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World Map and T5 System Generator - new release

Looking great!

Since the sector list is long you may want to improve the picker, e.g. add a checkbox filtering to official/in-review sectors, and/or a milieu selector.

I was thinking a similar thing myself, running it again and again to iron out bugs and getting sick of scrolling around so much.

I was thinking that when it fetches the data from .../api/universe it really needs to parse all of the sector data files at the same time, and then ditch any files that don't have any world data. But is there a quicker or wiser way of doing it? I'm worried about the possible up-front cost of loading the page ... although I might be worrying about nothing. The modern internet never ceases to amaze me with speed. I grew up on dial-up bulletin boards at 300 baud.

The check-box idea sounds better, though. Load everything when the page loads, allow the user to check a box or make a selection to filter down to the sectors they want.

I'm also thinking of using cookies to save the user's preference for a default sector with its worlds to load at startup.
 
I was thinking that when it fetches the data from .../api/universe it really needs to parse all of the sector data files at the same time, and then ditch any files that don't have any world data.

There are almost no named sectors with no worlds, so I wouldn't do up-front work in that regard. If the user happens to pick a sector like that, indicating the lack of worlds in the drop-down with a disabled item seems sufficient.

The full dataset is on the order of ~20MB so I would avoid pulling that all down.

I'm also thinking of using cookies to save the user's preference for a default sector with its worlds to load at startup.

Sounds great!

Although you probably don't want actual cookies unless you need to send the data back and forth to the server on each request, plus the current script API for cookies is horrible. There are plenty of client-side storage APIs that should be sufficient (localStorage, indexedDB, etc)
 
Although you probably don't want actual cookies unless you need to send the data back and forth to the server on each request, plus the current script API for cookies is horrible. There are plenty of client-side storage APIs that should be sufficient (localStorage, indexedDB, etc)

Thank you! Will check out those options for local storage. Really want to be able to save a lot of user preferences or even data to come back and edit later. It would be nice to be able to do it without getting the user to upload/download files.
 
Nice.

Sadly it does not work in Edge for some reason (the system mapping comes up with just the header bar; the world maps worked last time I checked). Success on Chrome and Opera, so could be a MS thing. Although I have read some interesting articles about Chrome becoming the new IE6 (works better on Chrome comes up whenever you use a non-Chrome browser for any Google service.)

I use a variety of browsers so this is not an issue for me.

Edge version: Microsoft Edge 41.16299.248.0

Bottom line - really cool.

Fixed! A whole file was missing that provided functionality that Firefox and Chrome have but Edge does not. Just tested it in Edge and it works.

Other bug fix is where systems did not generate if a companion star was a Brown Dwarf ("BD") or White Dwarf ("D") and not a close companion and had planets around it.

But I am now having doubts about how the script places companion stars. It is always placing the second star as a 'close companion' of the first, where it should be placing the second star randomly among all the available positions.
 
New version is out! http://members.ozemail.com.au/~jonoreita/T5 World Map Generator/t5_world_builder.html

Three things:
1) Fixed my concern about correct placement / generation of stars - in fact it was the way I was initiating the random number generator.
2) I have used indexedDB to store the last sector chosen by the user. When you go to the page, it will choose the last sector you chose and load all of the worlds for that sector. On the first go, it picks 'Spinward Marches' for you. After that it is whatever you have picked last. Learning and embedding indexedDB opens up the possibility of a range of defaults and user settings and even user-entered data that can be saved and recalled.
3) The Starport on World Maps is no longer placed in the half-triangles at the east and west edges of the map. This makes it more central. There will be more changes to come in this regard - see the Change Log.
 
The "Generate Missing World Details" (GMWD) and "Clear World Details" (CWD) buttons somewhat dominate the display at this point. Are they really that important?

I also note that GMWD modifies details for "official" worlds to change, which seems to indicate either a problem in the official data or in the site. For example: Regina's bases don't show up until GMWD is clicked and then they seem random? And Non-imperial worlds get imperial Nobility. The layout also shifts when GMWD is clicked, which makes it hard to tell what changed - maybe change the background color of fields that were populated?
 
The "Generate Missing World Details" (GMWD) and "Clear World Details" (CWD) buttons somewhat dominate the display at this point. Are they really that important?

I also note that GMWD modifies details for "official" worlds to change, which seems to indicate either a problem in the official data or in the site. For example: Regina's bases don't show up until GMWD is clicked and then they seem random? And Non-imperial worlds get imperial Nobility. The layout also shifts when GMWD is clicked, which makes it hard to tell what changed - maybe change the background color of fields that were populated?

Thanks - food for thought. Firstly, yes I agree that aren't as important as their size suggests, I'll re-size them and see if that helps other layout.

At present, the GMWD button looks at all the fields and if that field is blank, generates random values for it.

Of course, the obvious limitation is what you've just outlined - a world that has no bases can inherit them because the generator rolls successful bases; nobility is generated because that's what the T5 rules say to do for all world generation because the T5 rules don't consider context - Rules As Written say generate the nobles - no qualification.

The intention behind the GMWD was to allow the user to choose a world or input generated details but then click a button to fill in blanks, saving some time. Let's say you're actually using the Classic Traveller rule set and want a world map, but you don't really care what the Economic Extension actually says; you'll just click the button so all details necessary are filled in to generate the map.

This means the button has some limitations. The way I see it, the easiest option is to document those limitations and the intention behind the button for the end-user so they can decide how they use it. So they know that if they click the button, they may have to blank out the Nobles field, for example.
 
Ojno, one problem I keep running into is if the population is 0, it locks up when I try to generate a system. If I change the pop to 1 it works fine. I tried leaving it at 0 and changing the pop modifier to 1 and that did not work either. Has happened on every 0 pop world I have tested so far (Spinward Marches).
 
Can you insert a catch-and-correct for those old data sector worlds that have:

Ba Lo Ni
Lo Ni

In Traveller5, those Trade Classifications combinations do not exist.

Can you insert a catch-and-correct for a maximum of 4 Gas Giants, also per Traveller5?

Though I am combing through Kharrthon Sector which is full of such mistakes, it would be keen-edged if the generator did the same. This would allow a fan developer to look up the world in the generator and see corrected Trade Classifications and proper ranges of Gas Giants, Planetoid Belts.

Wish-List:

Pressing the fill-in missing Data button rolls Economics (Ex) and Culture [Cx].

This is project is shaping up and can streamline revision of the Unofficial sectors.

Pakk
 
Can you insert a catch-and-correct for those old data sector worlds that have:

Ba Lo Ni
Lo Ni

In Traveller5, those Trade Classifications combinations do not exist.

Yes. I need to look at non-rule Remarks in that field - e.g. ownership of government type 6, Sophont populations etc. so that they are preserved.

Can you insert a catch-and-correct for a maximum of 4 Gas Giants, also per Traveller5?

Yes. Very easy to do.


Though I am combing through Kharrthon Sector which is full of such mistakes, it would be keen-edged if the generator did the same. This would allow a fan developer to look up the world in the generator and see corrected Trade Classifications and proper ranges of Gas Giants, Planetoid Belts.

One fix I have already implemented is that stars of the format "M9 D" (never a legal formal but I understand how it might have arisen) are being replaced with "M9 V". For Red Dwarfs the luminosity is so low that companion dwarfs have no real impact on temperature.

Wish-List:
Pressing the fill-in missing Data button rolls Economics (Ex) and Culture [Cx].

That is the intention of the buttons - however, what the script is doing is reading the blanks and then inserting zeroes instead of leaving it blank. I will fix it to handle it differently. For now, if you blank out Ex and Cx and then hit the button, it will roll them for you.

This is project is shaping up and can streamline revision of the Unofficial sectors.

Pakk

Thank you! I am glad to know it is useful.
 
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Asteroid Belt Mainworld

Hey OTR,

Is the system generator placing all Asteroid mainworlds in the Habitable Zone? Chart P1 on page 413 says to place Asteroids as Belt without regard to Habitable Zone.

An Asteroid 'mainworld' Belt can be anywhere in the world system.

Is the generator compensating for this?

Pakk
 
Yes, at present it is placing the mainworld (regardless of type) in the HZ. So sorry, I did this at first to simplify coding issues while I decided on how to handle orbits and zones, and then forgot to go back to correct it to the rules.

I will add this to the to-do list. There's a series of things like this that are general clean-up and tightening work.
 
Hi Onjo

I've noticed that the buttons to download the SVG and PNG versions of the maps don't work. Looks like some sort of broken Link that crept in during an update.
 
Very nice!

Question: I notice the Legend for the World Map has a symbol for noble' estate. Does the world profile information cause this to generate/populate on the map? For example, Garda-Vilis should have one (1) each estate or fiefdom for a viscount, marquis, baronet, and knight (BcCD).



New release!

http://members.ozemail.com.au/~jonoreita/T5 World Map Generator/t5_world_builder.html

Maps now have buttons that let you slide the terrain left and right. The feature has some distortion problems - more information in the change log.
 
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