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<WorldGeneratorOperations>
<!--Planets Start-->
<Operation xsi:type="CreatePlanet" DefinitionName ="EarthLike">
<PositionCenter x="0" y="0" z="-0" />
<Diameter>120000</Diameter>
</Operation>
...
You can choose to copy the <Operation> tag or replace the contents of a tag depending on whether or not you can to keep the original. You can modify the position and diameter from here. You can also change the DefinitionName if you want to use a custom planet generator, it'll work as long as you remember to add the mod while creating the world, otherwise you'll just be left with empty space.
If I was creating a gas giant this way, I'd probably just add a 0 to the end of the diameter. They'll seem really big then!
Gravity with squared falloff (like in real life) is the only way to have stable orbits like in real life (that is, if SE weren't so buggy, making it impractical at best). What you mean by "orbit" is just sitting in space, which isn't very realistic at all. I would make the planet gravity go on forever if I could, but unfortunately, Keen also doesn't let us touch at what point the gravity cuts off, it's locked at 0.05 G.
By the way, you don't necessarily have to get outside of the gravity to build a space station. If you build a space station at 0.1 G, you get the bonus (or curse) of free gravity without needing generators!
Defult gravity ranges was pretty good for this world model.
Asteroids too dense.a
I do know how to make gigantic planets, however they LAG SO BADLY that I do not recommend it. But, just for fun, I might make a truly real 1:1 scale solar system if somebody were to put an Earth model on the workshop (with continents and oceans like Europe and the Atlantic ocean etc) but there would be lag!