not sure if the op is still around but i can help you.
you can easily change the size of the claimable asteroids if you find your way to SectorGenerator. lua
make a backup of SectorGenerator somewhere(i make a folder on my desktop) this way if something goes wrong you can revert back easily. this also (i don't think) affects already spawned asteroids so you will have to go and find another one to see it in action.
(i'm using notepad++) search for "claim" which should bring you to line 243 which is the function that generates the claimable asteroid.
line 252 desc:setPlan(PlanGenerator.makeBigAsteroidPlan(100, 0, Material(0)))
function SectorGenerator:createClaimableAsteroid(position)
local desc = AsteroidDescriptor()
desc:removeComponent(ComponentType.MineableMaterial)
desc:addComponents(
ComponentType.Owner,
ComponentType.FactionNotifier
)
desc.position = position or self:getPositionInSector()
desc:setPlan(PlanGenerator.makeBigAsteroidPlan(100, 0, Material(0))) -- <-------- this line, i made this comment to show you where.
desc:addScript("claim.lua")
return Sector():createEntity(desc)
end
change that 100 (first argument) to 500. in vanilla the claimable asteroids are 4 times bigger then the biggest asteroid. this mod sets the max asteroid size to 125 instead of 25, 125 * 4 = 500. now 500 is HUGE so maybe make it like 200-300 xD
function SectorGenerator:createClaimableAsteroid(position)
local desc = AsteroidDescriptor()
desc:removeComponent(ComponentType.MineableMaterial)
desc:addComponents(
ComponentType.Owner,
ComponentType.FactionNotifier
)
desc.position = position or self:getPositionInSector()
desc:setPlan(PlanGenerator.makeBigAsteroidPlan(500, 0, Material(0))) -- <-------- this line, i made this comment to show you where.
desc:addScript("claim.lua")
return Sector():createEntity(desc)
end
onto the next part of your comment. this mod works fine on the "main" branch. aka version 14.5, using the opt-in betas is not advised because things get changed quite often in that branch. at least if your trying to use mods. i can't really help much with that problem because i don't have the opt-in beta installed, thus i don't know what code changed. parts of the script can just stop working if something is trying to call a function that no longer exists or if the number of arguments change.
you can try to compare a fresh 15.1 SectorGenerator with the one provided by this mod and see if you can spot what is missing. the easier thing to do would be to post back your log file after you enter a sector you know should have gates..this is easy to do, just create a new galaxy, the start sector always has gates.
do these steps, launch Avorion, create new galaxy. leave current game, close game. go to the folder located in computer/local disk:C/users/username/appdata/roaming/Avorion there should be a clientlog using the data modified current data and pretty close to current time to find the newest one created. it's normally the bottom most one.
if you can't see appdata, then go search google for how to do that.
just so you know, asteroids can already respawn in some sectors (depends on if the sector has the respawnasteroids script or not which is part of the game itself, not a mod.)