![]() ![]() Use 'false' for normal size (width and height) sector, or 'true' for giant one now 'AdjustedSectorHS' regulates the size of hyperstorm. fixed the amount of Coronal Hypershunts spawned - no longer stuck at 2 some adjustments to MiscTheme because vanilla generation file slightly changed. fixed me being stupid, now doesn't cause CTD with small preset settings added new fields, responsible for the amount of XIV Legions, both recoverable and not. added new fields, responsible for the amount of Gates outside the Core Worlds. restored the compatibility with both SAD and DME mods. completely restructurized the mod, removed all the cancer. presets are still DIY file shite, because i have very little spare time. I should mention that number may differ from what you put here, because Coronal Taps have some special conditions to be met before spawning - star type, there's shouldn't be several stars in the star system, etc. added new field, "sectorCoronalTaps" - which, you guessed it - controls the amount of Coronal Taps in your Sector. In addition to smolsector setting, there's now also large sector preset - you can enable it manually, by deleting settings.json and renaming settings_large_sector.json in 'settings.json'. Mod no longer breaks latest version of HeavyArmor hullmod. New setting file by default is 'almost the same as default sector' to prevent players going into 10 fps mod straightly after getting this mod.Ģ021.03.30 - 0.3.1: Added new settings, "sectorRemnantPresenceLow" and "sectorRemnantPresenceMed" - these are responsible for low and medium danger remnant systems. Added accessibility settings.Ģ019.12.01 - 0.2.1: Found and fixed bug with DME (Blade Breakers) and SAD not generating random systems when AS enabled.Ģ019.12.03 - 0.2.2: Now you can adjust number of "Blade Breaker"-themed constellations.Ģ021.03.30 - 0.3.0: Updated to 0.95 version of Starsector. Now you can adjust number of SAD-themed constellations. Additional changes to remove random stars being generates very close to/beyond reaches of sector map.Ģ019.12.01 - 0.2.0: Added proper (bigger) hyperstorm generation. Now you can countrol how much 'derelict', salvageble or not XIV Legions you can find outside the Core Worlds!Ģ019.11.26 - 0.1.1: Fixed misplaced code, now constellations should generate as in vanilla, without suddenly appearing beyond the reaches of sector map.Ģ019.11.27 - 0.1.2: Fixed problem with zoom (unable to see entire map due to inability to zoom out). ![]() These values are responsible for the amount of Gates you will encounter outside of Core Worlds. Higher number of Cryosleepers is almost nessecary - since on the brink of the sector your colonies will have very low accesability.Ĭontrols the amount of Coronal Taps in your Sector. You probably should adjust this field to be at least equal to 1/15 (or 6%) of your constellation number.ġ Mothership takes about 5 points from constellation count, so beware.Ĭhange the amount of the most useful, but annoyingly rare things you can find drifting in space, usually in the system with absolutely worst planets in the middle of nowhere. Strangely enough, the number of motherships are directly responsible for the amount of survey ships and probes that you can find through the sector. Motherships usually hoard bigger number of resources and rare items, then survey ships. Game will roll from sectorConstellationRuinsMin to sectorConstellationRuinsMax (in this case - from 50 to 75) and generate variety of stuff in this much constellations. Research stations? Mining stations? Just random debris? Ship graveyards? Gates?!Īll these things are part of "Ruins" theme. This one responsible for either spawning Medium Danger systems (if NOT 0) or replacing them with HIGH damger ones (if 0). This one responsible for either spawning Low Danger systems (if NOT 0) or replacing them with HIGH damger ones (if 0). Vanilla value: from 10 to 25(with skip prob 0.25). ![]() Low/Medium/High danger level spread is equal to the vanilla one. Game will roll the dice from sectorConstellationRemnantMin to sectorConstellationRemnantMax (in this case - from 75 to 125) with skipping probability of zero, to generated less random amount of remnant-infested systems. ![]()
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