Another System Generator: As Above So Below

Sector names is on the list but further in the future, I am afraid, as I don't store them at the moment on my native sectors.

What I have done since posting this morning's update:

1) Changed how the map is rendered so you don't need 64GB to load the full universe. It should move much more smoothly when zoomed out. Even 4GB computers should be able to load the full universe (thought it might still be a little laggy for them).

2) Made it possible to expand the system details with WBH stats for more than the current recommended 10 sector. 16GB RAM might be able to expand the entire Imperium down to each moon using WBH generation.

3) Add a toy I have wanted from the time I started making this - automated trade routing based on the filter. This is not exactly what you are looking for, Terry, but it is close. At the moment it links all planets within a range and plots the links based on a jump drive limit. In my case all WTN 10+ planets within 6 hexes of each other have been mapped using the quickest Jump-2 route.

Once I add the origin hex and target hex we should have an automated path from Terra to Core (or wherever to wherever) based entirely on planets in between that meet your criteria.

This should be ready for tomorrow barring unforeseen circumstance.
I just updated my Foreven file to have the sector and subsector names in them. It'll be ready when the time comes.
 
Hi All,

Another update this morning (v0.8)

This new version:
1) Makes it easier for slower and older systems to manage a larger amount of systems
2) Allows for the automatic plotting of routes constrained by any filter rules the user wishes to use (e.g. don't use X starports)

This is my homebrew sector:
1776179200917.png

The gold routes were automatically generated using range and jump values. In this case I filtered the worlds to WTN >9, then set the range to 6 and the Jump to 2. This then connected any 10+WTN worlds within 6 hexes of each other via Jump 2 routes. In this filter you are allowed to set a route to a non-filtered hex if it gets you to a filtered hex within the range.

Then there is Terry's Terra to Capital run:
1776179710828.png

This uses a point-to-point filtered route set at a specific Jump. In this case a J-4 route. These ONLY stop at the filtered worlds, if they cannot get a route using only filtered worlds it will bounce back saying you can't get there from here.

You basically select two hexes, hit the Auto Routes button in the filter menu, and then make sure you check the point to point box.

@Terry Mixon I will say I could not get a J-4 route or even J-5 route from Terra to Regina using your >490m and >0GG filter. Not sure if that is a bug in my route system, an error in the map, or you really cannot connect those two without breaking a filter rule. I will let you play with it and please do report your findings.

There is more to do with routes. At the moment you can color the auto routes whatever you want but you cannot manually change them. That needs to be added. Also when two routes are on the same path they do not always render properly sometimes giving precedence to one over the other (ideally they are side by side). This is still being worked on.

As always this is free and still in development so feel free to use but understand things will change and not everything may be perfect yet.

Use it here: https://bartlebythecoder.github.io/traveller_magnus/hex_map.html
Full code here: https://github.com/bartlebythecoder/traveller_magnus
 
Hi All,

Another update this morning (v0.8)

This new version:
1) Makes it easier for slower and older systems to manage a larger amount of systems
2) Allows for the automatic plotting of routes constrained by any filter rules the user wishes to use (e.g. don't use X starports)

This is my homebrew sector:
View attachment 7930

The gold routes were automatically generated using range and jump values. In this case I filtered the worlds to WTN >9, then set the range to 6 and the Jump to 2. This then connected any 10+WTN worlds within 6 hexes of each other via Jump 2 routes. In this filter you are allowed to set a route to a non-filtered hex if it gets you to a filtered hex within the range.

Then there is Terry's Terra to Capital run:
View attachment 7931

This uses a point-to-point filtered route set at a specific Jump. In this case a J-4 route. These ONLY stop at the filtered worlds, if they cannot get a route using only filtered worlds it will bounce back saying you can't get there from here.

You basically select two hexes, hit the Auto Routes button in the filter menu, and then make sure you check the point to point box.

@Terry Mixon I will say I could not get a J-4 route or even J-5 route from Terra to Regina using your >490m and >0GG filter. Not sure if that is a bug in my route system, an error in the map, or you really cannot connect those two without breaking a filter rule. I will let you play with it and please do report your findings.

There is more to do with routes. At the moment you can color the auto routes whatever you want but you cannot manually change them. That needs to be added. Also when two routes are on the same path they do not always render properly sometimes giving precedence to one over the other (ideally they are side by side). This is still being worked on.

As always this is free and still in development so feel free to use but understand things will change and not everything may be perfect yet.

Use it here: https://bartlebythecoder.github.io/traveller_magnus/hex_map.html
Full code here: https://github.com/bartlebythecoder/traveller_magnus
It’ll be late before I can test it. The liner is J6, so hopefully that works. If not, it might be impossible to get there at that population and I might need to lower it to >390.
 
Well, let's get to the bottom of this. I did this in production.
1) Loaded the entire universe
2) I selected Terra and Capital. (I used SHIFT-LEFT CLICK for each - make sure they have an orange highlight)
3) Clear all the Filters so you see all of the dots (but Terra and Capital are highlighted)
4) Set the filter to Total Pop >490 and the Gas Giants to >0
5) Click on Auto Routes
6) Change the Max Jump to 6
7) Select Point to Point
8) Make sure you see a bunch of selected dots in the background and hit Generate
I get a 33 jump path.


This is what it looks like with my filters on:
test_1.png


This is what my Route window looks like before I hit Generate.

1776199026991.png
 
Well, let's get to the bottom of this. I did this in production.
1) Loaded the entire universe
2) I selected Terra and Capital. (I used SHIFT-LEFT CLICK for each - make sure they have an orange highlight)
3) Clear all the Filters so you see all of the dots (but Terra and Capital are highlighted)
4) Set the filter to Total Pop >490 and the Gas Giants to >0
5) Click on Auto Routes
6) Change the Max Jump to 6
7) Select Point to Point
8) Make sure you see a bunch of selected dots in the background and hit Generate
I get a 33 jump path.


This is what it looks like with my filters on:
View attachment 7935


This is what my Route window looks like before I hit Generate.

View attachment 7934
I see what I did. I thought you said you managed it with D class starports and I didn't have E as an option. My bad on that one.
 
For the next few days I will be working on the v0.9 releases. These will, bit by bit, enable the editing of the expanded system details. In case you don't like what was generated or perhaps have a manual generation you want to input.

While working on that I will be thinking about how to improve the routing as I have a lot of disparate ideas I would like to get into one cohesive vision. The new routing will be part of the the v0.10 series that will follow.

Within these two series I will be adding in obsidian/markdown file exports. Likely part of v0.9 but not 100% sure yet.

Anyway, more to come.
 
Any estimates when the v1.0 would be ready? No rush, just asking.
Ah you have hit on my insecurity. On one hand once I have finished the editing of details and the updates of routes, I can say v1.0 is good to go. On the other, as I keep getting great ideas from users and new sudden needs (I am using this myself every day for my campaign) I could see myself never feeling it is ready and be up to v0.23.2.4.

Since I am never packaging this for sale or distribution, it will always just sit available for everyone, the decision to go from version 0.x to 1.x is really just an academic one.

But I don't want to call it v1.0 until (a) I have completed the main goals (e.g. editing WBH details, exporting to obsidian/markdown, full route functionality) and (b) I am sure I can guarantee backwards compatibility on any JSON save so no one loses work if I make an update.

I think I am already there on (b) but I won't know for sure until I finish (a).

This was probably more than you wanted to know. Are you waiting until I release v1.0 to try it out?
 
Make it Vincennes to Regina to Tobia then back home through the Islands, and all you gotta do is write it up and get the Mongeese to buy it...
I though about that, but I don’t know that Chandler Station and the other one could refuel a million dton liner needing 600,000 dtons of fuel.
 
Sector Names now available. Subsectors will come later.

There is a checkbox in Settings to turn them on. They appear when you zoom out.

If you import the Imperium or the Universe they will self-load. Otherwise you have to add them manually (there is a button for that in the settings).

Note: Going forward JSON files will save sector names. They will not be on old ones and would need to be added manually or re-imported.

1776289604521.png
 
Out of curiosity, at present isn't the Mongoose system generator a bit... overeager with its life generation? Most planets in the test systems I made seem to have native live, witch seems excessive.

The WBH suggests on page 127 that the suggested use is to roll for life on the Mainworld and on major worlds within the habitable zone, instead of all bodies (this before getting into any "Rare Earth" variant rules, mind you!)
 
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Out of curiosity, at present isn't the Mongoose system generator a bit... overeager with its life generation? Most planets in the test systems I made seem to have native live, with seems excessive.

The WBH suggests on page 127 that the suggested use is to roll for life on the Mainworld and on major worlds within the habitable zone, instead of all bodies (this before getting into any "Rare Earth" variant rules, mind you!)
Oh let me go look into this. Thank you.
 
Out of curiosity, at present isn't the Mongoose system generator a bit... overeager with its life generation? Most planets in the test systems I made seem to have native live, with seems excessive.

The WBH suggests on page 127 that the suggested use is to roll for life on the Mainworld and on major worlds within the habitable zone, instead of all bodies (this before getting into any "Rare Earth" variant rules, mind you!)
You are 100% correct. I was treating every ball of rock like it was a mainworld or in the habitable zone. Thank you for the catch.

I will include this patch in the next update.
 
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