Utilitarian Star System Generator

I was playing with it some more and I think the only feature I really felt a lack of was some sort of repeatability in the results, be that some way to export an output or, better yet in my view, set a seed for the RNG rolls.

I, for one, would really like the 'seed' approach, but can very well live with a 'import/export' option, be it JSON or what may.
Exporting would be good in addition to seeds. Both. ;)
 
Btw, got Anomalous Planets working, which was an awful lot of work for something that so rarely comes up, but that's how it goes.

Trojans were messy and I didn't bother trying to sort them by mass and/or size, so whichever was generated first is the "parent" orbit, then L4, then L5, but there shouldn't be any issue just manually changing the designation for use at the table.
 
Apparently JavaScript has no built-in support for PRNG seeding... but some really smart folks (for the curious) put in the work and made it freely available, so tip of the hat to them!

Leave the Seed blank and it will generate a random one each time you generate a new system.
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!!! IMPORTANT !!! If you want to recreate a system, make sure you write down the seed listed under the System Profile:
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For the same seed and same set of options, the output will always be the same, but that means you can use the same seed and different options to get different systems, so you may want to note the options you used as well.
 
Is there something about the current output (or layout or otherwise) that you find difficult to work with? If so, what would work better for you?
Not at all. I am one of those guys who can barely turn their computer on without help. My kids are My tech support for My stupid smartphone. lol. I can kind of do forums since they have been around since the BBS days. lol! I love Geir's WBH and the work you are doing is making his work even better. Thank you for all of this.
 
Working on improving the display of Main World candidates, anything else you'd like to see in this table?
It would probably make the final output less confusing if you could display the moons of a planet group with their parent, maybe in an indented sublist. Having them all grouped together at the bottom of the table makes it rather difficult to see at a glance where in the system any given moon resides.
 
Precisely like that. The only way I can see to possibly improve on it (for this issue) would be to somehow figure out how to indent the moon names within their own boxes to make them stand out a little more, but I'm not sure that's even possible using this paradigm and it's certainly way beyond my own programming ability (which kinda sorta trails off at about the Prolog level). In any case, I'll say it again: you're doing real good with this project. Many, many kudos!
 
The main table is getting out of hand... hope you all eschew phones in favor of wide screens.

Added:
  • Option to display moons directly under their host planet's entry on the main table
  • Sidereal Period
  • Solar Period and Solar Days per Year
  • Axial Tilt (aka Obliquity)
  • Advanced Temperature for Mean, High, and Low
    • These do NOT currently affect rolls for Atmosphere or Runaway Greenhouse
    • These DO affect DMs for Biomass and Habitability Rating
    • Additional Temperature Scenarios (e.g. Seasons, Seismic, etc.) are NOT implemented
  • Albedo
    • Note, however, that Atmosphere and Hydrographics apply as DMs to Albedo, which then affects temperature, which could cause a runaway greenhouse effect, which could change the Atmosphere type and perhaps pressure, which could then affect Albedo, both of which affect the Mean/High/Low temperatures... anyway, none of that is recalculated at this time.
  • Tidal Lock, both for moons to their planet and planets to one of their moons or host star(s)
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  • Tidal Lock, both for moons to their planet and planets to one of their moons or host star(s)
I've noticed something pertaining this which I assume might be a bug; when terrestrial planets have rings, they seem to be tidally locked to said ring, with rotation periods in the order of 0.5 to 3 hours and the remark "1:1 Tidal Lock".
I could be wrong, but I don't think that's the intended behaviour. :p

What I think might be happening:
For the purposes of Moon Tidal Lock DM calculation the code is counting the ring as a moon; depending on how you're dealing with the Expanded Hex format Traveller uses, it might even be converting the ring's "R" code into "25", pretty much guaranteeing a lock. Though this second part is entirely conjecture of my part, of course.
 
I've noticed something pertaining this which I assume might be a bug; when terrestrial planets have rings, they seem to be tidally locked to said ring, with rotation periods in the order of 0.5 to 3 hours and the remark "1:1 Tidal Lock".
I could be wrong, but I don't think that's the intended behaviour. :p

What I think might be happening:
For the purposes of Moon Tidal Lock DM calculation the code is counting the ring as a moon; depending on how you're dealing with the Expanded Hex format Traveller uses, it might even be converting the ring's "R" code into "25", pretty much guaranteeing a lock. Though this second part is entirely conjecture of my part, of course.
What happened is absolutely shameful, and I'm embarrassed to admit it, but I had 2 Git bash instances open, and thinking I was in the other one, I ran git reset --hard HEAD~1 and lost a ton of work, work in which I had filtered out the planetary rings when checking moons for tidal locks to their planet.

So, good catch! And no, it's not related to the eHex formats. ;)
 
Alright, fixed it. But also, I don't think the issue is what I think you thought it was, or perhaps what you thought it was isn't what you think.

If you see a Tidal Lock on a planet profile, it can be to either a moon or to the planet's host star(s).

If it is locked to its star(s), then the Solar Period and Solar Days / Year will show as '-' since they are undefined, whereas if it is locked to one of its moons, all of its rotational periods should equal that of the moon it is locked to (or those values * 1.5 in the case of a 3:2 lock).
 
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