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#101 | |
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Join Date: Jun 2007
Location: USA, Arizona, Mesa
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#102 | ||||||
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Join Date: May 2005
Location: Oz
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Not a problem. I'd rather not-fix a not-bug than not fix a bug.
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What the spreadsheet does is hash the user number and the system number together to create a seed for the (rather crude) pseudo-random number generator. If you change either the user number or the system number you change all the die-rolls and get a different system. But if you ever put that combination of user number and system number in again you will get the same system as before, and if you tell them to me and I put them in I will re-create the same system that you get. I coded it that way so that you can choose a user number to get a different set of systems than everyone else, and then record a system very compactly in your notes. For example, you might decide to use the user number 11032013 for a new setting, and record that in your notes. Then you can write the system numbers from 1 to as high as you like beside dots on you star-map and you can re-generate any of those systems exactly the same when-ever you want to refer to it. I just generated the first 1,000 systems in "universe" 11032013, which took my machine about two minutes. I can look at the results, and see that systems 3, 22, 51, 62, 64, 72, 76, and 78 are highly habitable, and that 13, 18, and especially 73 are attractive for asteroid mining. I can record those facts, start writing up my setting notes, and generate the detailed results whenever I want to look at them. And I can give my players a copy of the workbook, and tell them "The setting is Universe 11032013. Persiphai is System 78, and that's the capital of the Alliance." Then they can put the universe number and system number into their copies of the spreadsheet and check out the details of Persiphai whenever they want. But it ia a lot more compact that printing out a system table and a planet sheet for each of the 67 highly-habitable systems in the first thousand systems of that universe. That's what makes this a handbook of planets (or rather, systems) and not a mere generator. Quote:
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Decay is inherent in all composite things. Nod head. Get treat. Last edited by Agemegos; 03-11-2013 at 01:24 AM. |
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#103 |
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Join Date: May 2005
Location: Oz
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The workbook I use to investigate a thousand systems at a time is called "GURPS HP beta21 explorer". It has a copy of the Handbook as its back end, and its front end is an Excel single-valued data table. The user can set any of the usual things in the Control Panel except the user number, but the usual System Table and Planet Display are disabled. You set the Universe Number on the front end, and tell it which chiliad of systems you want explored (chiliad number 1 is systems 1 – 1,000, chiliad 2 is systems 1,001 to 2,000, etc.). Then you select "calculate now" from Excel preferences, and over the next few minutes it fills in a table of the spectral class of the main star, the highest habitability and affinity of any object orbiting it, the number of habitable worlds, planets, and moons in the system (defined as having Habitability ≥4), the total carrying capacity of the system at your specified campaign TL, and the entire row from the System Table corresponding to the object that is closest to the main star among objects that have Habitability equal to the highest Habitability score of objects in the system and carrying capacity equal to the highest carrying capacity among objects with Habitability equal to that score. That is, in a system full of uninhabitable junk it sometimes produces the table line corresponding to the inner moonlets of the innermost gas giant that has moonlets.
It's quite finicky. My machine (which is ten years old and rather slow, admittedly) takes about two minutes to fill up the table. During that time I go and make a cup of coffee, because if I touch anything it will drop out and leave the table half-updated — and without producing an error message. I can't let it update in the background while I check e-mail or browse the web a bit. I ought to be able to, but I can't. That being the case, leaving autocalculate switched on is totally impractical. You have to leave it switched to "automatic except for tables" and update manually only. This isn't going to run at all on OpenOffice, nor (I suspect) only anything else but Excel. I wouldn't even have any confidence of it working properly on any version of Excel but Excel X for Mac, which I wrote and tested it on. I haven't properly trapped all the errors. In the case of a system that has no planets or asteroid belts you get a row of #NA# results. There are no specifications or instructions. There are definitely no user-serviceable parts inside. This is a cranky Rube Goldberg gadget, and it is not suitable to make available for general download and use. Here's some sample output. I haven't tidied up all the formatting, but you ought to get the idea. Code:
Table of one thousand systems Chiliad number 1 Universe number 1 71 68 3 9.8888E+11 8 8 2 2 1 34007949316 System Spect. max. max. habit. habit. habit. total row ID # orbit radius world type size mass gravity atmosphere hydro. temp climate solar day HI RVM Affinity capacity class habit. aff. worlds planets moons number (a.u.)/10,000 km (Earth) (Earth) (g.) C (hours) 1 M1 V 0 1 0 0 0 2.00E+09 2 II 0.3 small rock planet 0.52 0.11 0.42 none -19 very cold infinite 0 0 0 0 2 M6 V 0 1 0 0 0 2.00E+09 1 I 0.1 standard ammonia planet 1.20 0.52 0.36 trace corrosive -76 frozen infinite 0 -1 -1 0 3 K5 V 0 2 0 0 0 4.00E+09 2 II 0.2 tiny rock planet 0.26 0.01 0.20 none 78 infernal 2469.4 0 -2 -2 0 4 M5 V 0 0 0 0 0 0.00E+00 2 II 0.3 small rock planet 0.37 0.04 0.26 none -136 frozen infinite 0 0 0 0 5 G2 V 0 1 0 0 0 2.02E+09 1 I 0.2 small rock planet 0.88 0.48 0.62 none 388 infernal infinite 0 0 0 0 6 M4 V 0 0 0 0 0 0.00E+00 0 #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A 7 M7 V 0 1 0 0 0 0.00E+00 0 #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A 8 M1 V 0 0 0 0 0 0.00E+00 2 II 0.3 standard ocean planet 0.90 0.66 0.81 standard suffocating 70% water 14 cool 3443.5 0 0 0 0 9 M6 V 0 0 0 0 0 0.00E+00 1 I 0.1 small rock planet 0.53 0.10 0.37 none -2 chilly infinite 0 -1 -1 0 10 K4 V 0 1 0 0 0 7.70E+06 1 I 0.2 small rock planet 0.62 0.17 0.43 none 134 infernal infinite 0 0 0 0 11 M5 V 0 1 0 0 0 1.96E+06 1 0.1 asteroid belt -52 frozen 0 -1 -1 0 12 G1 V 8 8 1 1 0 3.98E+09 4 IV 1.4 standard garden planet 0.89 0.64 0.80 standard breathable 60% water 12 cool 23.3 8 0 8 3976006743 13 M4 V 0 2 0 0 0 2.06E+06 1 I 0.3 small rock planet 0.49 0.07 0.29 none -93 frozen 4911.2 0 0 0 0 14 M7 V 0 0 0 0 0 0.00E+00 3 0.5 asteroid belt -205 frozen 0 0 0 0 15 M1 V 0 1 0 0 0 1.74E+06 2 II 0.3 small rock planet 0.53 0.10 0.37 none -38 frozen infinite 0 0 0 0 16 M6 V 0 0 0 0 0 0.00E+00 1 I 0.1 small rock planet 0.53 0.09 0.32 none -37 frozen 965.9 0 0 0 0 17 K2 V 0 2 0 0 0 4.00E+09 2 0.3 asteroid belt 80 infernal 0 -1 -1 0 18 M5 V 0 -1 0 0 0 0.00E+00 1 I 0.0 tiny rock planet 0.46 0.07 0.32 none 165 infernal 243.0 0 -1 -1 0 19 G0 IV 0 0 0 0 0 0.00E+00 1 I 1.0 small rock planet 0.62 0.16 0.43 none 48 tropical 21.6 0 0 0 0 20 M4 V 0 1 0 0 0 2.24E+06 4 5 moonlets -169 frozen 0 -1 -1 0 21 M6 V 0 1 0 0 0 0.00E+00 2 II 0.2 tiny rock planet 0.22 0.01 0.18 none -121 frozen infinite 0 -1 -1 0 22 M0 V 0 3 0 0 0 1.20E+10 1 0.2 asteroid belt 108 infernal 0 2 2 4000000000 23 M5 V 0 1 0 0 0 9.37E+06 3 2 moonlets -166 frozen 0 0 0 0 24 K2 V 0 1 0 0 0 2.34E+06 1 I 0.2 tiny rock planet 0.54 0.09 0.32 none 246 infernal infinite 0 -1 -1 0 25 M4 V 0 1 0 0 0 3.73E+06 3 0.4 asteroid belt -124 frozen 0 -1 -1 0 26 G0 V 0 0 0 0 0 0.00E+00 1 I 0.2 tiny rock planet 0.68 0.22 0.47 none 505 infernal infinite 0 -1 -1 0 27 M4 V 0 1 0 0 0 1.01E+07 1 I 0.1 small rock planet 0.59 0.17 0.48 none 116 infernal 484.4 0 -1 -1 0 28 M6 V 0 0 0 0 0 0.00E+00 1 0.1 asteroid belt -29 very cold 0 -4 -4 0 29 K5 V 0 1 0 0 0 1.69E+06 1 I 0.1 standard chthonian planet 0.91 0.67 0.82 none 251 infernal infinite 0 -1 -1 0 30 M5 V 0 1 0 0 0 0.00E+00 1 I 0.1 tiny rock planet 0.31 0.02 0.22 none 67 very hot infinite 0 0 0 0 31 G2 V 0 2 0 0 0 1.05E+08 1 I 0.2 standard chthonian planet 1.13 1.44 1.13 none 276 infernal 1979.5 0 2 2 102161344.9 32 M4 V 0 1 0 0 0 1.29E+06 1 I 0.1 tiny rock planet 0.39 0.04 0.28 none 54 hot infinite 0 0 0 0 33 white dwarf 0 0 0 0 0 0.00E+00 0 #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A 34 M2 V 0 1 0 0 0 6.72E+06 1 I 0.1 small rock planet 0.53 0.12 0.42 none 80 infernal infinite 0 0 0 0 35 M6 V 0 2 0 0 0 4.00E+09 2 Ia 152 tiny rock moon 0.22 0.01 0.13 none -73 frozen 546.6 0 0 0 0 36 K4 V 2 2 0 0 0 2.03E+09 2 II 0.4 standard garden planet 0.56 0.19 0.62 very thin marginal 20% water 51 hot infinite 2 0 2 25183113.39 37 M5 V 0 1 0 0 0 0.00E+00 1 I 0.1 small rock planet 0.48 0.09 0.39 none -40 frozen infinite 0 0 0 0 38 G1 IV 0 2 0 0 0 4.00E+09 1 I 0.2 small rock planet 0.95 0.51 0.57 none 408 infernal infinite 0 0 0 0 39 M4 V 0 1 0 0 0 1.34E+06 1 I 0.1 small rock planet 0.46 0.08 0.37 none -27 very cold 1905.2 0 0 0 0 40 A6 V 0 1 0 0 0 0.00E+00 2 3 moonlets 775 infernal 0 0 0 0 41 M2 V 0 0 0 0 0 0.00E+00 2 II 0.3 standard ocean planet 1.12 1.25 1.01 very thin suffocating 10% water -9 cold infinite 0 0 0 0 42 M6 V 0 0 0 0 0 0.00E+00 3 III 0.4 standard ice planet 0.52 0.15 0.57 thin suffocating 10% water -156 frozen 9709.8 0 -1 -1 0 43 K2 V 0 0 0 0 0 0.00E+00 1 I 0.2 small rock planet 0.71 0.29 0.57 none 174 infernal infinite 0 0 0 0 44 M5 V 0 1 0 0 0 3.49E+07 1 0.0 asteroid belt 207 infernal 0 -1 -1 0 45 G0 IV 0 1 0 0 0 1.98E+06 1 I 0.1 small rock planet 0.91 0.60 0.73 none 679 infernal infinite 0 -1 -1 0 46 M4 V 0 0 0 0 0 0.00E+00 1 0.1 asteroid belt 135 infernal 0 -1 -1 0 47 M7 V 0 0 0 0 0 0.00E+00 0 #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A 48 M2 V 6 6 1 1 0 9.60E+08 2 I 0.2 standard garden planet 0.89 0.71 0.89 thin breathable 50% water 6 cool 3423.1 6 0 6 959200822.4 49 M5 V 0 1 0 0 0 0.00E+00 2 II 0.2 small rock planet 0.41 0.05 0.29 none -92 frozen infinite 0 0 0 0 50 K2 V 0 0 0 0 0 0.00E+00 1 I 0.1 small rock planet 0.69 0.23 0.48 none 278 infernal infinite 0 0 0 0
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Decay is inherent in all composite things. Nod head. Get treat. Last edited by Agemegos; 03-11-2013 at 05:08 PM. |
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#104 |
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Join Date: May 2005
Location: Oz
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I found a subtle but probably important error in beta 21. One column was referencing a 3d6 roll that had already been used for something else. That made a correlation between atmospheric mass and marginal atmosphere that ought not to have existed. I've mended the bug. You ought to download a new copy of the generator.
The latest version is "GURPS Handbook of the Planets beta22.xls".
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Decay is inherent in all composite things. Nod head. Get treat. |
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#105 |
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Join Date: Mar 2013
Location: Columbus, Ohio, USA, Earth, Solar System, Milky Way, Whills Universe, Whills Multiverse
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Thank you. It seems like it downloaded no problem, but it wants me to buy WinZip to open it because my evaluation period expired. I suppose I should just go ahead and buy it.
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#106 |
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Join Date: Mar 2013
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I recently found this, and think it is a very well done system generator, and likely to be quite useful for anyone needing a randomly generated star system. I particularly like how it lays out the information.
Beyond the placement of moons, tidal calculations, tectonic and volcanic activity for young stars, and habitability modifications, were any other changes made to the generator as presented in GURPS Space? Also, out of curiosity, what are you using to generate your random numbers? I took a look at how you did them, but wasn't able to figure out the method involved. |
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#107 | |||
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Join Date: May 2005
Location: Oz
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The user provides a "personal user number" and a "system number", and these are hashed together to produce a seed for the pseudorandom number generator. Then there are two transcendental numbers, in cells D2 and E2 on the sheets that use random numbers. Each of those sheets has a row of seeds somewhere near the top. The first is generated from the PUN and system number, and each subsequent one is generated from the previous one by multiplying by one of the transcendentals, adding the other, and truncating. Then when a column of random numbers is needed the first is generated from the one in the row across the top, and each subsequent one from the one before it, by the same sort of method. Thus the numbers are uniformly distributed, but not truly random, and you can re-create the whole set by supplying the same seeds again. As it happens I chose the two transcendentals rather poorly. The one in D2 is way too small, and as a result there are subtle periodicities down the columns. This doesn't affect the distribution of characteristics of worlds since their successive rolls are from different columns. But it would probably be ideal to use pi^4 or even pi^5 in place of pi in the D2 cells of the hidden sheets "star system" and "world details". That would eliminate subtle correlations that probably exist between successive orbital spacings.
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Decay is inherent in all composite things. Nod head. Get treat. Last edited by Agemegos; 03-12-2013 at 10:42 PM. |
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#108 |
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Join Date: May 2005
Location: Oz
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Sorry, I thought everyone had a free unzip facility these days. I'll put up a non-compressed version.
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Decay is inherent in all composite things. Nod head. Get treat. |
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#109 | ||
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Join Date: Mar 2013
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The limitations of the GURPS Space generator are probably more significant in the long run. And while I'm quite interested in discussing them, would they take this thread off-topic too much? If so, I'll be happy to take that to PMs. |
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#110 |
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Join Date: Oct 2004
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| Tags |
| planets, space, star system generator, system generation, world generation |
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