Songs of Syx

Songs of Syx

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Random Structure - Beta Release
   
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2 Oct @ 3:22pm
17 Oct @ 6:21pm
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Random Structure - Beta Release

Description
RandomStructure - Discover a World with History

Transform your Songs of Syx experience! RandomStructure fills your maps with mysterious locked structures before you even place your throne. Explore ancient ruins, unlock their secrets, and turn abandoned buildings into thriving parts of your settlement.




Key Features

Structure Unlock System
  • Interactive Unlocking - Right-click locked structures to claim them once requirements are met
  • Visual Indicators - Orange overlays highlight locked structures at all zoom levels
  • Minimap Integration - Toggle button to show/hide locked structures on minimap
  • Progress Tracking - Hover tooltips display requirements and color-coded progress bars (red/orange/green)
  • Smart Notifications - Get alerted when structures become ready to unlock

Flexible Unlock Requirements
  • Resource Requirements - RESOURCE=[STONE/50,WOOD/100] deducts materials from stockpiles
  • Advanced Conditions - REQUIRES={} supports complex requirements with operators (≥, >, =, <, !=)
  • Game Values Integration - Access to VALUES system for wealth, faction standing, room counts, and more
  • Custom Messages - UNLOCK_MESSAGE="text" displays personalized notifications

Structure Damage System
  • Realistic Ruins - DAMAGED=TRUE spawns structures with broken walls
  • Repair Gameplay - Citizens can repair damaged walls using construction materials
  • Lock Control - LOCK_REPAIR=TRUE prevents repairs until structure is unlocked

Permanent Faction Boosts
  • Unlock Rewards - BOOST={} grants permanent bonuses when unlocking structures
  • Additive & Multiplicative - ADD for flat bonuses, MUL for percentage increases
  • All Categories - PHYSICS, BATTLE, BEHAVIOUR, ACTIVITY, NOBLE, CIVICS, ROOMS
  • Persistent Effects - Boosts are saved and visible in game statistics

Smart Structure Generation
  • Automatic Placement - Structures spawn on new maps before throne placement
  • Spawn Probability - SPAWNRATE (1-100%) controls how often each structure appears
  • Instance Limits - MAXSPAWN (1-10) defines maximum copies per structure type
  • Intelligent Positioning - Avoids water, mountains, resources, and animals




Installation & Usage

  • Subscribe to the mod on Steam Workshop
  • Start a new game to see structures
  • Right-click locked structures when requirements are met
  • Access in-game menu to configure spawn settings
  • Check mod-files/structure/ for example structures
  • Create custom .txt files following the documented format




For Developers

  • Extensible Architecture - Clean, documented codebase
  • Multiple Examples - Demo structures showcase all features
  • Comprehensive Docs - doc.txt explains every field and option Full documentation available in ../options/doc.txt
  • Requirements Integration - Access to all game statistics and values
  • BOOSTABLES System - Full integration with faction boost mechanics
  • Mod Compatibility - Works alongside other mods seamlessly




Bug Reports & Feedback

Your feedback shapes this mod! Report issues or suggest features:

Roadmap

View Full Roadmap on Trello[trello.com]




Important Notes

  • New Games Only - Structures generate on new maps, existing saves remain unchanged
  • Beta Status




Version: 0.3.0
Compatible: Songs of Syx V69.39
4 Comments
VizardAlpha  [author] 21 Oct @ 6:36am 
This is a known bug. I need to adjust the detection when creating structures on the map. There is a maximum structure limit, and the mod generates up to the limit based on the structure spawn rate percentage and maxspawn, but when displaying highlighted structures, the mod counts above the limit. So it places highlights on phantoms or not :steamfacepalm: I haven't tested whether resources spawn when unlocked.
So What? 20 Oct @ 7:12pm 
Started a new game to add this mod. Played a while and went to bed. Came back today and some of the structures are still "there" as the game can see them, but I cannot see them. I can click the space and it highlisghts but it just looks like empty ground.
VizardAlpha  [author] 3 Oct @ 12:39am 
Thanks, if you have any feedback on the small_building.txt file, I'd love to hear it. Currently, I wanted to make it simpler than the basic files. More reader-friendly and easier to understand.
DXDoug 2 Oct @ 5:16pm 
i kid you not i was literally thinking they should have this. but yeah this is smart good work. nice road map sounds cool.