[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.
-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?
[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 }
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?
Last edited:
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