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Also, you inadvertently gave me a really cool idea for a system where a smaler star has captured a sub-brown-dwarf, causing all it's planets to be ejected and act as seprate systems. :)
In any case, I always leave room for discussion, so if you think that something needs to be changed, let's discuss in more detail.
1. File _star_entities.asset - scale directly to the entity (giants, supergiants and hyper-giants do not scale, always 1, this is important).
2. File 00_planet_classes.Tht the scale of the different types is defined by the variables:
@star_dwarf_scale = 15
@star_standard_scale = 20
@star_giant_scale = 80
@star_super_scale = 160
@star_hyper_scale = 220
This is the working quantity, which should be changed if necessary.
3. System initialization files scaling has this format:
Size = {min = @standard_min max = @standard_max}
This scaling is necessary for randomness, so that even stars of the same type have different sizes. This format does not depend on the type and is the same for all, only in some cases of binary systems for companion stars is used this:
Size = {min = @standard_sat_min max = @standard_sat_max}
And I aparently wasn't looking very carefully, because I found the standard stars inside your config- and I found out what was going on with red dwarves in your mod. Aparently, the pc_m_star has a planet_size = { min = 20 max = 35 } in the standard game, and your config gives it a size of planet_size = { min = 63 max = 91 }. (To be acurate to real life, it should probably be a fixed 20, since red dwarves are 1/2 solar mass at best. Proxma Centuri is 98093 km, Jupiter is 69,911 km).
stuff you see normally
The "stock red dwarf becoming red giant" is the bug I met when using Real Space and Ringworld Home. If you left the stock star types in game, it wouldn't be quite as cool-looking, but there'd be less crashes.