Hi. first of all, thanks for creating this great tool, it is a great resource for helping calculate many factors in the star system, for the more hard sci-fi oriented games.
With that said I'm having a little trouble with a few things that I encountered,
- When importing data from Traveller maps to create a new system using the "New Star System" button, the system created have the wrong number of planets. Because the total number of worlds should take in consideration the number of gas giants and the mainworld (if this world is not a satellite), for example, in the system of Regina in the Spinward marches subsector, the system is described as having 1 mainworld (satellite), 0 planetoid belts, 3 gas giants, and 8 worlds. So, the total number of worlds that are not gas giants should be 5 (as seen in the book from Classic Traveller, book 06 Scouts, pag 55), 8 worlds - 3 gas giants - 0 mainworld (because it is a satellite). But the generator uses the number 8 as a total, generating 8 worlds besides the gas giants, this can be easily fixed by manually correcting the imported value, so I don’t really see it as a bug, I just thought it was worth mentioning
- After generating the system from the imported data, if I press the “Regenerate system (current seed)” button the system changes even without changing anything else in the system, by exporting the data to JSON before and after the “Regenerate system (current seed)” button is pressed and then analyzing the results is possible to see that many changes occurred in the system code, most notably the seed actually changed from “19101910” to 19101910, which in turn makes many other changes to the system and to the JSON file. Like the changes in the star position, from being the F7V star as primary with the D star as secondary and the M3V star as a companion of the secondary, to the F7V as primary with the D star as a companion, and the M3V as a secondary, which is coincidently is the “canon” position of these stars in Classic Traveller as stated in the book 6 Scouts and in the mongoose 2md edition version as stated in Behind the Claw. Also clicking the “Regenerate system (current seed)” button scrubs one of the gas giants, even if theoretically the generator is still being told to produce 3 gas giants.
Again this is not a game breaking bug but it annoys me a lot because it prevents me from using the “Regenerate system (current seed)” button because the current seed is not kept. Which I would really like to use to be able to change the position of the stars in the system, since we can’t change which star is primary which is companion and which is secondary manually.
- With the previous item in mind, controls that allowed to change the star position from primary to secondary to tertiary to a companion of any of the precious would be greatly appreciated.
- After exporting a system with multiple stars to JSON or saving the star system in the database (since this is actually the same process) and loading the system back by re-importing the JSON or loading the system in the database, the position of the stars get messed up, companions get tagged with primary making two primaries in orbit of one another, in the case of Regina with the seed “19101910”, or even worse copying the companion to both stars and changing them to primary making it a 4 star system in the case of Regina with the seed 19101910. To me this is the worst bug I have encountered so far, because it is really hard to continue working in the same system over multiple sessions if the save/ load function doesn’t produce the same result consistently.
- When generating maps for the worlds it seems that if the neighbor hexes of a certain hex don’t change much, the child hex that you get by clicking in the hex is always the same. In worlds with many resources and a jagged coastline this is not really an issue since the neighbor hexes change a lot but in worlds which have one type of the terrain that forms the majority of the planet like desert worlds for example, it makes the child hexes all the same. Also, features in the child hex never go to the border of the parent hex, making what should be a mountain range into many separated mountains when you look in the child hex, or a large swamp into many tiny swamps in a plain. I understand that making changes to the map making algorithm is probably a lot of work and that I can change this manually, just thought that it was worth mentioning because this reduces the usability of this function for a lot for parties that stay a long time in the same world going to many places there, or for games that use this for something akin to hexcrawl.
With all that said, sorry for the wall of text, and if I find any other bugs I can post them here if you want to see if you think that they are really bugs that are worth correcting (or just me not understanding how the tool should be used), and thanks again for this great tool.