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Starsector 0.98a is out! (03/27/25)

Author Topic: Sector Generation Issue  (Read 1432 times)

Asarin

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Sector Generation Issue
« on: May 28, 2023, 08:10:52 AM »

Are portraits supposed to affect sector generation? I'm using MN-4836943447861783100 as my seed and choosing different portraits changes system names, planet mods & other settings.



Top generates a 75% hazard terran world but the bottom changes to 100% with a decivilized mod.
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Alex

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Re: Sector Generation Issue
« Reply #1 on: May 28, 2023, 08:20:03 AM »

Ahhh, thank you for the report! It's not supposed to but I can see how it might, due to code that tries to avoid picking the player portrait for officers/etc if it's practical - I just wasn't thinking about how this might affect new game generation. Made a note to investigate!
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Asarin

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Re: Sector Generation Issue
« Reply #2 on: May 28, 2023, 09:26:37 AM »

Well, time to hunt for a new seed with the portrait I plan on using.

Also, are high danger systems always supposed to be generated? I had to abandon my first save after many hours when I found out it only had low and medium systems.
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Alex

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Re: Sector Generation Issue
« Reply #3 on: May 28, 2023, 09:29:36 AM »

Also, are high danger systems always supposed to be generated? I had to abandon my first save after many hours when I found out it only had low and medium systems.

Yes! That seems... borderline impossible, and I only say "borderline" out of an abundance of caution :)

If you run the game in devMode, you can press Ctrl-Z while in hyperspace to turn off sensors. That should reveal all the warning beacons so you can be 100% sure. (It also color-codes the names of the star systems based on the kind of stuff they had generated in them...)
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Asarin

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Re: Sector Generation Issue
« Reply #4 on: May 28, 2023, 10:04:30 AM »

If you run the game in devMode, you can press Ctrl-Z while in hyperspace to turn off sensors. That should reveal all the warning beacons so you can be 100% sure. (It also color-codes the names of the star systems based on the kind of stuff they had generated in them...)

I play with no mods, but I did install the Console Commands mod to access that feature after scouring the sector looking for the beacons. I backed up the save before restarting, the seed was MN-7004331922106474068 with the same male portrait in the image from my first post if it's of any interest to you.
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Alex

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Re: Sector Generation Issue
« Reply #5 on: May 28, 2023, 10:38:16 AM »

Oh wow! That was a really, really bad roll on a lot of star systems - not enough had enough planets (4+ OR 1+ habitable) to accommodate the rolled number of Remnant systems. I've tweaked the requirement to be lower, which should make this a lot less likely, though it already seems extremely unlikely. But, well, it happened!
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