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 Post subject: Sort numbers
 Post Posted: Tue Aug 04, 2009 12:53 am 
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Sort numbers in system files

By DwnUndr Aug 2009
dwnundr@ripteam.com

Some good info can also be found here: http://the-starport.net/index.php?optio ... icseen#new

Sort numbers are another confusing aspect of mod making. If you look through the vanilla files they are handled differently since each group of systems seems to have been built by a different person. Seriously, comparing different vanilla systems is confusing but if you look at them enough you can get a pattern to use. Only zones get sort numbers. Below is the pattern I used in the UnderVerse.

Br0x systems gave me this list. As noted on the Starport thread, I don't think the high numbers are crucial to be exactly 50 for an ambient etc, they are just convenient chunks between 0 and 99. At some point they probably figured some zones needed higher than 99 so they used 99.500000.

1-49 These are used for anything not listed below (don't duplicate numbers) These HAVE populations. None of these are in any particular order by type.

50, 51, 52, 53 used for 'ambient' population zones only

74 paths (trade_path) In Hi01 and Bw01 at least

76 paths (attack_patrol, lane_patrol) In Hi01 and Bw01 at least

96, 97, 98 paths (trade_path, mining_path) (These HAVE populations)

Some systems use 99 and 99.500000 interchangeably

99 paths (attack_patrol, lane_patrol), atmo burn, docking ring

99.500000 (NONE of these have populations):

gate
hole
base
sun death
planet death
destroy vignette
exclusions (including destroy_vignette exclusions)
debrisdust, radioactivedust
minefield
ice_asteroid
tradelane lane
ring

Note: Use this with this thread for a (hopefully) total solution: viewtopic.php?p=2946#2946


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