Starbound

Starbound

Universe Generation Overhaul Reborn
 Denne tråd er blevet fastgjort, så den er sikkert vigtig
Azure Fang  [udvikler] 19. juni 2017 kl. 13:51
Documentation
This mod makes sweeping changes to celestial.config (system generation), terrestrial_worlds.config (planet generation) and weather.config (weather generation). Primary <biome>.biome files were only altered enough to add the new weather patterns into the generation mix. This has all been accomplished through .patch, and primarily through "op" : "add". No vanilla files were directly altered or replaced.

celestial.config
Overall, the goal here was to condense vanilla orbits to allow more possible planets orbiting each star, allow more planet types to appear on each type of star with heavy weight toward the vanilla intended planets, allow more moon types, allow moon worlds (found in the vanilla file but not utilized) and allow more planets to range from slamm to large.
  • All vanilla orbits were condensed down slightly. With the extra space, two additional orbits were defined, raising the maximum orbits per star from 4>7 without going further outward on the navigator..
  • Some vanilla orbits only had a 25% chance to spawn a planet, and only "gate" orbits, the outermost orbit, had a 100% chance to generate anything at all. Raised all orbits to 50%, and left the outer orbit at 100%.
  • The "gate" orbit also could not generate moons, even for planets that should support moons. Added moon generation possibilities to this orbit. No, you will not see moons orbiting gates, as gates have a vanilla moon probability of 0 and I was not going to be that silly here.
  • With 1.3, CF grouped planets into "tiers" and separated by "planet" and "moon" for generation: groups of 2-3 planet types that can generate in the same position. For example, "Tier4" encompasses Toxic, Jungle, and Alien worlds or Jungle and Alien moons, so any call to Tier4 could possibly generate any one of those worlds for their appropriate orbit. Added most tiers to most stars at most orbits, while still preserving a preference for the star's "target" tier for planets. Moons were weighted a little more liberally, giving preference toward "Tier+", having the next star's worlds appearing more frequently as moons in the previous star.
  • Vanilla had strangely low chances for "target" worlds to generate in their appropriate systems. Increased these chances greatly, while still allowing for more varied overall layouts.
  • Following a "life ring" structure, and basing ring position on hypothetical energy of the associated star, made hospitable worlds more likely to spawn in those orbits. For example, forest worlds are likely to spawn in the second orbit of a calm star, but are less likely to be there on a fiery star, showing up near the outer orbits. Similarly, weighted harsh world generation to appropriate orbits (volcanic worlds closer to stars, cold worlds further away).
    • "Snow" worlds are an anomaly. These worlds are in Tier3, along with Savannah and Ocean, whereas all other "cold" worlds are Tier6. The intent here was to retain the vanilla tier arrays, so Snow worlds may seem a little out of place.
  • Due to changes in moon generation, this drastically reduced the amount of vanilla moons being generated. Activated the unused "moon" planet type and gave it the same, very low, chance to generate in all orbits as barren worlds do. Also enabled moon planets to have moon orbits - Yes, you can have Moon Moons.
  • In vanilla, not all planet types had settings for small or large, most only having small>medium and medium>large. Added the missing settings so that all worlds can potentially generate any of the three sizes. Moon generation was left unaffected and remains at small exclusive and small>medium. This had to be removed due to generation issues with 1.4.x
  • In vanilla assets, a "verysmall" category exists but is not utilized. Enabled this size for ]satellites moon and barren biomes only.

terrestrial_worlds.config
The goal here was primarily to randomize difficulty. The vanilla file actually had this implemented, but overridden by static values set to each primary biome.
  • Stripped biome-locked difficulty on MOST primary biomes. Moon, Barren, Garden, and Tentacle were left unchanged. If you want moons to cheat item generation, you won't find them here. Tentacle is the boss planet and thus was left alone. Garden was left alone as the game could (and likely would) land a new player on a T6 starter world, making it impossible (or Kaijo Mario-grade difficult) to repair their ship without cheating. Barren was unchanged for the same reason as Moon.
  • Set difficulty generation to [2, 7]. This had the unforeseen effect of causing planets to generate with decimal difficulties, such as 6.2, providing a much broader range of difficulty.
  • Broadened the day cycle range. Vanilla was [700, 1000], making most day cycles feel the same. Given a range of [300, 1500] to allow for some real extremes on both sides.
  • Vanilla gravity was static - 20 for moons and 80 for planets. Gave all worlds a gravity range based on their relative size - small worlds will never reach 80, whereas large worlds can actually go over 80. Unsure if the "moon" entry applies to the biome or the planet type, so left vanilla for testing.

weather.config
The goal here was to add additional weather "patterns", groups of weather effects, to the generation table so that two planets of the same type might have different environments. Chucklefish did this with T6 worlds so that not all of them had large meteors, but for some reason never fleshed out lower worlds with more detail.
  • All primary biomes received 2-4 additional weather patterns.
  • Some biomes received dangerous or "cluttering" types where appropriate, such as dust storms, junk storms, and ember rain.
Sidst redigeret af Azure Fang; 21. juli 2019 kl. 23:28