Ojno, this is damn impressive! I am a bit puzzled by the temperatures though, so many worlds seem to have minus 200°C or plus 200°C average temperatures that it is a wonder they are populated or can support life. How do you calculate these temperatures ?
I'm so sorry, I totally missed this reply until now. (Note to self: make better use of 'go to first unread'). Thank you for your praise of the tool, and I'd add my voice to Aramis - I'd love to see anything people produce using this tool.
Yes, temperature. I'm going to put out a video and add it to the help library showing 'how to fiddle with it to produce a setting that makes sense'. Because sentience-evolved-from-extremophiles or genetically-modified-for-extremes gets old really quick and often doesn't match the picture of the world we have in our heads.
But, briefly: temperature is calculated using the Book 6 Scouts formula, which uses luminosity of the star, distance from the star, greenhouse effect and albedo. Any of these variables can have a big impact on the final result.
The decisive factor is distance from the star. This is because what the generator does is looks up a table of all the stars and finds the habitable zone from that table in terms of which orbit to use. It then applies a random minor adjustment to that orbit, and then calculates the temperature result (with a lot of other things). The HZ tables are approximate to start with, and the random minor adjustment means that worlds are
usually given temperatures outside the range of human habitability - which in astronomical terms are astonishingly narrow. I'm thinking of adding an option where the HZ is calculated based on the luminosity of the star rather than an HZ table.
This is also where Referee or worldbuilder fiat comes in. All orbits can be adjusted, and so can the albedo and greenhouse values. I'm going to build in luminosity adjustments as well in the future. This allows the Referee to produce conditions that fit what he or she probably imagined when they read the UWP.
There are two other temperature problems that come up a lot. Red dwarfs (M0 V to M9 V) stars are the most common, and their habitable zone is closer than Orbit 0 in many cases. This leaves a lot of frigid tidally locked worlds that often have the trade classification "Ag" or even "Ag Ri Ga". It would be nice for the poor farmers to actually harvest crops rather than watch them freeze or burn. This is such a widespread phenomena that I added a 'remove twilight zone' rule that allows the worldbuilder to ignore this consequence to produce a standard map and standard temperature table.
The second problem relates to thin atmospheres. I use Grand Survey and the MegaTraveller World Builders' Handbook to produce global temperature maps that account for latitude, axial tilt, and day and night. Thin atmospheres release their heat much more rapidly than standard atmospheres - and so night time temperatures often plunge to more than 100 degrees below zero (celsius). This is enough to freeze water, carbon dioxide and ammonia. I have no idea what weather patterns this would produce.
This is where I get conflicted about this tool: because why not just use that time you spent fiddling by directly creating the world as a setting for the adventure you had in mind? Players at the table are never that worried about the finer details of habitability - it's more concrete: what protection do I need? How might the environment harm me? I suppose the only answers are that (a) you still get a star system with everything placed relative to each other after you've fiddled with it; and (b) there are extra objects out there to provide more stuff to play with for settings. Also, it's all generated and calculated at the touch of a button, saving hours of manual calculation. But I'm making the slogan of this tool: "A good idea for an adventure setting trumps a bunch of numbers every time."