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

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Author Topic: [0.98a] Customizable Star Systems (v3.0.0)  (Read 137735 times)

The One Who Crawl

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #135 on: February 22, 2025, 01:51:07 PM »

I keep having an error message stating that there is an invalid "focus" on the only star of my system.
The star settings seems all good according to my (very limited) understanding, so I don't get what is happening.

   "Beacon_star_system":{
   
      "isEnabled":true,
      "numberOfSystems":1,
      "isCoreWorldSystem":false,
      "hasSystemwideNebula":true,
      "addCoronalHypershunt":true,
      "addDomainCryosleeper":true,
      "setLocation":2,
      "systemBackground":"background5.jpg",
      "teleportUponGeneration":true,

      "entities":[

         # ENTITY 1 : Primary Star
         {
            "entity":"star",
            "type":"star_blue_giant",
            "name":"Beacon",
            "radius":1200,
            "coronaRadius":666,
                             "flareChance":1.1,
         },
« Last Edit: February 22, 2025, 02:47:55 PM by The One Who Crawl »
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Tranquility

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #136 on: February 22, 2025, 05:59:11 PM »

I keep having an error message stating that there is an invalid "focus" on the only star of my system.
The star settings seems all good according to my (very limited) understanding, so I don't get what is happening.

   "Beacon_star_system":{
   
      "isEnabled":true,
      "numberOfSystems":1,
      "isCoreWorldSystem":false,
      "hasSystemwideNebula":true,
      "addCoronalHypershunt":true,
      "addDomainCryosleeper":true,
      "setLocation":2,
      "systemBackground":"background5.jpg",
      "teleportUponGeneration":true,

      "entities":[

         # ENTITY 1 : Primary Star
         {
            "entity":"star",
            "type":"star_blue_giant",
            "name":"Beacon",
            "radius":1200,
            "coronaRadius":666,
                             "flareChance":1.1,
         },

If you post the exact error message from the starsector.log and/or provide the full customStarSystems.json (or simply the rest of your "Beacon" star system configs), I might be able to help you out. Otherwise, there is not enough information here for me to investigate and resolve this issue for you. Sorry about that!

The One Who Crawl

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #137 on: February 23, 2025, 12:57:21 PM »

Here is the Json folder. I never did this kind of stuff before, so I spent way too much time trying to make something "fonctionnal".
I spent hours trying to correct my errors one by one but I'm starting to think I should just restart from scratch.

I have only managed to generate the system without crashing once, and lord was it painful for my eyes. If you've got any tips, I would be delighted.
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Tranquility

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #138 on: February 23, 2025, 04:29:40 PM »

Here is the Json folder. I never did this kind of stuff before, so I spent way too much time trying to make something "fonctionnal".
I spent hours trying to correct my errors one by one but I'm starting to think I should just restart from scratch.

I have only managed to generate the system without crashing once, and lord was it painful for my eyes. If you've got any tips, I would be delighted.

Thank you for sharing your star system! The issue I found with it is that almost all of your "focus" options are off by 1; the "entities" list is 0th-indexed (as typical in coding languages), so that means, for example, the "Beacon" star is actually on index 0. Therefore, if the entity after that star (the barren world, in this case) has its "focus" set to 1, then that tells it to orbit itself (as that barren world is on index 1), which obviously is not valid.

To save you some time, I've fixed up the "focus" options for your system below. I gave it a quick test and it runs, so hopefully this works for you as well!

(The "entities" list being 0th-indexed is actually described in the "focus" option description in referenceStarSystem.json. For my part, though, I probably should have mentioned that in the "entities" list description too, so I'll make sure to fix that for the next update.)

Beacon star system
Code: json
	# Reminder that the "entities" list is 0th-indexed (i.e., the first entry is index 0, second is index 1, and so on)
# E.g., to make something orbit Entity 8, you want to do "focus":7
"Beacon_star_system":{

"isEnabled":true,
"numberOfSystems":1,
"isCoreWorldSystem":false,
"hasSystemwideNebula":true,
"addCoronalHypershunt":true,
"addDomainCryosleeper":true,
"setLocation":2,
"systemBackground":"background5.jpg",
"teleportUponGeneration":true,

"entities":[

# ENTITY 1 : Primary Star
{
"entity":"star",
"type":"star_blue_giant",
"name":"Beacon",
"radius":1200,
"coronaRadius":666,
"flareChance":1.1,
},

# ENTITY 2 : barren world
{
"entity":"planet",
"type":"US_barrenA",
"orbitRadius":1900,
"focus":0,
"radius":90,
"conditions":[]
},

# ENTITY 3 : Ice Giant with several habitable worlds in its orbit
{
"entity":"planet",
    "type":"ice_giant",
                "name":"Turmoil",
"radius":370,
"orbitRadius":4500,
"focus":0,
                "cloudRotation":1.5,
"conditions":[
"volatiles_plentiful",
"organics_plentiful",
"ruins_vast",
"rat_ancient_fuel_hub",
"US_floating",
"IndEvo_mineFieldCondition",
"extreme_weather",
"dense_atmosphere",
"inimical_biosphere",
"habitable",
]
},

# ENTITY 4 : Jungle world orbiting Turmoil
{
"entity":"planet",
"type":"jungle",
"name":"Surez",
"radius":70,
"orbitRadius":440,
"focus":2,
"conditions":[
"habitable",
"inimical_biosphere",
"farmland_bountiful",
"ruins_vast",
"organics_plentiful",
"mild_climate",
"rat_bionic_plantlife",
"low_gravity",
"solar_array",
"IndEvo_ArtilleryStationCondition",
]
},

# ENTITY 5 : Water world orbiting Turmoil
{
"entity":"planet",
"type":"US_water",
"name":"Azur",
"radius":80,
"orbitRadius":530,
"focus":2,
"conditions":[
"habitable",
"mild_climate",
"water_surface",
"IndEvo_mineFieldCondition",
"rat_engineered_utopia",
"US_religious",
"decivilized_subpop",
"organics_plentiful",
"volatiles_plentiful",
"ore_ultrarich",
"rare_ore_ultrarich",
]
},

# ENTITY 6 : Terran-eccentric world orbiting Turmoil
{
"entity":"planet",
"type":"terran-eccentric",
"name":"Harvest",
"radius":100,
"orbitRadius":600,
"focus":2,
"conditions":[
"habitable",
"mild_climate",
"rat_engineered_utopia",
"rat_bionic_plantlife",
"IndEvo_ArtilleryStationCondition",
"farmland_bountiful",
"ore_moderate",
"organics_abundant",
"US_religious",
"low_gravity",
"solar_array",
"IndEvo_RuinsCondition",
"decivilized_subpop",
]
},

# ENTITY 7 : Desert wolrd orbiting Turmoil
{
"entity":"planet",
"type":"US_storm",
"name":"It's Windy Today !",
"radius":64,
"orbitRadius":690,
"focus":2,
"conditions":[
"dense_atmosphere",
"low_gravity",
"extreme_weather",
"toxic_atmosphere",
"ore_abundant",
"rare_ore_abundant",
"IndEvo_mineFieldCondition",
"US_magnetic",
"US_tunnels",
"US_storm",
"rat_rampant_military_core",
]
},

# ENTITY 8 : Second Gas Giant of the system
{
"entity":"planet",
"type":"US_gas_giantB",
"name":"Nimbus",
"radius":250,
"orbitRadius":6000,
"conditions":[]
},

# ENTITY 9 : Magnetic wolrd orbiting Nimbus
{
"entity":"planet",
"type":"US_magnetic",
"name":"Q4a&~%s",
"radius":60,
"orbitRadius":380,
"focus":7,
"conditions":[
"US_magnetic",
"habitable",
"low_gravity",
"thin_atmosphere",
"ore_ultrarich",
"rare_ore_abundant",
"volatiles_trace",
"tectonic_activity",
"hot",
"ruins_extensive",
"rat_defensive_drones",
]
},

# ENTITY 10 : Hycean wolrd orbiting Nimbus
{
"entity":"planet",
"type":"US_waterHycean",
"name":"Ressac",
"radius":80,
"orbitRadius":450,
"focus":7,
"conditions":[]
},

# ENTITY 11 : Portal Gate
{
"entity":"inactive_gate",
"focus":0,
"orbitRadius":8975,
"orbitAngle":-1,
"orbitDays":0,
},

# ENTITY 12 : Turmoil Jump Point
{
"entity":"jump_point",
"focus":3,
"orbitRadius":990,
"orbitAngle":-1,
"orbitDays":0,
"name":"Turmoil Jump Point",
},

# ENTITY 13 : Fring Jump Point
{
"entity":"jump_point",
"focus":0,
"orbitRadius":7000,
"orbitAngle":-1,
"orbitDays":0,
"name":"Fringe Jump Point",
},

# ENTITY 14 : Jump Point close to the sun
{
"entity":"jump_point",
"focus":0,
"orbitRadius":1750,
"orbitAngle":-1,
"orbitDays":0,
"name":"Jump Point",
},

# ENTITY 15 : Stable Location 01
{
"entity":"stable_location",
"focus":0,
"orbitRadius":2300,
"orbitAngle":-1,
"orbitDays":0,
"name":"Location 01",
},

# ENTITY 16 : Stable Location 05
{
"entity":"stable_location",
"focus":0,
"orbitRadius":6800,
"orbitAngle":-1,
"orbitDays":0,
"name":"Location 05",
},

# ENTITY 17 : Stable Location 03
{
"entity":"stable_location",
"focus":0,
"orbitRadius":1000,
"orbitAngle":-1,
"orbitDays":0,
"name":"Location 03",
},

# ENTITY 18 : Stable Location 02
{
"entity":"stable_location",
"focus":0,
"orbitRadius":300,
"orbitAngle":-1,
"orbitDays":0,
"name":"Location 02",
},

# ENTITY 15 : Stable Location 04
{
"entity":"stable_location",
"focus":0,
"orbitRadius":5500,
"orbitAngle":-1,
"orbitDays":0,
"name":"Location 04",
},

# ENTITY 16 : Ring 01
{
"entity":"accretion_disk",
"focus":0,
"orbitRadius":11100,
},

# ENTITY 17 : Ring 02
{
"entity":"ring",
"focus":0,
"orbitRadius":1300,
"type":"rings_dust0",
},

# ENTITY 18 : Ring 03
{
"entity":"ring",
"focus":0,
"orbitRadius":10000,
"type":"rings_asteroids0",
},

# ENTITY 19 : Ring 04
{
"entity":"asteroid_belt",
"focus":0,
"orbitRadius":9900,
"orbitDays":0,
},

# ENTITY 20 : Débris Field
{
"entity":"debris_field",
"focus":0,
"orbitRadius":8050,
"orbitDays":0,
},

# ENTITY 21 : Débris Field
{
"entity":"debris_field",
"focus":0,
"orbitRadius":8100,
"orbitDays":0,
},
],
},
[close]
« Last Edit: February 23, 2025, 08:04:44 PM by Tranquility »
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The One Who Crawl

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #139 on: February 23, 2025, 06:43:01 PM »

Here is the Json folder. I never did this kind of stuff before, so I spent way too much time trying to make something "fonctionnal".
I spent hours trying to correct my errors one by one but I'm starting to think I should just restart from scratch.

I have only managed to generate the system without crashing once, and lord was it painful for my eyes. If you've got any tips, I would be delighted.

Thank you for sharing your star system! The issue I found with it is that almost all of your "focus" options are off by 1; the "entities" list is 0th-indexed (as typical in coding languages), so that means, for example, the "Beacon" star is actually on index 0. Therefore, if the entity after that star (the barren world, in this case) has its "focus" set to 1, then that tells it to orbit itself (as that barren world is on index 1), which obviously is not valid.

To save you some time, I've fixed up the "focus" options for your system below. I gave it a quick test and it runs, so hopefully this works for you as well!

(The "entities" list being 0th-indexed is actually described in the "focus" option description in referenceStarSystem.json. For my part, though, I probably should have mentioned that in the "entities" list description too, so I'll make sure to fix that for the next update.)

[/spoiler]

Thank you !! I have changed the "focus" a bunch of times while trying to solve my others mistakes, and by the end of it I was so mixed up and confused that I just forgot about it. Now that it's in order, I can work on making the whole thing actualy pleasant to look at !


While I have your attention, I wanted to ask :
- How does the sector "coordinates" actually work ? I want my system to spawn midway between the core and the UAF territory. Is there a page or link I could use for future references ?

- Is there a way to control the size of the minefield rings ? Several of my worlds have the "minefield" condition, and the mine rings all spawn with the exact same size. Wich is far too big compared to the tiny planets they protect.

- Is it still impossible to give conditions to Hycean worlds ?
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Tranquility

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #140 on: February 23, 2025, 07:49:27 PM »

...

While I have your attention, I wanted to ask :
- How does the sector "coordinates" actually work ? I want my system to spawn midway between the core and the UAF territory. Is there a page or link I could use for future references ?

- Is there a way to control the size of the minefield rings ? Several of my worlds have the "minefield" condition, and the mine rings all spawn with the exact same size. Wich is far too big compared to the tiny planets they protect.

- Is it still impossible to give conditions to Hycean worlds ?

1. Sector coordinates are simply the (x, y) coordinates of the sector map; the Hybrasil star system is a good starting reference as, as far as I know, it is the vanilla system closest to (0, 0) in the sector map (generally, the Core Worlds are biased towards the -x and -y directions). Other than that, I don't know of any other reference point or other resources that provide the Core World's spawn locations (it could be in the loose Java files in the starsector-core/data/scripts/world directory, so you could technically just open them up and look at the code if you want to - though I am not sure if the system coordinates are defined there).

2. The minefield ring size is controlled by Industrial.Evolution's Minefield condition, and so, therefore, it is simply out of this mod's control. I don't really have plans to support modded conditions, as it is generally a pain to support and maintain on my end, so all you can do is just work around the minefield size when making your system. Sorry!

3. The Hycean World conditions are, as far as I know, overwritten by a script within the Unknown Skies mod, so, again, it's out of this mod's control. It might be possible to spawn in the star system with the Hycean World in an existing game and keep the conditions you want (I don't think the US script continues running after the proc-gen step), so you can try doing that and seeing if it works - no guarantees, though!
« Last Edit: February 23, 2025, 07:54:14 PM by Tranquility »
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The One Who Crawl

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #141 on: February 25, 2025, 10:55:42 AM »


1. Sector coordinates are simply the (x, y) coordinates of the sector map; the Hybrasil star system is a good starting reference as, as far as I know, it is the vanilla system closest to (0, 0) in the sector map (generally, the Core Worlds are biased towards the -x and -y directions). Other than that, I don't know of any other reference point or other resources that provide the Core World's spawn locations (it could be in the loose Java files in the starsector-core/data/scripts/world directory, so you could technically just open them up and look at the code if you want to - though I am not sure if the system coordinates are defined there).


Noted ! Thanks again for the assistance.
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Tassyr

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #142 on: February 26, 2025, 10:29:49 PM »

So I'm going in circles figuring this out- I've got my system made, named, and decorated with festive asteroid and dust belts.

But I cannot, for the LIFE of me, figure out how to make it not spawn so far into the hinterlands of the sector that it's practically in ANOTHER sector.

I saw some mention of the "sector coordinates," but I can't find how to SET those- where do those go?
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SCMDR_Aramantha

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #143 on: February 28, 2025, 06:30:26 PM »

Hey so this is my barebones attempt to make the Cyrannus star system with 3 separate empty locations, I want to have each star far away from each other so that 4-5 planets planets can orbit a single star. I have not added in the planets yet I just wanted to get other people's opinion on my code for making a quad star system with 2 pairs of binary stars orbiting a central empty location barycenter

Spoiler
{
    "custom_star_system": {
        "isEnabled": true,
        "numberOfSystems": 1,
        "isCoreWorldSystem": true,
        "hasSystemwideNebula": true,
        "addCoronalHypershunt": true,
        "addDomainCryosleeper": true,
        "setLocation": [0,0],
        "systemBackground": "graphics/backgrounds/background5.jpg",
        "systemMusic": "music_campaign",
        "systemLightColor": [255,255,255,255],
        "teleportUponGeneration": true,

        "systemTags": [
            "theme_interesting",
            "theme_hidden"
        ],

        "entities": [
            # Central gravity well for the entire system (entity #0)
            {
                "entity": "empty_location",
                "numOfCenterStars": 0,
                "orbitRadius": 0,
                "orbitAngle": 0,
                "orbitDays": 0
            },

            # First binary pair setup (center point) (entity #1)
            {
                "entity": "empty_location",
                "orbitRadius": 4000,
                "orbitAngle": -1,
                "orbitDays": 400,
                "numOfCenterStars": 2,
                "orbitClockwise": true
            },

            # First binary pair - Star A (entity #2)
            {
                "entity": "star",
                "type": "star_yellow",
                "name": "Quadrus Alpha",
                "radius": 500,
                "coronaRadius": 750,
                "flareChance": 0.8,
                "focus": 2,
                "orbitRadius": 1000,
                "orbitDays": 100,
                "orbitAngle": 0,
                "orbitClockwise": true,
                "specChanges": {
                    "texture": "star_yellow.jpg"
                }
            },

            # First binary pair - Star B (entity #3)
            {
                "entity": "star",
                "type": "star_yellow",
                "name": "Quadrus Beta",
                "radius": 475,
                "coronaRadius": 725,
                "flareChance": 0.8,
                "focus": 2,
                "orbitRadius": 1000,
                "orbitDays": 100,
                "orbitAngle": 180,
                "orbitClockwise": true,
                "specChanges": {
                    "texture": "star_yellow.jpg"
                }
            },

            # Second binary pair setup (center point) (entity #4)
            {
                "entity": "empty_location",
                "orbitRadius": 4000,
                "orbitAngle": -1,
                "orbitDays": 400,
                "numOfCenterStars": 2,
                "orbitClockwise": true
            },

            # Second binary pair - Star C (entity #5)
            {
                "entity": "star",
                "type": "star_yellow",
                "name": "Quadrus Gamma",
                "radius": 450,
                "coronaRadius": 700,
                "flareChance": 0.8,
                "focus": 5,
                "orbitRadius": 800,
                "orbitDays": 80,
                "orbitAngle": 0,
                "orbitClockwise": true,
                "specChanges": {
                    "texture": "star_yellow.jpg"
                }
            },

            # Second binary pair - Star D (entity #6)
            {
                "entity": "star",
                "type": "star_yellow",
                "name": "Quadrus Delta",
                "radius": 425,
                "coronaRadius": 675,
                "flareChance": 0.8,
                "focus": 5,
                "orbitRadius": 800,
                "orbitDays": 80,
                "orbitAngle": 180,
                "orbitClockwise": true,
                "specChanges": {
                    "texture": "star_yellow.jpg"
                }
            }
        ]
    }
}
[close]

Thanks in advance
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Rahbek

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #144 on: March 09, 2025, 05:10:15 AM »

First of - love the mod. I used to manually edit systems in my save which was a paaaain by comparison!

Since it came up a few times and it's something i'd also be looking for, I have a suggestion for the issue of adding ships to systems:
Of course ideally there's a way to spawn derelicts (optionally with defense fleets) but in the mean time maybe an easier way could be something similar to the abandoned station in corvus? It houses an abandoned ship in storage that you can take for free upon game start. You can find the script for that in "data/scripts/world/corvus/corvus.java"
Maybe that helps for adding a feature like adding ships into storage of abandoned stations in our custom systems?
I don't actually know much about java so no clue how big a help that might be - or not lol :))
I also assume you've seen this, but just in case not: https://fractalsoftworks.com/forum/index.php?topic=14073.msg233806#msg233806

Edit: One more feature idea that would be on the nice to have side of things might be support for custom descriptions for planets & maybe even illustrations? :) For Lore building..
« Last Edit: March 09, 2025, 05:52:45 AM by Rahbek »
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Rahbek

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #145 on: March 09, 2025, 05:41:05 AM »

So I'm going in circles figuring this out- I've got my system made, named, and decorated with festive asteroid and dust belts.

But I cannot, for the LIFE of me, figure out how to make it not spawn so far into the hinterlands of the sector that it's practically in ANOTHER sector.

I saw some mention of the "sector coordinates," but I can't find how to SET those- where do those go?

Maybe this helps for reference - adjust numbers for your own needs.

I'm playing with normal sector size in case that matters.
Here's my custom binary system in reference to the sector middle [0,0] (very close to hybrasil):
https://imgur.com/a/oYrxenB
This was the code i used for set location:
Code
{
# An uninhabited star system with desirable planets
"css_stress_test":{
"isEnabled":true,
"numberOfSystems":1,
"isCoreWorldSystem":false,
"addCoronalHypershunt":true,
"addDomainCryosleeper":true,
"setLocation":[-12000,-32000], #<- that is what you are looking for :)
"systemBackground":"background_galatia.jpg",
"systemMusic":"music_title",

"entities":[
{
"entity":"empty_location",
"numOfCenterStars":2,
"orbitRadius":1600,
"orbitAngle":0,
"orbitDays":10
},
{
"entity":"star",
"type":"star_white",
"radius":700,
"name":"Ishkur"
},
{
"entity":"star",
"type":"star_blue_supergiant",
"radius":1500,
"name":"Enki"
}, [... and so on]

Another thing i can recommend is making your system recognisable on the map (e.g. multiple stars, custom name, ...) and then just keep generating new games, see if your custom coordinates are what you like, if not edit the file, save it and make a new game to check - repeat till perfect :) Dont even have to restart the game for that.
« Last Edit: March 10, 2025, 07:09:06 AM by Rahbek »
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Smilein

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #146 on: March 19, 2025, 08:58:43 AM »

How do I make my custom system a remnant system along with the red beacon outside?

Nvm, apparently it's automatic. Nice. Have another question instead, how to make the IndEvo artillery station that spawns there to be owned by the remnants instead of destroyed?
« Last Edit: March 19, 2025, 09:10:11 AM by Smilein »
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zunwar

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #147 on: March 19, 2025, 10:48:09 AM »

Love this mod! Using this to spawn Systems full of Ordos and have a easy colony start-up. Though been messing with setting.json to spawn the system closer to core-worlds but the closest time the spawn is at 14 lights years away from Miyasura. Mostly spawns on top of the Persean League Systems but sometime spawn totally randomly close to the edges of the sector. Been using setLocation to spawn them closer but would like to know if I'm missing something or might have broke something while messing with setting.json. Would like to also know if there's a way so that some systems has a random chance to spawn. Also Floating City from Unknown Skies don't spawns at all.
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EpicSOB

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #148 on: March 27, 2025, 11:22:32 PM »

if I were to fine tune my custom system in game via commands, would I be able to extract the modified system and update the file somehow? I'm not good at working with JSON, I can work out small changes but anything big and the file always seems to break (this applies to other games too), so it would be great if this was possible.
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Tranquility

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Re: [0.98a] Customizable Star Systems (v3.0.0)
« Reply #149 on: March 29, 2025, 10:19:10 PM »

Update v3.0.0 is now out, adding support for the latest Starsector 0.98a version with some additions and changes. Most importantly, custom star systems no longer have any automatic tagging (save for "theme_misc" being the default) to allow for finer system tag control using the "systemTags" option. If you are migrating previous custom star systems to the current version, make sure to update your systems to account for the tagging changes! Since this mod is a utility mod, this update should be save-compatible.

v3.0.0 (Update for Starsector 0.98a)
  • Added "systemAge" option to determine the age of the custom star system
  • Added "wreck" entity, which creates a derelict ship
  • Added "orbitClockwise" option for "ring" and "asteroid_belt" entities
  • Fixed "emptyLocation" not supporting orbits if it was not used as the system center
  • Removed nearly all instances of automatic system tagging
    - This includes the "isCoreWorldSystem" option, which is removed in favor of using the "systemTags" option
    - "systemTags" now defaults to only applying the "theme_misc" tag if it is omitted or empty
  • People are now automatically added to a custom star system's markets if spawned mid-game
  • Fixed bug with "setLocation" option regarding the constellation list having duplicate constellations
  • Moved Console Commands commands to src folder
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