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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2498374109
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2498374109
If you refer to this script, then you may add the following in your report: "The SolarMap script relies heavily on polymorphism and sprites, and the only recent change made to the script is Digi (or Whip's) method of refreshing the cache (Commentary should be attached with the code). The script is not minimized, allowing the developer to read through it. If the developer requires a technical report then they can DM me (Skimt) on Discord."
Keen Support site: https://support.keenswh.com/spaceengineers
> Choose Platform (PC / XBox)
> Click "Submit Bug" (You have to Login or Register)
@Rosie Rollstuhl You can try to remove the other celestial bodies in the list of celestial bodies, and see if that could work.
I've successfully written this as a mod that automatically detects planets, and you can choose it via the script tab in the LCD's control panel. I have access to a lot more planet information, too. But it will still be a while until I've hashed everything out. Design-wise, ore is difficult to display in a neat way on the screen. Ore is also not 100% accurate due to recent design changes that Keen has made to ore mapping.
Old format Version 0.9
// ---------------------------------------------------------------
// Celestial bodies - Start.
List<CelestialBody> celestialBodies = new List<CelestialBody>() { [...] };
// Celestial bodies - End.
// ---------------------------------------------------------------
New format Version 0.9.1
// ---------------------------------------------------------------
// Celestial bodies - Start.
celestialBodies = new List<CelestialBody>() { [...] };
// Celestial bodies - End.
// ---------------------------------------------------------------
The variables you need can be found in the sandbox.sbc in the savegame folder(pls google where to find your savegame folder for SE) of your world - just open it with a text editor and press strg + f to open the search window. Then search for the name of the celestial body you want to add and this is where you can find all needed information.
None of it will affect the tutorial in the description on how to customize your own planets.
But it will affect scripters who has modded other parts of the script and added features of their own. For said scripters, I recommend that you take a copy of the current script, because the new face-lift will set you aback. There's a new World class, SpriteManager class, ColorManager class, TextPanelSetting class, and more. Objects have been moved back and forth to where they should be located. I should've written a use case and class diagram before I started, and I regret that now. I don't have an exact date for when I will publish the latest updates, but it will be quite soon since I've made MyIni configuration ready for changing the GridArrow color, hiding/showing the InfoPanel and Map, and I've already done some performance tests.
There should already be some code in the script, but the stuff you copy in should probably go near the top (the enums go first).
Actual Co-ords X Y Z
Earth 0 0 0
Moon 16,384 136,384 -113,616
Mars 1,031,072 131,072 1,631,072
Europa 916,384 16,384 1,616,384
Alien 131,072 131,072 5,731,072
Titan 36,384 226,384 5,796,384
Reference Source:
https://www.reddit.com/r/spaceengineers/comments/9175ds/what_are_the_gps_coordinates_for_the_planets/
everything in the description including the text?
how to put the Infotext for the planets more to the left (The text fills round about 1/3 of the screen).
Btw cool script :-)
For those of you are who are interested in scripting yourself, I am as always perfectly fine if you want to copy my work and try to make your own work from it. Beware, however, that this script uses a lot of relatively advanced polymorphism.
Ps. Thanks, everyone.
(Of course I do realize this is something that the author scrapped together and not actually a dynamic script)