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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Customizable Star Systems (v2.1.3)  (Read 108663 times)

Tranquility

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #120 on: November 03, 2024, 12:59:29 PM »

...

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!

The "systemTags" option just simply applies whatever tags you specify to the star system - and nothing more. What each tag represents completely depends on how the game treats a star system with a specific tag. The most frequent way they get used is for preventing missions from spawning on said star system (e.g. "theme_hidden", "theme_unsafe", etc.), for allowing other missions to spawn within them (e.g. "theme_interesting" or "has_coronal_tap" for certain contract bounties), and for setting star systems as Core World systems (the "isCoreWorldSystem" option already does this by applying the "theme_core" tag and either "theme_core_unpopulated" or "theme_core_populated" depending on faction existence). Other than those things, I don't know all the exact details about each and every tag, but it is safe to assume that system objects do not spawn due to any specific system tag.

As for adding randomly-generated salvage within custom star systems, that is something that I can look into for a future update, if it's feasible to implement cleanly. However, I'm currently just waiting for the next Starsector update before I'll consider adding any more features to this mod, so I wouldn't expect random salvage to become a thing for a while, if at all.

Cane

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #121 on: November 14, 2024, 04:11:27 PM »

Can I change the opacity of rings? I'm trying to add some pleasant looking ice rings around a gas giant, but they look really bad at 255 opacity.

The game seems to offer this feature, as rings added to gas giants in general appear to be much more faint and therefore better looking.
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Cane

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #122 on: November 16, 2024, 03:00:23 AM »

A minor and currently-largely-irrelevant bug report, relating to the mod Unknown Sector:

If you generate a planet with the unique type "type":"US_waterHycean", you cannot manually add conditions to it; any conditions you select remain un-added, and the planet conditions instead get auto-generated like they would normally.

It's possible that this has something to do with the generation of custom planets (Hycean worlds are under the #Custom tab in Unknown Sector's planet_gen_data.csv file), but I'm not sure what it does that's different.

This is not currently a big problem as it only affects this one planet type, but I figured you should have some record of it in case you run into issues with other planets and modifiers in the future.
« Last Edit: November 16, 2024, 03:20:23 AM by Cane »
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Cane

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #123 on: November 16, 2024, 06:09:06 AM »

Feature request:

Make the customizable system tags take precedence. Right now, theme_misc is applied to the system no matter what, which means that other mods (notably Random Assortment of Things) will spawn planetary conditions dynamically. Also, if you add any remnant presence to the system, theme_remnant and a number of other tags are also added automatically, which also impacts spawning.

I would like to completely control all tags of my system manually, and if I make any mistakes it'll be my own fault.
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Cane

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #124 on: November 21, 2024, 08:55:57 AM »

Feature request:

Let us choose the type/colour of nebula which appears in the system. When using i.e. "setLocation":30 it takes on either a random appearance or the appearance of whatever constellation the system appears inside. When setting a precise coordinate using i.e. "setLocation":[16500,35000], it always defaults to the same nebula type, i.e. the white-and-teal clouds for mixed-age sectors.

It appears to be a simple tweak; the system is generated with i.e. <key>nebula</key>, and you can swap it to one of the following in the save file:
Code
nebula
nebula_blue
nebula_amber
If you have Knights of Ludd installed, the following also work:
Code
nebula_zea_black_shiny
nebula_zea_dawntide
nebula_zea_purpleblue
nebula_zea_redgrey
Preview images:
« Last Edit: November 21, 2024, 09:15:20 AM by Cane »
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PFleur

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #125 on: November 21, 2024, 10:01:08 AM »

Hi, I'm a bit confused about how to define the orbit angle parameter, what units is it in? Also what would it take to add modded terrain to a system (E.G. Indevo minebelt). I'm guessing one would need to modify CSS' source code?
Update: After working on a custom system using the base tools in Starsector it would require importing IndEvo methods.
« Last Edit: November 29, 2024, 06:07:10 PM by PFleur »
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cghhj

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #126 on: December 07, 2024, 09:55:07 AM »

I want to sharing this mod to the Chinese Starsector Forum https://www.fossic.org/
May I have the permission? Many thanks.
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Tranquility

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #127 on: December 20, 2024, 02:29:26 PM »

I want to sharing this mod to the Chinese Starsector Forum https://www.fossic.org/
May I have the permission? Many thanks.

Hey, sorry for the belated response! You are free to share the mod there!

Hi, I'm a bit confused about how to define the orbit angle parameter, what units is it in? Also what would it take to add modded terrain to a system (E.G. Indevo minebelt). I'm guessing one would need to modify CSS' source code?
Update: After working on a custom system using the base tools in Starsector it would require importing IndEvo methods.

For the record, the orbit angle parameter is in degrees, as used in Starsector's internal code. For IndEvo's terrain, specifically, it's not officially supported, although I do know IndEvo does at least handle the minefield spawning if you just put IndEvo's Minefield condition on the planet(s) you want mines on.

Feature request:
...


I appreciate the requests, by the way! Already made notes to check if I can reasonably implement these, including the tags and ring opacity. As for the Unknown Skies' Hycean worlds, I think the US mod itself runs a script that overrides all Hycean world's proc-gen conditions with a separate proc-gen pool specifically for Hycean worlds. As such, it's likely outside of my control to "fix" (though, since its a modded planet type, any specifc fixes probably would've been too niche to warrant implementing on my end).
« Last Edit: December 20, 2024, 02:42:04 PM by Tranquility »
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GerdyBird43

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #128 on: December 24, 2024, 10:58:35 AM »

Is there a place to find systems made by others? Im lazy and i want to copy paste other systems. I love the mod but Im reallly lazy.
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SCMDR_Aramantha

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #129 on: December 29, 2024, 03:49:05 AM »

Hey how do you make a double binary/quadruple star system? Asking because I want to make the BSG 12 colonies system
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Cane

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #130 on: December 29, 2024, 05:10:45 AM »

Is there a place to find systems made by others? Im lazy and i want to copy paste other systems. I love the mod but Im reallly lazy.

There's no download hub, no, but here are my systems, packaged as a stand-alone mod:
- Cane's Custom Star Systems (Google Drive)

If you want to load my systems in-game you'll need Customizable Star Systems, Industrial.Evolution, Unknown Skies, and Random Assortment of Things, because I used planetary conditions from all of them.

But for you, the most useful content is probably my files, because I actually created and used a template which I think is better and far more readable than the ones which were bundled with the main mod. It made it easy for me to copy and modify stuff. The custom systems file should be very easy to understand with all of my comments.

For editing these files I highly recommend using Notepad++, preferably in dark mode, with "JSON" selected as the file language. Unless you have better, idk, but that's what I used.

Spawn my systems into an existing game with Console Commands:
Code
SpawnCustomStarSystems draconis_star_system chelestra_star_system abarrach_star_system

Hey how do you make a double binary/quadruple star system? Asking because I want to make the BSG 12 colonies system

Look at my download above; the first system, Draconis, is a trinary system, and my comments explain how it's set up. Draconis has two close-orbit stars and one wide-orbit star. You can add a 3rd star to the center to make a quadrinary system. I think you can also create another empty_location on the fringes and then place two stars around that by setting the "focus" of those stars to the empty_location entity, but I haven't done it myself.

EDIT: Note, to both of you, that changing the file by adding or removing any entity will change the focus of all following entities in that system, and cause a crash if other objects try to orbit a focus which no longer exist. The whole entity/focus thing is the most finicky part of making a system.
« Last Edit: December 29, 2024, 05:24:15 AM by Cane »
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Hauteclere

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Re: [0.97a] Customizable Star Systems (v2.1.3)
« Reply #131 on: January 01, 2025, 08:03:04 AM »

Hey! I was wondering how I could add AOTD megastructures or other entities to the custom star system. I tried it like this, but it didn’t work:

         {"entity":"aotd_nidavelir_complex","focus":[3]},
         {"entity":"aotd_pluto_station","focus":[5]},

Am I missing something perchance?
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