reply #351 on: January 21, 2022, 01:24:17 AM »

Hi, just wanted to ask if this mod is compatible with existing saves and quite a few faction mods including Nex. Sorry if its an obvious answer :P

it's technically compatible with existing saves but it'll do nothing
otherwise yeah, it works fine with other mods

When you say it wont do anything you mean it wont adjust the sector midgame?
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Argonautis

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Re: [0.95a] Adjusted Sector
« Reply #353 on: January 21, 2022, 05:39:31 AM »

Why, or better yet how, would it adjust a sector that's already been generated?

It wouldn't make sense to add it mid game, I agree. but the reason that I am asking is cause...

"Do you ever wanted your current playthrough last forever?"

...right there in the description with big dark letters...  ??? ???
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Droll

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Re: [0.95a] Adjusted Sector
« Reply #354 on: January 21, 2022, 11:51:21 AM »

Why, or better yet how, would it adjust a sector that's already been generated?

It wouldn't make sense to add it mid game, I agree. but the reason that I am asking is cause...

"Do you ever wanted your current playthrough last forever?"

...right there in the description with big dark letters...  ??? ???

You might be interested in "Beyond the Sector" which allows you to go to other sectors and explore infinitely many systems one at a time. Can't start colonies in those systems though. (also don't get stranded by neutron stars)
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Cane

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Re: [0.95a] Adjusted Sector
« Reply #355 on: January 21, 2022, 01:10:36 PM »

For the life of me I cant get this to work the way I want it to. Remnant stations and Hypershunt spawns are not being changed even though there are more star systems being generated. I even tested this with no other mods running besides the Lib mods and console commands. I'm running the latest game version too. Anyone know what I can do to fix this?

I came here to post about the same problem: Coronal Hypeshunts remain at 2ish regardless of settings. Considering the increased size of the sector, finding one in a worthwhile spot is now pretty rough.
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JustThatGoo

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Re: [0.95a] Adjusted Sector
« Reply #356 on: January 23, 2022, 12:33:59 AM »

[snip]... since there are already setting concerning the Blade Breakers - would it be possible to include a world gen setting for Agni from PRV Starworks?

Also interested in this compatibility!
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SkinMan

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Re: [0.95a] Adjusted Sector
« Reply #357 on: January 23, 2022, 10:20:21 PM »

I've got an issue with Adjusted Sectors when used in conjunction with Nexerelin random core world generator. I cannot find any setup of values that allow core world faction planets to be generated on more than 14-16 stars total (non random core world gen has like 25+ by default).

Any idea if it's working as expected or are the two mods incompatible on that topic?
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Argonautis

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Re: [0.95a] Adjusted Sector
« Reply #358 on: January 24, 2022, 11:53:44 AM »

Why, or better yet how, would it adjust a sector that's already been generated?

It wouldn't make sense to add it mid game, I agree. but the reason that I am asking is cause...

"Do you ever wanted your current playthrough last forever?"

...right there in the description with big dark letters...  ??? ???

You might be interested in "Beyond the Sector" which allows you to go to other sectors and explore infinitely many systems one at a time. Can't start colonies in those systems though. (also don't get stranded by neutron stars)
Yeah I am going to try that. Just finishing the Academy storyline to get the gates activated.
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MrMagolor

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Re: [0.95a] Adjusted Sector
« Reply #359 on: January 30, 2022, 06:22:27 PM »

This will eventually need an update to be compatible with the Agni from prv, as currently their systems do not generate with Adjusted Sector enabled.
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