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

Author Topic: [0.98a] Procgen Overhaul  (Read 2416 times)

Killer of Fate

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[0.98a] Procgen Overhaul
« on: April 12, 2025, 04:16:34 AM »

Download Link:
https://github.com/Limieczeczerz/Procgen-Fix/blob/main/Procgen%20Fix%20AA-c-a.zip

Overhauls vanilla procgen system, rebalancing planetary conditions and system structure

- Makes organics occur on various other planets than habitable ones. Making them appear consistently on toxic ones
- Nerfs habitable worlds by making habitable and mild climate no longer reduce hazard condition. But also makes conditions like Inimical Biosphere more common
- To compensate Decivilized no longer increases hazard rating
- More negative traits are now tied to resource increases, Inimical Biosphere increases the chance of organics. Toxic Atmosphere increases the chance of minerals and organics. High Gravity increases the chance of volatiles. Etc.
- Resources are now on average more rare, making it so that it's harder to set up a base that is perfect by finding a nice barren rock with high ore and rare ore. Along a high farming Tundra

Some examples:
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Other features:
- The chance of Extreme Weather chance now affected by very hot, very cold, etc.
- Water and Terran-Eccentric now more common than other habitable worlds, excluding deserts and Barren-Deserts
- Barren-Deserts now can have Habitable
- Deserts, Water worlds can now occur in temperate climates
- Lava_minor will now always have Very Hot instead of just Hot
- Gas giants can now have organics, uncommon and in small quantities
- Barren worlds can now have volatiles and organics, uncommon and in small quantities
- More rings, more planets per systems. Creating more structured planetary systems with more orbits

Some examples:
Spoiler








[close]


- Fixes Saturn rings not appearing in the game
- Removes accretion discs from all stars except black holes
- Shrinks down some rocky planets a bit to prevent High Gravity from occurring as commonly as it does in vanilla. And to also make said planets not appear as large in comparison to gas giants
- Increases the size of stars slightly for added immersion

Spoiler
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- Cryovolcanic worlds will no longer occur around very hot, hot or temperate giants
- Lava_minor worlds will no longer occur around very_cold giants

Patch Notes:

02.05.2025 AGAIN
- Changed blue giant's visual
- Made it so that terran-eccentric and water planets now have a slight change to have moons
- Changed lava planets from having no moons to having a slight chance to have moons
- Changed water giant's visual to be homogenous, but increased its colour variety

01.05.2025
- To compensate for habitable worlds being often very difficult to inhabit, the chance of them spawning has been doubled. There is a multiplier that reduces them spawning as moons to prevent situations in which two habitable worlds will be spawned orbiting each other
- terran-eccentric and water worlds can no longer have moons, and will be on average smaller than average habitable worlds (however they have a larger max size, meaning they can be also bigger than all the other habitable worlds)
- This was done for two reasons. To prevent water worlds from orbiting themselves. To prevent terran-eccentric from orbiting themselves. As they are the most probable hab3 planets. And to also underline why terran-eccentric can be specifically tidally locked. This being due to their smaller weight or something? This reduces the change of high gravity occurring on both water and terran-eccentric worlds
- Added a multiplier to extreme weather, making it more common when on poor light worlds. This only affects terran-eccentric. The multiplier is 2, which means there is a 6 for 13 against chance of extreme weather occurring on terran-eccentric
- Decreased the chance of brown dwarf not having any orbits spawn around it from 50% to 20%. Decreased the chance of red dwarves not having any orbits spawn around one from 20% to 5%. Same as all the other stars except black hole and nebulae
- This was done to compensate brown dwarves now being extremely common
- High gravity now reduces the chance of extreme weather
- Added cold desert worlds, sprite made by pixel_rice_bowl. Present in the public domain
- Cold desert worlds were added to prevent tundras and terran-eccentric worlds from spawning too often by occupying the same procgen niche. They have the same stats as normal desert worlds, except they can be cold or very cold. If they are very cold, they are no longer habitable. Same as normal desert ones when they are in very hot
- Fixed a bug that would cause tundras to generate as temperate due to the fact that habitable was overwriting the very cold
- Tundras will now always spawn with cold instead
- Arid will still spawn with both temperate and hot climates as their description does not necessarily specify temperature

30.04.2025 AGAIN AGAIN
- Decreased minimum RNG colour for water giants

30.04.2025 AGAIN
- Updated water giants' appearance to be brighter by giving them blue clouds
- Gave water giants a description
- Toned down the intensity of a water giant's atmosphere colour

30.04.2025
- Was hallucinating yesterday about hearing Warcraft 3 sound effects in Avengers movie clips. Then had a nightmare about High Tech ships crawling out of my screen and jumpscaring me with Temporal Shell
- Anyway, I have updated the mod to spawn more asteroid belts, gas giants and Lagrange points
- Will update screenshots momentarily to reflect that
- Added water giants, oops forgot to write the description. Let me fix that in a moment
- Water giants are functionally identical to ice giants, but they spawn in temperate climates instead. They were added for visual variety
- No, they don't have Aquaculture
- Greatly increases the chance of Brown Dwarves spawning
- Gave ice giants and water giants a modifier that causes them to spawn closer to the star in YOUNG systems. This means ice giants can spawn as temperate and water giants can spawn as very hot
- Reduced volatiles on water, ice and cryovolcanic worlds on average. But kept the higher state for specifically gas giants to make them more commonly valuable in comparison


29.04.2025
- Fixed planets meant to be shrunk not actually being shrunk. Reduced the max size of certain planets from 220 to 180 units?
« Last Edit: May 01, 2025, 08:07:54 AM by Killer of Fate »
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Killer of Fate

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Re: [0.98a] Procgen Overhaul
« Reply #1 on: April 29, 2025, 08:13:17 AM »

Procgen Fix has been overhauled into being Procgen Overhaul

Feedback is appreciated

have a very safe day

to elaborate: this mod has initially performed a very simple fix for the procgen in order to create more varied planets in temperatures

However, after completing some different projects. Have directed attention towards this

This is intended to be a vanilla friendly version of Fringe Worlds. As in, the intent is to rebalance the procgen in a way that the player can be interested and will be encouraged to go for other worlds than habitable ones. Or barren

Toxic, Lava, Gas, etc. Were made to be viable, were made to be gameplay-wise interesting

But there needs to be more testing. There needs to be more time spent working on this
there needs to be more...
Always... More

End
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(Secondlt2)

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Re: [0.98a] Procgen Overhaul
« Reply #2 on: May 01, 2025, 02:19:28 AM »

This mod does a good job at making different planet types relevant though when I saw the "Mild and Habitable climate no longer reduces hazard rating" I immediately got turned off given how rare it is to have those two modifiers together.

I feel like it would only be fair to have the two modifiers still reduce hazard rating whilst maintaining every other aspect of the mod? It doesn't take away from the goal of 'incentivizing the player to colonize different planet types' and given how I assume habitable worlds will not be as resource-rich by chance as it normally would be, it doesn't take away from the potential other goal of giving the other planet types a way to establish their uniqueness.
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Killer of Fate

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Re: [0.98a] Procgen Overhaul
« Reply #3 on: May 01, 2025, 03:11:57 AM »

This mod does a good job at making different planet types relevant though when I saw the "Mild and Habitable climate no longer reduces hazard rating" I immediately got turned off given how rare it is to have those two modifiers together.

I feel like it would only be fair to have the two modifiers still reduce hazard rating whilst maintaining every other aspect of the mod? It doesn't take away from the goal of 'incentivizing the player to colonize different planet types' and given how I assume habitable worlds will not be as resource-rich by chance as it normally would be, it doesn't take away from the potential other goal of giving the other planet types a way to establish their uniqueness.
habitable is a bit more common with barren-desert having it
and mild climate can now, let me double check

Hmmmmmmmm
Yes, it's 1 vs 13 on all cat_hab3 planets
but this will get skewed towards 1 vs 16, because extreme weather has its chance to occur increased if the planet is hot or cold

I didn't give it that modifier if the planet is of poor light, so that's dumb...
This means terran-eccentric are the most common planets except terran to have mild climate

I'll see if I can increase the chance of mild climate a little, and make it so that it can occur on deserts too

I'll see if I can make it 3 vs 16, with it being 3 vs 19
Or maybe I should make extreme weather less common. Make it 1

so it becomes 1 vs 11?
Nah, still dumb...
*sigh*

I'll need to do something about it, you're right

Decivilised not granting a penalty should make up for it, right? A bit? I don't know. I'll investigate
« Last Edit: May 01, 2025, 03:13:38 AM by Killer of Fate »
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RoboticManiac

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Re: [0.98a] Procgen Overhaul
« Reply #4 on: May 01, 2025, 04:06:00 AM »

The other features of the mod are interesting and all, but what really got my attention was the 'more planets per system'.
About how many more can we expect in a system? And are they still limited in number by the star type?
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Killer of Fate

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Re: [0.98a] Procgen Overhaul
« Reply #5 on: May 01, 2025, 04:21:04 AM »

The other features of the mod are interesting and all, but what really got my attention was the 'more planets per system'.
About how many more can we expect in a system? And are they still limited in number by the star type?
There should be no visual clutter
what this means is that planets will be more varied
u see, i did a thing

I have increased the maximum and minimum amount of orbits of stars by a factor of four
but i have also increased the chance of NOTHING, which is a category that makes NOTHING spawn on said orbit

I have then doubled the chance of rings, Lagrange points (Lagrange points don't specifically occupy an orbit, I'm a bit confused on how they work. But what they do is spawn on the same orbit to a planet, similarly to a moon)

And the probability of gas giants

This makes these systems have very varied temperatures
You will go all the way from very hot to very cold, unlike in vanilla in which I recall most planets being of some specific temperature in a system

I will also boost the probability of habitable planets by a factor of 2 to make up for the fact that due to the changes I have made, the habitable planets on average tend to be *** horrible places to live in

Spoiler
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Not all of them

Spoiler
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But most of them
Spoiler
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I am also going to add a desert_cold to dilute tundra worlds a bit, give some other uninhabitable worlds the ability to have mild climate. Usually very rarely. And not in extreme temperatures. And I'm going to give High Gravity, Tectonic and Extreme Tectonic activity the ability to reduce the chance of extreme weather... Something about large planets having more stable climates

oh, and one more thing. I'm gonna be giving terran-eccentric and water planets size of a different kind...
typical habitable planets have 130-220 in vanilla, with 130-180 in my mod sizes
which makes them fall victim to high gravity very easily

But I am going to give terran-eccentric and water planets 100-200, which will cause them to vary in sizes, but on average they are going to be smaller
unfortunately the consequence of this is that i am going to remove their moons
what about their moons? They don't need those

So a bit of a *** compromise, but it's a big issue, because if the planet isn't large and has a moon, then it will look like a binary planetary system. And binary planetary systems and moons overall can be very difficult to balance.
This was also specifically done because terran-eccentric and water planets have a higher chance of spawning than other habitable worlds. So there could be a situation in which water planets will spawn in pairs. Creating economical powerhouses easily
« Last Edit: May 01, 2025, 04:24:19 AM by Killer of Fate »
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Re: [0.98a] Procgen Overhaul
« Reply #6 on: May 01, 2025, 04:36:58 AM »

While I haven't tried this mod since I'm still playing 0.97 I have a few things to note having read the OP:
1: In terms of astrogeology, volatiles are everywhere, ice and gas giants are literally made of them, as are atmospheres in general and most if not all known oceans.
2: Accretion discs around non-blackholes should likely be much more rare rather than completely removed
3: One thing that has always bothered me about vanilla procgen is how rare moons seem to be compared to the one real world system we have detailed information to use as an example, is this addressed in the mod?
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Killer of Fate

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Re: [0.98a] Procgen Overhaul
« Reply #7 on: May 01, 2025, 04:42:45 AM »

While I haven't tried this mod since I'm still playing 0.97 I have a few things to note having read the OP:
1: In terms of astrogeology, volatiles are everywhere, ice and gas giants are literally made of them, as are atmospheres in general and most if not all known oceans.
2: Accretion discs around non-blackholes should likely be much more rare rather than completely removed
3: One thing that has always bothered me about vanilla procgen is how rare moons seem to be compared to the one real world system we have detailed information to use as an example, is this addressed in the mod?
1. Volatiles in vanilla are not necessarily referring to the simple volatiles, but stuff like Deuterium. Which tends to be a bit more rare. This is why not all planets have extensive volatiles.
2. It was removed due to visual bugs. Accretion discs tend to clip into the star, creating black asteroids within it. Vanilla already represents accretion discs around large stars through extensive planetary rings. Like the one found in Magec. Which should simply be more common... So they are... In this mod... Instead of accretion discs...
3. This is done because moons tend to be really weird balance and visual-wise. But in this mod there should be more moons due to there being more gas giants (yes, a bit of a backwards logic. In reality there will be less moons in this mod :c But there will also be more planets. So there will be more moons?)

edit: update is now live, acceptance is mandatory

edit2:

(this is not part of the 01.05.2025 update)
2. AAAAAAAAH, I SEE WHAT IS HAPPENING HERE

okay okay, I fixed it. asteroid_belts have a limit of hab off set, so they would NEVER spawn as proper accretion discs like in Magec for example. Imma give them a habOffsetYOUNG to give them this functionality

never mind? It's hard to make it work with gas giants, I might have to restore fire giants from my other mod to make this work by giving them 0 orbits and act instead of normal gas giants

or maybe i just should give up and let them act the way they do now?

edit3:
fire giants will be added in the next update most likely along updated visual for blue giants
Spoiler
[close]

edit4: after some testing i have come to a conclusion that fire giants might not be a good idea, maybe later
« Last Edit: May 01, 2025, 07:31:22 AM by Killer of Fate »
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