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MadBeardMan
June 12th, 2020, 01:21
Morning Folks,

Got a bit carried away.

Here's a NodeJS script that talks to TravellerMap and builds a /mod based on the data, all modified (as much as possible) to fit in with MGT2.

https://github.com/madbeardman/fgmgt2travellerworldsdata/tree/develop

Use the develop branch, and feel free to modify it. It's quite crude and really does need a major refactor, I just tasked myself with getting it to build MOD's as well as the data format I need for the official books etc.

I should have been working on v1.1.3 but hey ho.

If people make use of this, please note that you can't use the data generated to sell modules, it's for personal use and within your game. If you generate modules for free, for people to use here, you'll have to include the far futures license. Your google foo should be able to locate that.

If you think of something else you'd like it to do, then please comment below.

Cheers,
MBM

Dtom1962
July 7th, 2020, 12:26
Hi,

Firstly thanks for the utility. Bit of a learning curve to use but really excellent results.
However, and you knew that was coming, there seems to be an issue with The Beyond Sector.
It gets as far as the I’Sred*Ni Heptad Subsector and then produces an error

(node:5336) UnhandledPromiseRejectionWarning: SyntaxError: Unexpected token < in JSON at position 0

followed by a bout a page of error message, which I can post if you need it.
Maybe the * in the sector name is causing an issue.
Know this isn't a priority and this is more of an FYI

MadBeardMan
July 7th, 2020, 13:43
Hi,

Firstly thanks for the utility. Bit of a learning curve to use but really excellent results.
However, and you knew that was coming, there seems to be an issue with The Beyond Sector.
It gets as far as the I’Sred*Ni Heptad Subsector and then produces an error

(node:5336) UnhandledPromiseRejectionWarning: SyntaxError: Unexpected token < in JSON at position 0

followed by a bout a page of error message, which I can post if you need it.
Maybe the * in the sector name is causing an issue.
Know this isn't a priority and this is more of an FYI

Hello,

I've been adding a few more things recently, so let me look at this later in the week and I'll fix it.

Thanks for letting me know you're using it!

Cheers,
MBM

Dtom1962
August 2nd, 2020, 10:53
Any lucky tracking down the problem

backwardoracle
August 2nd, 2020, 12:56
Now that is a very interesting program, well done, Now back to the grindstone with you... :)

MadBeardMan
August 2nd, 2020, 18:23
Any lucky tracking down the problem

Yep, need to fix it though, that'll be in the week cos built new PC last weekend and this week has been about getting everything back up and running.

Cheers,
MBM

Dtom1962
August 3rd, 2020, 10:11
Good news. I'm working through last weeks releases. Great work man,great work.

adzling
August 9th, 2020, 20:04
Morning Folks,

Got a bit carried away.

Here's a NodeJS script that talks to TravellerMap and builds a /mod based on the data, all modified (as much as possible) to fit in with MGT2.

https://github.com/madbeardman/fgmgt2travellerworldsdata/tree/develop

Use the develop branch, and feel free to modify it. It's quite crude and really does need a major refactor, I just tasked myself with getting it to build MOD's as well as the data format I need for the official books etc.

I should have been working on v1.1.3 but hey ho.

If people make use of this, please note that you can't use the data generated to sell modules, it's for personal use and within your game. If you generate modules for free, for people to use here, you'll have to include the far futures license. Your google foo should be able to locate that.

If you think of something else you'd like it to do, then please comment below.

Cheers,
MBM

So this is meant to let you import data from travellermaps into FGU?

Dtom1962
August 9th, 2020, 20:53
Yes, it's a great little utility. Needs a bit of set up to get it working.
You will need
node.js
GitHub
Windows Terminal
All are free d/ls. Once set up it will generate sector information in .mod form to use in FG and FGU.
I encountered an issue with one sector, but have imported 5 others. It should work for all of them

MadBeardMan
August 10th, 2020, 10:21
Hi Folks,

I'll be putting a bit of time into this during the week (fixing the bug that Dtom1962 discovered is Number 1).

You can also run this on Mac/Linux, NodeJS works on all OS's, just make sure it's v12.

I've been toying with the idea of creating a simple UI where you choose your options and select the Sector from a list. Plus select if you want MgT2E or T5 outputs.

Cheers,
MBM

bsycamore
August 10th, 2020, 11:30
Like the sound of this. A nice simple UI would be good.

adzling
August 10th, 2020, 16:02
Hi Folks,

I'll be putting a bit of time into this during the week (fixing the bug that Dtom1962 discovered is Number 1).

You can also run this on Mac/Linux, NodeJS works on all OS's, just make sure it's v12.

I've been toying with the idea of creating a simple UI where you choose your options and select the Sector from a list. Plus select if you want MgT2E or T5 outputs.

Cheers,
MBM

MBM you're a machine!
Really appreciate all the work you're putting in here and would love to get the sector map creator/ importer setup once you've resolved the bug/ added a simple U.I.

MadBeardMan
August 10th, 2020, 17:36
MBM you're a machine!
Really appreciate all the work you're putting in here and would love to get the sector map creator/ importer setup once you've resolved the bug/ added a simple U.I.

Haha, I work on many things, so I swap them out week after week, keeps me interested in all things.

This week I've got 1.1.4 to finish and address High Guard issues found, and then get on with a simple UI for the World/System Creator.

Edit: Oh yes and work on Pirates of Drinax. Plus get progress on the Spacecraft CT extension.

Cheers,
MBM

adzling
August 10th, 2020, 17:59
Haha, I work on many things, so I swap them out week after week, keeps me interested in all things.

This week I've got 1.1.4 to finish and address High Guard issues found, and then get on with a simple UI for the World/System Creator.

Edit: Oh yes and work on Pirates of Drinax. Plus get progress on the Spacecraft CT extension.

Cheers,
MBM

AWESOME! looking forward to all of that.

MadBeardMan
August 20th, 2020, 15:25
Hi Folks,

Pushed to master, a fix for the oddly named sectors.

I've sent the errorto the TravellerMap people as it needs fixing on their side. Any oddly named sectors will simply not have any system data.

I've started on the GUI, but want to get 1.1.4 over the line asap, so focused on that now.

Cheers,
MBM

Dtom1962
August 20th, 2020, 19:31
Thanks for the update. The oddly named I’Sred*Ni Heptad Subsector isn't a typo, that's its actual name. Oh those crazy early days of traveller. Hope Traveller Map can sort something out for you. Your doing amazing work.

MadBeardMan
August 20th, 2020, 20:17
Thanks for the update. The oddly named I’Sred*Ni Heptad Subsector isn't a typo, that's its actual name. Oh those crazy early days of traveller. Hope Traveller Map can sort something out for you. Your doing amazing work.

Hi Dtom1962,

It's (to me) just oddly named, who puts an asterisk in a name, anyway that was the error, you can't have an asterisk in the URL you call to fetch the data, so their end threw an exception which returned as an error which I now check for.

Enjoy!

Playing DnD 4E atm, yes, playing a game!

Cheers,
MBM

esmdev
August 20th, 2020, 20:23
Hi Dtom1962,

It's (to me) just oddly named, who puts an asterisk in a name, anyway that was the error, you can't have an asterisk in the URL you call to fetch the data, so their end threw an exception which returned as an error which I now check for.



Could do a replace * to %2A before doing a URL search for something with an asterisk in it.

MadBeardMan
August 20th, 2020, 20:58
Could do a replace * to %2A before doing a URL search for something with an asterisk in it.

Hi Chap,

URI encoding does nothing with * and I've tried escaping it, but that doesn't help as when the API is hit, it's swapped back...

Cheers,
MBM

Dtom1962
August 20th, 2020, 21:03
Oddly playing a personal conversion of 4e Scales of War in 5e. Loved 4e. I run a DnD club in the school where I work, and the kids loved 4e. It;s the power cards. Shame the combat was soooooo long. House ruled that bad boy.

MadBeardMan
August 21st, 2020, 11:04
Oddly playing a personal conversion of 4e Scales of War in 5e. Loved 4e. I run a DnD club in the school where I work, and the kids loved 4e. It;s the power cards. Shame the combat was soooooo long. House ruled that bad boy.

Chap,

I'd be interested in knowing what House Rules you had to reduce the lengthy combat time. For me it's the huge number of Hit Points that everything has, though Peons having just 1 are fun.

Cheers,
MBM

Dtom1962
August 21st, 2020, 19:00
Nothing Earth shattering.
Reduce all HP by 2/3rds
Had a +1 bonus token if a PC could complete their entire turn in 1 minute and a -1 for over 2 minutes.
Also as a Dm, never grind the obvious. If your big bad is losing, and it clear that they will lose, either have them flee or die.
This is particularly the case with Elites and Solos

bsycamore
August 22nd, 2020, 09:03
Is it possible to include Milieu as a selectable field in this so you could if need be pull out data from those different Milieus if you wanted to?

Alpha Crucis for example has data for 4 Milieus on TravellerMap.

bsycamore
August 22nd, 2020, 09:10
Just as a side thought, could you not just use the 4 letter codes for the Sectors (SPIN - Spinward Marches) and the Susbector letter (A-P) for the Subsectors. Wouldn't that get round errors encountered when looking at oddly named places that use * and ! ?

MadBeardMan
August 22nd, 2020, 10:59
Morning All,

The folks at TravellerMap have fixed their error, you can now pull down the system data for: I'Sred*Ni Heptad

And there is what it returns!

Miramon Luagor1724 D686430-5 W Ni Ga Pa SredW 600 IS F2 V M5 V
Fueris 1725 C301335-7 J Ic Lo Va SredW 420 IS G3 V
Quintana Roo 1728 C5A0520-8 W He Ni SredW 730 IS M5 III M1 V
Quatal 1729 D5515A9-5 Ni Po SredW 100 IS F6 V
Tierce 1823 C434569-9 Ni O:1522 700 Na M2 V M4 V
Signature 1825 B899674-8 KW Ni SredW 700 IS F5 V M0 V
Sixtol 1826 E549777-5 J Pi SredW 530 IS G0 V
Akarana-Zaman 1827 B969667-8 Ni Ri SredW O:2 210 IS F9 V
Ydrogg 1829 C76A434-8 Ni Wa 300 Na G1 V
I'sred*ni Nest1923 D68398D-7 Hi Pr Pz SredW A 333 IS K8 V
Septime 1925 E573689-6 Ni SredW 820 IS F1 V
Kroks 1926 X000379-7 As Lo Va Fo R 130 Na M3 V M8 V
Dust 1927 X000789-7 V As Na Va Pi Fo R 500 Na K0 V
Octave 1928 E774497-6 Ni Pa SredW 730 IS F5 V
Splendide Mend1930 D964168-7 Lo SredW O:2026 800 IS F8 V
I'sred*nixtu 2022 A00098D-C As Hi In Na Va A 302 IS G5 V
Revoc Knarr 2023 C738340-7 KW Lo SredW 930 IS F1 V M0 V
Konichiwa 2024 B576100-8 J Lo SredW 800 IS F5 V
Pittler Pidofa2025 X000100-7 V As Lo Va Fo R 720 Na M1 V M9 V
I'Sred*Nispr 2026 A675879-C Pa Ph Cx Pi Pz A 932 IS F1 V M0 V M0 V
Aichi Ban 2027 X050000-0 As Ba De Po Fo R 030 Na M3 V
Seconde 2028 B413413-8 Ic Ni SredW 820 IS K2 V M1 V
Horvendi 2029 C849520-A Ni 400 Na F2 V M4 V
I'Sred*Nity 2030 A746261-C V Lo SredW O:2026 203 IS F0 V
Jiird 2123 D988678-3 Ag Ni Ri SredW 900 IS F0 V
Nead Lelan 2125 E695000-0 Ba 010 IS F9 V
Station Three 2126 E050150-7 As De Lo Po 810 Na F4 V
Omiatenieu 2127 X000573-7 V As Ni Va Fo R 710 Na M2 V M3 V
Nuit Alanche 2128 E767AA6-7 Hi Ga SredW 430 IS F0 V
Miskekopke 2130 E869000-0 M Ba 000 Na G2 V M4 V
Rolk 2221 B85997B-A Hi SredW 110 IS F9 V
Tryllandianne 2223 C553430-8 Ni Po 220 Na F5 V
Qwertyuiop 2225 B8B1346-9 Fl He Lo SredW 200 IS M1 V
Wurger 2226 E410300-9 Lo 520 Dw M0 III
Cibola 2227 B777320-A KV Lo SredW 410 IS F7 V
Stagatz 2229 C62698D-A Hi In Pz A 122 Na F7 V
Citadel 2324 D410383-7 Lo SredW 332 IS M1 V
I'Sred*Nitlal 2325 C436361-6 Lo SredW O:2022 610 IS G3 V
Cral 2328 E658000-0 Ba 010 IS F6 V M3 V
Sundance 2329 D432461-6 Ni Po O:2229 810 Na M0 V M1 V
I'Sred*Nilun 2424 A67A361-C Lo Wa SredW O:2 501 IS F3 V M5 V
Seredak 2425 D635720-6 SredW 200 IS K2 V M4 V
Lost Enigma 2426 C598843-5 Pa Ph Pi 910 Na F0 V M9 V
Omega 18 2427 D552340-7 Lo Po SredW 410 IS F8 V M5 V
I'Sred*Nillol 2428 A7755A9-C Ag Ni SredW 311 IS G4 V

MadBeardMan
August 22nd, 2020, 11:00
Is it possible to include Milieu as a selectable field in this so you could if need be pull out data from those different Milieus if you wanted to?

Alpha Crucis for example has data for 4 Milieus on TravellerMap.

Yea, well TravellerMap API is pretty clunky, so I'm keen to get the T5 data and I manually edit that. I have plans for lots of tools, but gotta finish the ruleset first.

Cheers,
MBM

Dtom1962
August 22nd, 2020, 11:58
Super news. Cheers again

Dalton Calford
September 10th, 2020, 02:45
Yea, well TravellerMap API is pretty clunky, so I'm keen to get the T5 data and I manually edit that. I have plans for lots of tools, but gotta finish the ruleset first.

Cheers,
MBM

I used the api to pull all the traveller map data down for milieu 1105 and put it into a spreadsheet. Its all cleaned up and I am planning on putting it into a module with notes etc., You are welcome to the raw data or, if you want, the expanded data which generates all the missing items using MGT rules with some T5 top ups where MGT2 is lacking. I am using the MGT2 trade codes in the rework data, but the raw data still has the T5 trade codes.

best regards

Dalton.

MathBlade
September 10th, 2020, 04:06
Good evening,

I am trying to make a “simple” app that handles getting the data from the Traveller API and an xml from Fantasy Grounds and then when that works porting it into Fantasy Grounds as an extension for my buddies.

I have the data calls in C# already done in my app. I am running into a couple of issues and it may be because I am newer to the API/system in general so please bare with me:

API related question:
Some of the data seems “dirty” when I did a pull. Eg universe says Langer is a sector but sector data doesn’t pull. There’s also a duplicate Langere. Is there a fix for that?

When I was trying to pull data from the API it seems like a “subsector” is a world or planet, but then subsectors have subsectors. Is there a way to translate that into worlds? I know the traveller map has a companion website but there seems to be data issues (like the one above) with it as well. Is there a clean way to do that?

The eventual end goal would be the DM could just pick one person doing astrogation and a character doing pilot along with different options along the way. It wouldn’t like display the map as people would still have to know which world they go to and read the map etc but it would alleviate a lot of number crunch.


Lastly as a seemingly unrelated question but I need to know for the encounter step. The idea is that a D66 is rolled and then a modifier is applied to the first number. If that modifier is negative four and the player rolled two ones how does one find a -31 on the encounter table?

Thanks,

MathBlade

esmdev
September 10th, 2020, 19:08
MGT2 Traveller space is developed in a relatively organized fashion. From biggest to smallest it goes like this.

Space (Everything)
Domain or regional equivalent (contains 4 sectors)
Sector (contains 16 subsectors)
Subsector (contains 80 hexes and a variable number of systems)
Hex/System (Smallest normal element)

In MGT2 system information represents the solar data, the main world, scout/navy services, and the presence of a gas giant. There is no method provided to determine full in-system data (other planets, how many gas giants, how many belts, where they are in proximity to the habitable belt, etc). Since the MGT2 is a small subset of the T5 data contained in travellermap, it has to be filtered down to import into the ruleset system information.

The information found at travellermap.com is formatted for the T5 version of Traveller. T5 contains a comprehensive system for developing quite a bit of system and in-system data. However, the license for this ruleset is MGT2 so as a result most of the T5 data would need to be added in some way or another into notes in order to be available.

As for the API, since Langere is both a system and a sector, you would want to want to explicitly pull the sector information to avoid just getting the individual system:



https://travellermap.com/api/sec?sector=langere


Hopefully this is helpful.

adzling
September 10th, 2020, 19:36
Good evening,
Lastly as a seemingly unrelated question but I need to know for the encounter step. The idea is that a D66 is rolled and then a modifier is applied to the first number. If that modifier is negative four and the player rolled two ones how does one find a -31 on the encounter table?
MathBlade

Hey Mathblade is my player!

RE: rolling d66 and applying modifiers.
You apply it to the first die/ tens (as you note) and then ignore anything lower than 01 or higher than 96.
This results in far less encounters in Empty Space (as it should be) because with a -4 Empty Space modifier most rolls will be below 01 and therefore result in no encounter.
Whereas encounters with a nearby Highport (+3) would be result in encounters from 41-96.

esmdev
September 10th, 2020, 21:54
Hey Mathblade is my player!

RE: rolling d66 and applying modifiers.
You apply it to the first die/ tens (as you note) and then ignore anything lower than 01 or higher than 96.
This results in far less encounters in Empty Space (as it should be) because with a -4 Empty Space modifier most rolls will be below 01 and therefore result in no encounter.
Whereas encounters with a nearby Highport (+3) would be result in encounters from 41-96.

Since a D66 table is created in two steps, the first D6 table which then references a second D6 table, you can easily apply the modifier to the first table. In the first table, instead of 6 entries you would have 9 entries that then reference whichever subordinate table is correct for the entry. You might need to create an additional negative entry (like -9 to 0) that just indicates no encounter without checking a subordinate table. I'm not at my PC so I am assuming tables accept negative numbers, if not might require some help from MBM, but the rest of it will work for sure.

adzling
September 11th, 2020, 00:11
yeah but that's not how the starship encounter table in mgt2e works.

it's just one table with 01-96 entries.

In this instance your roll 1d6 for tens and another for ones.

Then you add a modifier to the tens depending upon how inhabited your system is.

Which results in a d66 number from 01-96.

While d66 only generates some of the 01-66 numbers (no 67 for example) when you add the modifiers you can end up with anything from -36 to 96.

Hence my comment, any result under 01 should just be ignored as it replicates the chance of getting nothing in deserted / less trafficked space.

esmdev
September 11th, 2020, 02:13
I don't think I was clear with what I was saying, so I made a quick master table and subordinate table (1 of 9 I assume you will need to demonstrate). I also included rolling with a -3 modifier to show how it works.

39254

Basically, you create a master table that has several negative entries and that is 0 and 0 which will look blank, and then the 9 other positions assuming a positive modifier.

Then you create subordinate tables for each of second D6 rolls (since a D66 is a D6 and a D6, it is broken into two separate tables). The subordinate tables then hold the second D6 information for whatever coincides with the tens and ones position, like (1,1) (1,2) (1,3) (1,4) (1,5) (1,6) would be the positions on subordinate table 1, (2,1) (2,2) (2,3) (2,4) (2,5) (2,6) would be for subordinate table 2, etc.

Once you have all the subordinate tables you want, you can just drag the hex into the correct tens place entry on the master table and it will automatically roll the correct subordinate table when the entry comes up on the master table.

Hope this helps. Fortunately I was at my PC this time so I could do a quick table and image. Note, I only did the first subordinate table but the others would be created the same and just linked where it says table 2, 3, 4, etc.

esmdev
September 11th, 2020, 02:16
I noticed that I didn't roll enough to get a negative number or 0, but had I done so it would have said No encounter.

39255

MathBlade
September 12th, 2020, 07:47
MGT2 Traveller space is developed in a relatively organized fashion. From biggest to smallest it goes like this.

Space (Everything)
Domain or regional equivalent (contains 4 sectors)
Sector (contains 16 subsectors)
Subsector (contains 80 hexes and a variable number of systems)
Hex/System (Smallest normal element)

In MGT2 system information represents the solar data, the main world, scout/navy services, and the presence of a gas giant. There is no method provided to determine full in-system data (other planets, how many gas giants, how many belts, where they are in proximity to the habitable belt, etc). Since the MGT2 is a small subset of the T5 data contained in travellermap, it has to be filtered down to import into the ruleset system information.

The information found at travellermap.com is formatted for the T5 version of Traveller. T5 contains a comprehensive system for developing quite a bit of system and in-system data. However, the license for this ruleset is MGT2 so as a result most of the T5 data would need to be added in some way or another into notes in order to be available.

As for the API, since Langere is both a system and a sector, you would want to want to explicitly pull the sector information to avoid just getting the individual system:



https://travellermap.com/api/sec?sector=langere


Hopefully this is helpful.

Hi! Yes this is very helpful! Much more so than the API documentation. The breakdown is a lot clearer here which will help.

It's also good to know that some of this is T5 data and not all of it is MGT2.

Upon loading my app I make a call here
https://travellermap.com/api/universe
This returns 1060 sectors which 1059 I can do the call using the sector parameter

https://travellermap.com/api/metadata?sector={Name here}

1059 of them pass. The one below does not.

https://travellermap.com/api/metadata?sector=Langer

Is there a way to let the travellermap team know about this issue to have it not return from the universe call or to add the proper sector data to prevent the failure?

MathBlade
September 12th, 2020, 07:48
yeah but that's not how the starship encounter table in mgt2e works.

it's just one table with 01-96 entries.

In this instance your roll 1d6 for tens and another for ones.

Then you add a modifier to the tens depending upon how inhabited your system is.

Which results in a d66 number from 01-96.

While d66 only generates some of the 01-66 numbers (no 67 for example) when you add the modifiers you can end up with anything from -36 to 96.

Hence my comment, any result under 01 should just be ignored as it replicates the chance of getting nothing in deserted / less trafficked space.

Cool no encounter it is then! :) Easy enough.

esmdev
September 12th, 2020, 14:34
I found this: You are welcome to send email with any comments, suggestions, bug reports, praise, or offers of help to [email protected] ([email protected]?subject=Traveller%20Map) .

I was looking at the full metadata listing, it looks like it might be an error or reproduction of Langere.

There is another thing you might consider is to remove any sector data that is not explicitly milieu 1105, the other milieu settings are either way in the past or way in the future, but the data won't be consistent.

Another thing that you are likely to run into are orphan sectors (or even subsectors) that are separated by huge chunks of undefined space. The easiest example is that Athwa subsector in the Calidan sector. It is literally in a different section of the galaxy. There are others though I can't specifically name them. It was a subsector created for the MGT2 starter set to provide a different gaming area without all of the imperial entanglements.

Dalton Calford
September 12th, 2020, 14:56
Like I said in an earlier post, I have pulled and cleaned up all the Mileau 1105 data from the traveller map and have it in a spreadsheet for anyone who wants it.
I am currently creating a series of Sector/Quadrant/Sub-Sector maps for 6 sectors I am interested in for my particular upcoming game.
I have pulled all the J-6 maps for each of the worlds and used the explanator software to do a writeup for each world/system.
This is all in order to create an indepth library data for the use of my players but I will likely release it as a module when complete.
I have posted the details over in the Facebook Art of Traveller group as well as the Facebook Traveller Software group.
best regards
Dalton

adzling
September 12th, 2020, 17:58
Hey Mathblade one thing you should not ignore is the T5 data that travellermap links to.

T5 (traveller5) is a massively extended ruleset for Traveller, it's different from MGT2e but much of it is compatible.

For our purposes the world and system data generators that Travellermap links to are *very* desirable as they generate complete system data for the planets beyond the primary inhabited world.

For example here's a screenshot of the link to the t5 generators within Travellermap:
39294
The upper link goes to the T5 world map generator and the lower link goes to the T5 system data generator.
Now I'm not sure if there's an API for the T5 system generator, if not then we won't be able to use it but would be cool if possible.

And to confirm what someone else said we are playing in 1105 time frame, Travellermap has data from many different setting years, we don't need that stuff.

esmdev
September 12th, 2020, 18:16
The system generation site is basically random generates the detailed system data each time you access it using the systems presented in T5. Sometimes you get some really interesting systems. While it is linked from Travellermaps it is a separate entity.

The API is kind of limited but the documentation can be found here: https://members.ozemail.com.au/~jonoreita/T5%20World%20Map%20Generator/api_documentation.html

esmdev
September 12th, 2020, 18:32
Like I said in an earlier post, I have pulled and cleaned up all the Mileau 1105 data from the traveller map and have it in a spreadsheet for anyone who wants it.
I am currently creating a series of Sector/Quadrant/Sub-Sector maps for 6 sectors I am interested in for my particular upcoming game.
I have pulled all the J-6 maps for each of the worlds and used the explanator software to do a writeup for each world/system.
This is all in order to create an indepth library data for the use of my players but I will likely release it as a module when complete.
I have posted the details over in the Facebook Art of Traveller group as well as the Facebook Traveller Software group.
best regards
Dalton

Sounds awesome and I would definitely want something like this.

My advice would be to break the modules down to a domain or sector level, because the larger the module the more time it takes to load and the slower the selection window takes to populate. Most people won't need to have more than one or two sectors loaded at a time which would speed things up.

Also, check licensing for any information you are including. Since the Traveller universe is old and it has been developed by dozens of companies and individual authors, the licensing is crazy. Quite a bit is covered by the FFE Fair Use Policy, but that doesn't cover anything from Mongoose, and MGT1 is covered by the old D20 OGL, and MGT2 by TAS via DriveThruRPG, the Wiki has an exception because it is connected to Marc Miller/FFE, etc.

Dalton Calford
September 12th, 2020, 18:49
Sounds awesome and I would definitely want something like this.

My advice would be to break the modules down to a domain or sector level, because the larger the module the more time it takes to load and the slower the selection window takes to populate. Most people won't need to have more than one or two sectors loaded at a time which would speed things up.

Also, check licensing for any information you are including. Since the Traveller universe is old and it has been developed by dozens of companies and individual authors, the licensing is crazy. Quite a bit is covered by the FFE Fair Use Policy, but that doesn't cover anything from Mongoose, and MGT1 is covered by the old D20 OGL, and MGT2 by TAS via DriveThruRPG, the Wiki has an exception because it is connected to Marc Miller/FFE, etc.

I am breaking it down into modules that use moduals ie a subsector holds all the graphics/notes/notable characters/local library data
A quadrant holds more information as well as links into the four subsectors in the smaller modules
A sector holds more information as well as links to the four quadrants.
A domain/province holds more information including the links to the associated sectors.
Each module will have a players version and a refs version that links to the players version but holds the data the players do not have access to.
I have completed 3 sectors so far, 3 more to go before I start having things to publish.
I am including the credits and notes for every sector that I have gotten from travellermap.
overall, each section will have a link back to the credits and ffe copyright notice.

As for data, it is the standard public information from M1105 but has further information that is generated by other tools.
In addition, while the graphics will be similar to MGT2, it is significantly different and all artwork has been created by myself, either directly or by using FT.

The whole thing is designed for my own games and if I do publicly publish, it will have the moniker IMTU_ prefacing every module/extension.
But, I know how much work this is, and that others may like to do something for themselves, so if you want copies of my work, just let me know - it is all creative commons.

esmdev
September 12th, 2020, 19:00
I am definitely looking forward to this. When you get the point of sharing just start a forum and I will add to the community list. :)

MathBlade
September 12th, 2020, 20:03
I found this: You are welcome to send email with any comments, suggestions, bug reports, praise, or offers of help to [email protected] ([email protected]?subject=Traveller%20Map) .

I was looking at the full metadata listing, it looks like it might be an error or reproduction of Langere.

There is another thing you might consider is to remove any sector data that is not explicitly milieu 1105, the other milieu settings are either way in the past or way in the future, but the data won't be consistent.

Another thing that you are likely to run into are orphan sectors (or even subsectors) that are separated by huge chunks of undefined space. The easiest example is that Athwa subsector in the Calidan sector. It is literally in a different section of the galaxy. There are others though I can't specifically name them. It was a subsector created for the MGT2 starter set to provide a different gaming area without all of the imperial entanglements.

Great! So some of the data wouldn't be clean which makes sense. The data is still needed from the API for other users/cases. So I'll need to carefully slice as needed to make sure we get close to where we are in the world.

MathBlade
September 12th, 2020, 20:09
I used the api to pull all the traveller map data down for milieu 1105 and put it into a spreadsheet. Its all cleaned up and I am planning on putting it into a module with notes etc., You are welcome to the raw data or, if you want, the expanded data which generates all the missing items using MGT rules with some T5 top ups where MGT2 is lacking. I am using the MGT2 trade codes in the rework data, but the raw data still has the T5 trade codes.

best regards

Dalton.

Do you mind linking me to this or sending it to me? I searched this thread and didn't see a link to it. (This is the closest I could see) If you send me your paypal (or other element) we could discuss payment if you like so I can use your spreadsheet to validate datapulls or just use it directly with crediting? I like to pay others for their work but I also understand I seem like a random stranger on the internet and that can be scary.

Dalton Calford
September 12th, 2020, 22:01
Do you mind linking me to this or sending it to me? I searched this thread and didn't see a link to it. (This is the closest I could see) If you send me your paypal (or other element) we could discuss payment if you like so I can use your spreadsheet to validate datapulls or just use it directly with crediting? I like to pay others for their work but I also understand I seem like a random stranger on the internet and that can be scary.

Not looking for payment, if you send me your email address to my [email protected] (you can figure it out to avoid forum scrapers) I will send you the file. I have been a traveller player for years and it is from the help of others that I have gotten alot of my knowledge. I am just paying it forward.

MathBlade
September 12th, 2020, 23:07
Not looking for payment, if you send me your email address to my [email protected] (you can figure it out to avoid forum scrapers) I will send you the file. I have been a traveller player for years and it is from the help of others that I have gotten alot of my knowledge. I am just paying it forward.

Thanks dude! I sent an email your way from email m as first letter + a Roman (I think) general + math @ not cold mail .com . I hope you at least let me credit you. I think I have the subset of data figured out for the pull but it would be awesome to validate against your excel sheet.

Dalton Calford
September 12th, 2020, 23:07
Also, you may like some of the traveller groups on Facebook
https://m.facebook.com/groups/1658963721026316?view=permalink&id=2696896893899655&comment_id=2697311773858167&notif_t=group_comment&notif_id=1599912866690537&ref=m_notif

Maladryne
April 24th, 2022, 05:54
Cloned the repo locally & installed node.js. Created a file "Sector.env" in the root of the project, contents of the file are:

SECTOR=Vland
BUILD_TYPE=module

I've tried several different .env files of varying names, different sectors & build types, etc. Even moved the .env file around in case I should have it elsewhere (although it seems clear it's supposed to be in the project root). No matter what I do, I get

PS F:\temp\fgmgt2travellerworldsdata-develop> npm start

> [email protected] start
> node index.js

undefined:1
The specified sector 'undefined' was not found.

Running this on Windows 10. What am I missing?

MadBeardMan
April 24th, 2022, 12:49
Cloned the repo locally & installed node.js. Created a file "Sector.env" in the root of the project, contents of the file are:

SECTOR=Vland
BUILD_TYPE=module

I've tried several different .env files of varying names, different sectors & build types, etc. Even moved the .env file around in case I should have it elsewhere (although it seems clear it's supposed to be in the project root). No matter what I do, I get

PS F:\temp\fgmgt2travellerworldsdata-develop> npm start

> [email protected] start
> node index.js

undefined:1
The specified sector 'undefined' was not found.

Running this on Windows 10. What am I missing?

Hi,

This is my .env (remember it's a dot file), so it should highlight as a hidden system file.

SECTOR=Deneb
#BUILD_TYPE=ref
#BUILD_TYPE=module
BUILD_TYPE=system
SORT=alpha
HEXCODE=subsector

Then running it, I get the output files I expected.

Cheers,
MBM

Dtom1962
April 26th, 2022, 11:35
Hi,
Pretty sure you can also the index.js file located in the repo folder. Use notpad or notepad++ to edit the line (In my case its line 18)

const sSector = 'Iwahfuah';

You then need to open a command window, navigate to the repo folder using DOS commands such as CD <repo folder directory which you can cut and paste from explorer window>

Then type

npm i

to create liberies (You only need to do this once)

then

npm start

to generate the module which will be saved in the repo folder.
They only appear to work in normal Fantasy ground as they generate an error when being loaded into Fantasy Ground Unity. Not sure why that is.

Hope this helps.

MadBeardMan
May 1st, 2022, 21:57
If anyone wants to write a FE for this, using React/Vue would be best. Let me know.

I was going to do it, but RL got in the way.

Dtom1962
May 2nd, 2022, 11:11
If anyone wants to write a FE for this, using React/Vue would be best. Let me know.

I was going to do it, but RL got in the way.

Curse RL.
FE sounds good