Planet Generation modding

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itsaboringname
Posts: 5
Joined: Fri Nov 01, 2024 7:10 pm

Planet Generation modding

Post by itsaboringname »

I was sad to see that Pymous is no longer active and their planet gen mod is deprecated... Is there anything to replace it? Or is there a guide somewhere for how to create a planet type? It should in theory be possible to set very narrow parameters, right? That would be very convenient because I know exactly the world I want to play in and it would be such a relief to not have to reroll many times. But I don't know where to start... :cry:
itsaboringname
Posts: 5
Joined: Fri Nov 01, 2024 7:10 pm

Re: Planet Generation modding

Post by itsaboringname »

okay so I've made some progress working with Pymous' mod and the S&S editor.. but it's so much trial and error with which boxes seem to have any effect at all and what the effect is. like, how do I check what the input ranges are? is there a way to tweak genetics of native life? what is the range of inputs for the various life and history rows? what are the defaults?

one specific question I would love to have answered right this second is how (if) the small through extra large river rows work
also how salinity works. is it a modifier that is divided by 100? or absolute numbers in mg/L? or g/L? and are all three (average, lowest and highest) used at once, or first encountered or something else? or is it disconnected?
itsaboringname
Posts: 5
Joined: Fri Nov 01, 2024 7:10 pm

Re: Planet Generation modding

Post by itsaboringname »

it would be really cool if I could make any sentient civilization be much more widespread than the default
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newageofpower
Posts: 291
Joined: Thu Dec 03, 2020 3:09 pm

Re: Planet Generation modding

Post by newageofpower »

> trial and error
This is the fate of us Shadow Empire modders, to autistically run socket-fork tests every time we add a line, to ensure it not only doesn't explode on game startup but also doesn't cause AI hang-ups.

You are especially unfortunate since there's no specific guide on planetgen modding, the Akrakorn Guide and the Catasteroid guide focus on different areas, the Developer Notes on SE_04 Data barely touches Planetology and the official S&S Editor documentation
itsaboringname
Posts: 5
Joined: Fri Nov 01, 2024 7:10 pm

Re: Planet Generation modding

Post by itsaboringname »

indeed... so far I'm *pretty sure* that the river settings have *some* effect... with large and extra large set to 500@1000 and 200@1000 respectively I have fairly reliably many more rivers of all sizes.
Don_Kiyote
Posts: 276
Joined: Tue Oct 26, 2021 1:37 am
Location: Trans-Cascadia

Re: Planet Generation modding

Post by Don_Kiyote »

Hello I'm curious now that there is a specific part of the planet gen mentioned.

Is the river size and numerousness related to rainfall and wind direction, and other stuff like mountains and lakes we might expect to cause rivers on a planet?
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