It should generate some water planets among the "large" and "medium" size classes. I thought smaller water planets looked a bit too silly. If you...
That's strange. The only thing that this mod affects is new_game.js, so it shouldn't do anything until you enter the game lobby. I've tried it with...
Thanks for the suggestion. I didn't realize that temperature did anything for gas giants. Randomized temperature for them will be in the next version.
Thanks, @mikeyh! I've applied the PR and submitted the new version to PAMM, so it should be working again soon.
The 'load' button is supposed to generate the same system each time (with the exception of the planet names changing) as long as the 'System ID' is...
Oops, you were right. I was stupidly overwriting the calculated values for the metal settings with these defaults. It's fixed now.
Good point. The symmetry settings don't seem to affect how the symmetrical landing zones are assigned to players, so one player can end up with both...
I remember back during alpha, there was a period where you could build multiple factories in the exact same location. If you did that, and selected...
That's not necessarily a bug. I restrict the minimum "metal clusters" to 25 on start planets to guarantee at least one metal spot per spawn point....
I suppose it figures that something would break as soon as I tried to share this. It should be working now.
This is a mod for creating interesting random systems from the new game lobby while allowing a degree of control over the system. The game host can...
The other thing that this would help with is allowing bot/vehicle fabbers to build naval factories, and naval fabbers building factories on the...
You might have been getting 500/Internal Server Error if you were following deep links to pages for specific versions, since I recently changed the...
The only issue I'm having right now seems to be related to the use of the unquoted string metal_spots which appears in a couple of places (once in...
Separate names with a comma.