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Published on November 12, 2008 By SEB9 In Sins Modding
Wormhole Tutorial - Basic Links
 
by SEB9 12/11/2008
 
Note 1: This tutorial has been put together with, and for, SINS 1.05
Note 2: Apply what is outlined here AFTER you have finished creating your map, as Galaxy Forge (SINS 1.05 version) does not support it and will DELETE your Wormhole Link(s) Setup.
Note 3: Absolute position counting, as I am calling it, starts with 0 (zero) as the file will be seen in a text editor.
Note 4: All map references are for the associated Tutorial map WormholeTutorial1.galaxy. Install map to game install galaxy subfolder NOT the mods galaxy subfolder.
Note 5: To test out the finished tutorial, you will still need to 'play' the map. There are no Milita to deal with, but you will need to build the appropriate number of Civilian Research Orbitals to aquire the technology needed to make Wormhole jumps. Starting resources have been greatly increased so you don't need to colonise anywhere, you can just concentrate on getting the technology.
 
Once your map has fully created in Galaxy Forge, its time to switch over to a text editor to insert the Wormhole Link Setup. So, open your map in a text editor - I use Notepad++ - make a backup just incase.
Locate the line interStarConnectionCount 0
After this line you will be inserting a code block for EACH Wormhole PAIR. Each PAIR will increase the number shown in the line interStarConnectionCount
 
The block is formated as follows:
interStarConnection
 starIndexA 0
 planetIndexA 1
 starIndexB 1
 planetIndexB 0
 spawnProbability 1.0
 type "Wormhole"
 
Keep in mind that the Index number referred to has nothing to do with the Number in the Name of the Star or Planet Object as shown in Galaxy Forge. Refer Note 3 above, and the example below.
 
Each line is required, and is formatted as follows:
 starIndexA 0
This is the Star that contains a Wormhole planet object that we want to create a link for.
-The number, in this case 0, is the Absolute Position of the Star in the map file. In this case, Star 0 is the first star in the star section near the top.
 
 planetIndexA 1
This is the Planet Object (Wormhole) that we want to put at one end of the Link - end A.
-The number, in this case 1, is the Absolute Position of the Planet Object in the map file. In this case, Planet Object 1 is the second Planet in the Planet section of Star 0. Note that the Planet has the designName of Planet2.
 
 starIndexB 1
This is the Star that contains a Wormhole planet object that we want to create a link for - end B; as indicated by the Index name.
 
 planetIndexB 0
This is the Planet Object (Wormhole) that we want to put at the other end of the Link - end B.
 
 spawnProbability 1.0
This sets if the Link exists in game. Leave as is to always exist.
 
 type "Wormhole"
This sets the type of Link to create. Leave it as is.
 
Map Example - Block Extracts for illustration, and backup for map WormholeTutorialBasic.galaxy
 
star Section:
--- First Link Pair ---
star              <- This is starIndexA = 0 [first listed star]
 designName "Star0"          
 inGameName ""
 type "RandomStar"
 pos [ 150 , 150 ]
 radius 100.000000
 planetCount 4
 planet
  designName "Planet0"        
  inGameName ""
  type "TerranHome"
  pos [ 49 , 148 ]
  owner "NewPlayer0"
  isHomePlanet TRUE
  startingUpgradeLevelForPopulation 0
  startingUpgradeLevelForCivilianModules 0
  startingUpgradeLevelForTacticalModules 0
  startingUpgradeLevelForArtifacts 0
  planetItems
   templateName ""
   subTemplates 0
   groups 0
  spawnProbability 1.000000
  useDefaultTemplate TRUE
 planet             <- This is planetIndexA = 1 [second listed planet]
  designName "Planet2"        
  inGameName "Wormhole 0-1"
  type "Wormhole"
  pos [ 203 , 168 ]
  owner ""
  isHomePlanet FALSE
  startingUpgradeLevelForPopulation 0
  startingUpgradeLevelForCivilianModules 0
  startingUpgradeLevelForTacticalModules 0
  startingUpgradeLevelForArtifacts 0
  planetItems
   templateName ""
   subTemplates 0
   groups 0
  spawnProbability 1.000000
  useDefaultTemplate TRUE
star              <- This is starIndexB = 1 [second listed star]
 designName "Star1"          
 inGameName ""
 type "RandomStar"
 pos [ 406 , 283 ]
 radius 100.000000
 planetCount 2
 planet             <- This is planetIndexB = 0 [first listed planet]
  designName "Planet3"        
  inGameName "Wormhole 1-0"
  type "Wormhole"
  pos [ 352 , 254 ]
  owner ""
  isHomePlanet FALSE
  startingUpgradeLevelForPopulation 0
  startingUpgradeLevelForCivilianModules 0
  startingUpgradeLevelForTacticalModules 0
  startingUpgradeLevelForArtifacts 0
  planetItems
   templateName ""
   subTemplates 0
   groups 0
  spawnProbability 1.000000
  useDefaultTemplate TRUE
 
--- Second Link Pair ---
star              <- This is starIndexA = 1 [second listed star]
 designName "Star1"          
 inGameName ""
 type "RandomStar"
 pos [ 406 , 283 ]
 radius 100.000000
 planetCount 2
 planet
  designName "Planet3"
  inGameName "Wormhole 1-0"
  type "Wormhole"
  pos [ 352 , 254 ]
  owner ""
  isHomePlanet FALSE
  startingUpgradeLevelForPopulation 0
  startingUpgradeLevelForCivilianModules 0
  startingUpgradeLevelForTacticalModules 0
  startingUpgradeLevelForArtifacts 0
  planetItems
   templateName ""
   subTemplates 0
   groups 0
  spawnProbability 1.000000
  useDefaultTemplate TRUE
 planet             <- This is planetIndexA = 1 [second listed planet]
  designName "Planet4"
  inGameName "Wormhole 1-1"
  type "Wormhole"
  pos [ 466 , 317 ]
  owner ""
  isHomePlanet FALSE
  startingUpgradeLevelForPopulation 0
  startingUpgradeLevelForCivilianModules 0
  startingUpgradeLevelForTacticalModules 0
  startingUpgradeLevelForArtifacts 0
  planetItems
   templateName ""
   subTemplates 0
   groups 0
  spawnProbability 1.000000
  useDefaultTemplate TRUE  
  
star              <- This is starIndexB = 2 [third listed star]
 designName "Star2" inGameName ""
 type "RandomStar"
 pos [ 723 , 417 ]
 radius 100.000000
 planetCount 4
 planet             <- This is planetIndexB = 0 [first listed planet]
  designName "Planet5"        
  inGameName "Wormhole 2-0"
  type "Wormhole"
  pos [ 628 , 384 ]
  owner ""
  isHomePlanet FALSE
  startingUpgradeLevelForPopulation 0
  startingUpgradeLevelForCivilianModules 0
  startingUpgradeLevelForTacticalModules 0
  startingUpgradeLevelForArtifacts 0
  planetItems
   templateName ""
   subTemplates 0
   groups 0
  spawnProbability 1.000000
  useDefaultTemplate TRUE   
  
interStarConnectionCount 2
interStarConnection
 starIndexA 0
 planetIndexA 1
 starIndexB 1
 planetIndexB 0
 spawnProbability 1.0
 type "Wormhole"
interStarConnection
 starIndexA 1
 planetIndexA 1
 starIndexB 2
 planetIndexB 0
 spawnProbability 1.0
 type "Wormhole"
 
Hopefully this clarifies rather than confuses. Any questions, just ask.
 
Tutorial Map is available HERE

Comments
on Nov 12, 2008

search my post/replies, I put up something about how to easily track your wormholes somewhere, but too busy to find it atm.

on Nov 12, 2008

I had a quick look at your post history, but nothing jumped out at me for the post/reply you're referring to. I don't have the time, or desire, to look at every thread you've ever contributed to.

So when you get the time, let me know which thread you're referring to and I'll see about updating the above to include or reference you're work.

on Nov 13, 2008

Ok, getting google to search these forums, I think that I have located the Thread you are refering to SemasRalan.

The Thread Wormhole to Wormhole cross star systems? is quite enlightening and may indeed help some to setup/track their Wormhole pairs.

You also touch on the Template I was going to use as the basis of an Advanced Wormhole Tutorial.