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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Customizable Star Systems (v2.1.3)  (Read 96428 times)

Cryovolcanic

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Re: [0.97a] Customizable Star Systems (v2.1.1)
« Reply #105 on: August 25, 2024, 10:48:49 AM »

Thank you for considering the request. I have no expectations, it's just a request.

Are some of those more difficult to code than others? For example, the documentation says that if you don't put in a planet type, it defaults to "barren." Is there some wider term that can be used for planet type? Like you have the star type as "random giant star", for example, could you have also have random planets like "random gas giant" "random cold" "random habitable" etc?

Looking at some of the planet data I saw that there are wider classifications for planets, for example, I think Tundra and Desert are both Habitable 2 worlds, whereas Terran is Habitable 4. If you could specify a wider classification, it might grab modded planet types from Unknown Skies if they fit the same classification.

I can see how the # of planets and orbits could be harder to implement.
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Tranquility

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Re: [0.97a] Customizable Star Systems (v2.1.2)
« Reply #106 on: August 31, 2024, 12:29:59 PM »

Update v2.1.2 is now out, with a new "type" option that allows for a random selection of star or planet types. Also, the default custom system no longer spawns with a Research Station by default, because it was kinda just there and the system didn't really need to have guaranteed good loot on top of it having great colony candidates. Save-compatible, as always.

v2.1.2
  • "type" option for "star" and "planet" entities can now accept a list of star/planet types
    - A random star/planet type from the list will be selected when generating the entity
    - Default custom star system now uses this "type" option for both its star and the Barren planet
    - Removed "random_star_giant" as a type since it is no longer needed
  • Default custom star system no longer contains a research station
  • "Generate custom star systems" LunaSnippet now creates a debug button if customStarSystems.json is malformed
    - The exact JSON error will be shown when executing the LunaSnippet again with the button selected
  • Added missing particle effects for "coronal_tap" entities created outside the "addCoronalHypershunt" option
  • Minor code refactors


Thank you for considering the request. I have no expectations, it's just a request.

Are some of those more difficult to code than others? For example, the documentation says that if you don't put in a planet type, it defaults to "barren." Is there some wider term that can be used for planet type? Like you have the star type as "random giant star", for example, could you have also have random planets like "random gas giant" "random cold" "random habitable" etc?

Looking at some of the planet data I saw that there are wider classifications for planets, for example, I think Tundra and Desert are both Habitable 2 worlds, whereas Terran is Habitable 4. If you could specify a wider classification, it might grab modded planet types from Unknown Skies if they fit the same classification.

I can see how the # of planets and orbits could be harder to implement.

Fortunately, I looked over how I had done the "random_star_giant" thing, and realized I could just generalize it to work with any specified set of star and planet types, so I did just that. You'd still have to specify the types that can be chosen, and there's no error handling for missing types (yet), but at least that's a thing now with this update.

The random # of planets and orbits? Yeah, I'm probably not tackling that anytime soon, at least for the current Starsector version.

Helixien

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Re: [0.97a] Customizable Star Systems (v2.1.2)
« Reply #107 on: September 02, 2024, 11:21:44 PM »

Amazing mod, always wanted something like this! Spent the entire yesterday recreating one of my old favorite systems.

I was wondering two things:
1) Is there a way to restrict a system to only spawn in one kind of nebula? For example, only blue ones?
2) Is there a simple way to create debris fields with derelict ships or do I have to create that manually?
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Opossums

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Re: [0.97a] Customizable Star Systems (v2.1.2)
« Reply #108 on: September 13, 2024, 12:23:08 PM »

I'm trying to add industrial evolution's Derelict Industries/Ruined Infrastructure To a planet and I am having trouble.

What should that look like?
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Tranquility

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Re: [0.97a] Customizable Star Systems (v2.1.2)
« Reply #109 on: September 14, 2024, 06:17:19 PM »

Amazing mod, always wanted something like this! Spent the entire yesterday recreating one of my old favorite systems.

I was wondering two things:
1) Is there a way to restrict a system to only spawn in one kind of nebula? For example, only blue ones?
2) Is there a simple way to create debris fields with derelict ships or do I have to create that manually?

1. So far, there's no way to restrict star system spawning to within constellations of a specific age, if that's what you mean. I can look into implementing something like this, but it's probably a little too niche to be worth it, especially considering that all constellations can be forced to a specific age during new game creation.

2. Not yet; this is something I plan on implementing if it's possible, though!

I'm trying to add industrial evolution's Derelict Industries/Ruined Infrastructure To a planet and I am having trouble.

What should that look like?

I don't really have any truly solid advice on this, since, as far as I know, those specific industries/conditions also require a specific memory key to decide what industry they become, and that exact memory key is buried within Industrial.Evolution's source code. So, your best bet is to start digging into the Ind.Evo source code and figure out the memory keys to use within either the "memoryKeys" or "marketMemoryKeys" options. Just remember that I'm not responsible if anything crashes or doesn't work as expected due to modded interactions, so you'd be on your own for this one.

That being said, for the Industrial Ruins condition specifically, I did figure that out myself for uncolonized planets by having something like the following:
Code: json
				"conditions":[
...
"IndEvo_RuinsCondition", # Add this condition
...
],
"marketMemoryKeys":{
"$IndEvo_ruinsIndustryId":"IndEvo_HullDecon",
}

(Figuring this out for colonized planets or for the Ruined Infrastructure industry I will leave as an exercise for the reader.)

Opossums

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Re: [0.97a] Customizable Star Systems (v2.1.2)
« Reply #110 on: September 14, 2024, 09:53:18 PM »

 This is what I have so far, what have I messed up?
Code: json
{
"entity":"planet",
"type":"rocky_metallic",
"orbitRadius":11625,
"radius":175,
"conditions":["IndEvo_RuinsCondition"],
"marketMemoryKeys":{
"$IndEvo_ruinsIndustryId":"IndEvo_HullDecon",
}
},
« Last Edit: September 19, 2024, 05:20:51 AM by Opossums »
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RXZH

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Re: [0.97a] Customizable Star Systems (v2.1.2)
« Reply #111 on: September 26, 2024, 09:52:16 AM »

How to create a 'stellar_mairror'? I couldn't find it in the help.
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Tranquility

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Re: [0.97a] Customizable Star Systems (v2.1.2)
« Reply #112 on: September 26, 2024, 05:58:05 PM »

How to create a 'stellar_mairror'? I couldn't find it in the help.

Hi, the stellar mirrors are created as part of the "solar_array" condition, so, to make them appear, you just need to add that condition within a planet's "conditions" list.

(I did, however, forget that I haven't listed this particular condition within referenceStarSystem.json, despite having supported the condition since the beginning. So, in the next update, the "solar_array" condition will be there within the "condition" list example!)

Tranquility

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #113 on: October 06, 2024, 08:43:47 PM »

Update v2.1.3 is now out, adding a new "debris_field" entity for those wanting to add a little more scrap to their custom system (although ship wrecks and graveyards are not implemented - yet). Also a few minor adjustments too. Still save-compatible.

v2.1.3
  • Added "debris_field" entity, which creates a debris field
  • Optimized custom star system generation code
  • Changed default "size" for "magnetic_field" entities to 400 (from 300)
  • Adjusted the magnetic field for the default custom star system

Cryovolcanic

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #114 on: October 06, 2024, 10:44:46 PM »

Just wanted to confirm that I was able to get Unknown Skies planets to spawn with this mod, using your new feature.
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RaithSienar

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #115 on: October 07, 2024, 11:01:33 AM »

Hey anyway for me to alter a planets orbit in game with the console commands mod or with save editing? I played for a long while before checking out the star system I had put into the files and 2 of the planets are like right on top of the star.
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Tranquility

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #116 on: October 07, 2024, 12:11:29 PM »

Hey anyway for me to alter a planets orbit in game with the console commands mod or with save editing? I played for a long while before checking out the star system I had put into the files and 2 of the planets are like right on top of the star.

This mod does not add a way to change planetary orbits while in-game. However, I imagine that Console Commands or save-editing can indeed be used to fix any mistakes from already-generated systems, although I can't help you with the specifics as I'm not familiar with using either method for that purpose.

chriswilliams115

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #117 on: October 18, 2024, 10:45:36 PM »

Edit: I fixed it and it was just me being stupid. please disregard
« Last Edit: October 18, 2024, 11:57:03 PM by chriswilliams115 »
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Zalpha

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #118 on: October 24, 2024, 04:58:32 AM »

Maybe it is my browser (or because I didn't read anything really on the post page) but I cannot find the download link.   
Never mind, it was my (Firefox) browser, for some reason it loaded up the page with no button/image links. It had the banner image but that was just an image and not a link. So I didn't suspect that to be the issue. Anyway, refreshing the page bought up the rest of the images.
« Last Edit: October 24, 2024, 05:01:41 AM by Zalpha »
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G4m3rpri3st

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #119 on: November 02, 2024, 11:42:15 PM »

Hey Tranquility, just wanted to say that I love this mod of yours, and that I have a question about how the systemTags parameter and procgen works. I'm guessing that the systemTags are supposed to inform procgen how to handle the random generation of certain kinds of content in the star system, but it isn't clear as to how it works to me or if it works the way I am guessing at all.

I've tried adding the "theme_ruins", "theme_ruins_main", "theme_derelict", and "theme_derelict_cryosleeper" tags to my custom system, and each time I've tested my system so far I haven't noticed any difference in what appears in my system outside of the very first time I tested my system where a random mining station appeared before I added any tags, and I'm not sure why. What I am looking and hoping for with this is that procgen will organically generate things like derelict probes, mining and research stations, derelict ships, and so on around the other entities in the system without me having to tediously specify an exact number and location of each of these desired salvage entities so that I can enjoy a little genuine exploration in my custom system. I'd love to be able to add something like an inactive gate with a debris field and a random assortment of derelict ships orbiting around the gate like you can occasionally find naturally when exploring the sector, for additional example. Also, I haven't tested anything with the remnants yet, but it would be really nice if I could make a remnant themed system with it's own danger beacon sitting outside of the system (assuming that's not already possible somehow with the system tags).

So, the point here is, what effect does adding a theme/tag to a system actually have (and could you please give me some details on what each tag means/does?), and is there a way for me to have this sort of organic salvage/exploration generation I'm looking for in my system without me having to specify all the details? If not, is this something you could implement in the future?
Anyways, thanks for your time and all your effort on this awesome mod!
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