How often is Stellar Forge updated?

Oh, I didn't know. Systems with overridden names must have their seed overridden. They must have put in the wrong seed for Beagle Point.
Nope. What happened there was that Frontier should have added a manual override to change the displayed name of Ceeckia ZQ-L c24-0 to Beagle Point, but somebody forgot to do so and changed the system name instead. (Probably forgetting or not knowing that doing so changed the seed.) Then it was fixed by changing it back and adding a name override.
Same goes for other systems. The fun thing is that non-proc. gen. systems still have a procedurally generated system name. The catalogue data overrides stars in the system, as can be seen in Ratri's duplicate star example. For example, try searching for "Wregoe AC-D d12-0" and see what pops up. Or "Wregoe AA-A f0-0".

Mind you, none of the above proves that the system name is the entire seed, but it does prove that the system name is used at least in part of the seed.
 
It looks like Ogma wasn't affected (https://www.edsm.net/en/system/bodies/id/13741253/name/Ogma), possibly because it is a name-overridden system without any overridden bodies or static stations. Such systems must keep the seed from the underlying procgen system, while when a system has overridden bodies, static stations, etc, something from that must be mixed into the seed generation.

Note that the procgen name (e.g. Wregoe AC-D d12-0 for Sol) is used as a unique identifier for the system - the System Address as it were (given that the numeric ID for that procgen name is available as the SystemAddress in the companion API).
 
Such systems must keep the seed from the underlying procgen system, while when a system has overridden bodies, static stations, etc, something from that must be mixed into the seed generation.
Mm, I wonder if it must be. You could say that the game changes the seed if there are body (station / etc) overrides in the system, or alternatively, Frontier could do it by generating the system first and then running the overrides on the result. How Trappist-1 was originally bugged in the beta reminds me of this, but it would be quite difficult to tell how exactly this works.

In any case, pertaining to the point of the thread, such examples as mentioned above should be easy fixes, without having to change how the Forge's procedural generation works and thus messing up everything else. As we've seen, new systems can be added and existing ones can be changed. If Frontier wanted to add newly-generated systems (for example, the galactic halo) then they could likely do that too, without having to change everything else. (Run the original generation first, then the extended one(s) after.)
 
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