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As such, I've had to start dialing back the scale of my planets to no higher than 2 million blocks (and even that might be too big).
In addition to the Alternative Early-Game Quest Line for the Outpost mod that I've mentioned before, I've recently released a new mod that'll make dungeons more plentiful, yet no longer resource-intensive, for these kinds of epic-sized worlds: Village and Dungeon Biomes .
Stay tuned for more mods to come!
1. Within "terrestrial_worlds.config", world sizes can be increased (obviously), and/or you can define new size categories.
2. Within "celestial.config", worlds are scaled based on which size category (out of the ones defined within "terrestrial_worlds.config") they are.
3. Within "systemworld.config", worlds can be defined to appear as different sizes based on their block widths. You can also assign sizes to worlds that can't be visited.
4. Within "interface/cockpit/cockpit.config", planets, as they appear on the ship's cockpit, can be scaled based on their size, both when zoomed out to system view, and when zoomed in to planet view.
That's what I know about adjusting planet sizes, both in terms of exploring them on the surface, or viewing them from away from the planet (whether in space or on the surface of another nearby planet).
Alternative Early-Game Quest for the Outpost , which replaces the quest to search for and repair ancient gateways on the surface of garden planets with a quest to repair the ship's long-range teleporter (which would still require core fragments), which would grant the player the ability to teleport to the Outpost using SAIL, the same way they could teleport to mission locations.
Case in point: I had managed to successfully generate a similarly-scoped world and explore through a good chunk of it, passing through over a dozen biome changes, all while the game tried its best to generate new world chunks for me to explore (not unlike in, say, Minecraft). Granted, I had to tone down dungeon generation to maybe around, say, a dozen dungeons, which in a world as massive as what's present within this mod, meant that these dungeons were spread so far apart from eachother that it'd be a miracle if I had encountered at least 2 of them in the same world in a "relatively" short time. (It's for this reason why I've drawn up plans to create microdungeon-populated sub-biomes (like those Agaran, Alpaca, and Fenerox settlements that are common throughout various sub-biomes) to substitute for the usage of those full-sized dungeon slots to generate cities and/or labyrinths.)
Of course, when the game is trying to place down a thousand, or even a hundred dungeons within a single world, this process could take forever. On the other hand, it seems as if the world would load within a reasonable amount of time if there were only, say, a dozen or three dungeons to load, or better yet, less than a dozen, even if the world was of similar scope as in this mod were generating within a reasonable amount of time.
(continued again...)
I've had my own difficulties with trying to get planets to load, that are of similar scope as what this mod supposedly does. However, from my own experiences, I'd noticed that the game tries to place down as many full-sized dungeons (basically your cities, towers, and underground labyrinths) as defined within the file "terrestrial_worlds.config".
(continued...)
I'm currently planning on other mods designed for massive planet mods like this, so... stay tuned... I guess?
Thanks for the tip regarding my problem,It's a bit not ideal, but will have to do.
Also:really? only 5%? that sucks. I mean, even with a block = 1 meter it would still be TOO small. maybe one day... one day,our computers will be able to handle 10000x size.Until then,I guess that,yet again, it will have to do
if you uninstall the mod before starting starbound and making a new game the initial system will not be affected and you can install the mod again before restarting starbound to make all new planets.
I stopped modding starbound some time ago because of lack of lack of time and some other issues I'm dealing with, I might go through them and update them once everything is in order.
I think a block in starbound is 2/3 of a meter long, and by default starbound's smallest planets are 1000 blocks wide and the biggest planets are 3000 blocks wide. This makes the planets in my mod from 666.6km to 2000km wide or 1,6% to 5% of the lenght earth's equator.
https://www.youtube.com/watch?v=H47ow4_Cmk0