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Omelie

Corporal
35 Badges
May 17, 2016
35
5
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[Current MOD 23/05/2016]: http://steamcommunity.com/sharedfiles/filedetails/?id=685891076
[SEE UPDATE IN LAST POST]



Goal of [MOD] to add more variation to system spawning:
-More/less planets/moons
-Variation in star size
-Planet spawning more along the lines of hot/close cold/further out
-Star variation and frequency more in line with actual real universe spawning (B is largest then A, F, G, K, smallest is M) Rarity is in the same order with B at 0.001% and M at 70% but for game purposes it'll all be less exaggerated and more like b = 3% a = 8% f = 15% G = 20% K = 24% M =40%
-More variation in orbits of both planets and moons IE the same spacing between things is boring.


-More habitable worlds/larger core world count (? maybe... The idea of picking the right planets for your home sector is a bit of hard choice making that might be fun).
-Late game toxic habitability
-Increased amount of anomalies (currently playing with this mod on but if fits very well into having more places to explore)

Current issues:
-Star size variation is a global effect and this effects where initial planets in a system can spawn thus smaller stars seem too far from the planets and larger ones a little close BUT it is working atm.
-Outposts/resource platforms are built inside the larger stars BUT outposts are pretty static atm so not too much of an issue.
-Max system allowed planets orbiting is 10 before it gets messed up. You can spawn more but they wont have orbit lines and atm they all end up being frozen barren worlds because of how far out they are.
-Smallest suns are a size 20 when a gas planet is a size 14. Not an issue to me because any smaller on planets and you effect usability.
-Ring worlds? I have yet to see them in game and how the changes effect them. I'm sure it's not pretty. Can they spawn on a normal system? Or are they only on scripted systems?

Solution:
-Remove global modifiers on star size and move them to the misc_system_initializer and empire_initializer files. Not 100% sure how to do this/if it can be done?
-Set initial change_orbit (in misc_system_initializer and empire_initializer files) to a variable depending on star type spawned. This additionally might require a similar change to planet type spawn zones... Some sort of nested if or case statement I just don't know how those structures work or work with referencing other files/variables in the file structure.

Class = star
Case entity =
"b_star_class_star_entity" @starmin = 90 @starmax = 120
"a_star_class_star_entity" @starmin = 110 @starmax = 130

change_orbit = { min = @starmin max = starmax }​

-IS there a outpost spawn distance that can be set similarly?
-Extend systems to allow up to 15 orbits without problems? Ideas?


Easy bits that I could fairly quickly mod to separate parts:
-Star frequency/rarity
-System variation more/less planets/moons with variable orbits (not star size)
-Hot/close Cold/far spawning of planets
-Haven't tried it yet but I should be able to add a number of other system spawn types atm there are only 4

Hard part:
-Making all of that work with varying sized suns.

Is there a way to not allow certain things to spawn in a system or to limit the options from which the game will pick in certain situations EG I could change the spawning problems via creating sets of planet types for each star type.


Should I break this mod up for now and drop the star size variation?
 
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I now have this running as two different mods until I can get the proper star size fix in. I have also changed the way the star sizes are scripted and I have updated all the system spawning script (there were a few ie empires and hostile systems that were still spawning the old boring way).

Here's what it does [STABLE]:
-Planets spawn more dynamically along the lines of hot/close cold/far.
-Star class spawning is more in line with real life rarities but less exaggerated.
-Orbit distances (starting position and in relation to previous planetary body) are now varied for both moons and planets.
-Number of planets and moons are more varied.
-Allowed multiple habitable planets in initial misc systems.
-Reduced Gaia world spawns.
-Increased habitable world spawns.
-Increased variation of tiles sizes on planets and moons (moons can now be much smaller).
-Reduced variation of tile size on Gaia planets (not Gaia moons) 16-25 more in line with the idea of perfect worlds.
-Late game toxic world habitability (not sure if I want to keep this).


[EXPERIMENTAL] Sun size variation:
-Adds star size variation currently NOT in line with actual classification sizes!

All other changes are very similar to above although spawn rules are different but have a similar effect while attempting to not spawn planets inside stars. Most of the issues I originally had are to do with modifying the size of stars and the flow on effect of doing this hence the creation of a "STABLE" version without that modification.

[Details on issue-PUT THIS PART TO THE SIDE FOR NOW]
So the changes I did to the star size are in the global settings not in the system spawning settings. An ideal way to solve these issues would be the following...

When spawning systems the type of star class will change a variable to set the initial first orbit around the star to be a relative distance from the edge of the star. Ie on a red dwarf planets start spawning close in and on a giant blue star they start spawning further out so as to not spawn in the star. Additionally, ideally I'd like to be able to use the same variable to change the distance at which outposts and mining/research stations will be built around the stars.

Issue... While I know what this kind of code would look like I don't know how to do it or if it would work or how to make that work in this scriptin
g.


Code:
### Set star sizes

@star_a_min = 100
@star_a_max = 120


### STARTING SYSTEMS

# Empire Initializer I
random_empire_init_01 = {
    class = "rl_standard_stars"
   
    usage = empire_init
   
    planet = {
        count = 1
        class = star
        orbit_distance = 0
        orbit_angle = 1
        has_ring = no
    }

            limit = { is_star = "sc_x" }    then @starmin = @star_type_min And @starmin = @star_type_max          
                   
        size = { min = @starmin max = @starmax }

Not 100% how this code is supposed to be written as I don't know the if then/case statements and how they are written in it correctly. Anyway, you should get the idea...

Setting up star. We get a star type and that allows us to use that variable to change the min/max set in the initial variables of the script. Using that we can spawn a star of the right size for it's classification. Additionally, we can take the @starmax variable and use it to set the change_orbit so all planets spawn outside the stars regardless of star sizes OR we can use it to adjust habitable zones to each star type. Of course if we can sort this bit out the next thing will be extending the borders of solar systems.

How exactly does change_orbit work from a star? Is the change_orbit/orbit on a star always 0? or does it take the size into account?


[STABLE] No sun size variation

[EXPERIMENTAL] Sun size variation mod (has similar changes as other) :

I would appreciate any and all feedback, thoughts, requests (to be considered), and help!
 
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[UPDATED]
New name:
System Variety - Galactic Wonders
LINK: http://steamcommunity.com/sharedfiles/filedetails/?id=685891076

What does it do?
  • More/less planets/moons
  • More variation in tiles on planets/moons
  • Gaia planets/moons more reflective of the notion of ideal (tile size)
  • Variation in star size (star classification based also visiable on galactic map)
  • Planet spawning hot/close cold/further out
  • Star variation/rarity
  • More variation in orbit spacing of both planets and moons
  • Removed habitability limitations on starting systems (player and AI, there is a chance to have 2 spieces in the same system).
  • 7 Unique system spawns not in vanilla game. The names of which loosely include: Eden, Perfide, Pisces, Albireo, Tatooine, Tres B4, and Akatosh.
The unique systems only spawn once per galaxy. Some of them have been done before ie binary star and gas giant with (potentially) a lot of moons but the others haven't been but I don't want to spoil them.

 
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