Space Engineers

Space Engineers

Seams Fixed (Map Tile Edge + Misaligned Lake Fix)
82 Comments
michi84o  [author] 14 Feb @ 3:09am 
Log errors about missing files are a known SE bug. Even if I include those files the messages still pop up. Game will load the "missing" files from the original installation folder.
jarhead 12 Feb @ 4:18pm 
missing resources (set to null)
michi84o  [author] 31 Mar, 2024 @ 9:03pm 
Released a new version. Now with seamless climate zones and biomes:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3208450613
Made it a separate mod because it is less compatible to other mods than this one.
Azulberry 23 Jul, 2023 @ 11:25am 
This is very good, however the seam you spawn at in creative on star system is still kinda there. It's still massively better that without the mod but there is still a wall right where you spawn
michi84o  [author] 8 Jul, 2023 @ 5:30am 
Update:
If people want water they shall get it. Re-added the 3 removed lakes.
michi84o  [author] 7 Jul, 2023 @ 2:54pm 
This is for all vanilla planets and affects all game modes.
All SE planets are defined by some png images and a definition sbc. The errors I fixed can be found in the png files. So it affects all star systems that use the vanilla planets.

If you want to encounter the issue immediately just start a new custom game, choose Star System and use creative mode. The only spawn option will be Space Suit. If you spawn it will put you directly at a location where 3 of the edges meet:
GPS:Zero Spawn:-36698.25:-36704.28:-36699.82:#FF75C9F1:
Zombie 7 Jul, 2023 @ 5:19am 
hmmm...I have never seen that issue before. Is this for a specific map/scenario?
michi84o  [author] 5 Jul, 2023 @ 2:44pm 
For the top left lake I agree. That one looks like an old lake bed where the ground shifted over time. I'll probably add it back with the next update.
The two other ones are on really rough terrain but I can look into it.
Electric Vanilla 4 Jul, 2023 @ 8:29am 
some of those lakes are actually accurate to what a real life counterpart is, they are just in a dry period, like how some of the water seeped into the ground rather than pooled on the surface, especially if its a rocky surface with a lot of rocks

but the ones at the seams, you got perfectly correct, chef's kiss, splendid
Titan Nya 23 Jun, 2023 @ 10:55am 
Well... changing the order made it work... until I gone back toward my starter base and saw a boulder... So copy pasted your mod into my mod fix folder mod and overwrote the no boulder PlanetGeneratorDefinitions.sbc and so far it seems to have worked. no idea why changing the order only make one work as logically it should be either one (1rst in the load order or last in the load order (probably the later)) but keens mod logic is probably not the best... no idea though! anyway gonna unsub to not double it in the futur, edited my txt file to remember and come back here in the futur to check for update if I think to check...
Titan Nya 22 Jun, 2023 @ 1:32pm 
Wait... It's just the order that will need to change as your PlanetGeneratorDefinitions.sbc is the vanilla one except the tutorial planet (maybe delete from here if not needed?)
Titan Nya 22 Jun, 2023 @ 1:15pm 
Going around to recycle a ship and came across a seam so a quick search into the mod folder and I found what the NoBoulder mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2791424205) change PlanetGeneratorDefinitions.sbc also so... yeah gonna copy this file and made the noboulder change into your for my local modfix... Pretty quick fix on my side :p (That's the extend of modding I can do, copy paste other people change and/or comment some to disable a check or smth)

Anyway great mod and upvoted the ticket
michi84o  [author] 2 Jun, 2023 @ 11:45am 
Interesting. I don't think the height maps cause this but I can check if I have time.

Next point on my agenda is the biome locations on the material maps. They use the exact same copy pasted noise pattern on every single tile of Earth, Alien and Triton. Of course that pattern isn't seamless so the tile edges look especially bad. The desert stripe around the equator region should also have a smoother transition to the rest of the map.
Ronin Planetary Industries 2 Jun, 2023 @ 11:15am 
This is awesome. I hope the developers notice. If you are looking for your next project, could it be possible to upscale the terrain maps? When making jumbo sized planets, the lack of detail can result in falling through the voxels in hilly and mountain areas. If upscaled files were available that might solve the issue. Thanks again for caring about quality and having the skillset to fix it.
Darian Stephens 31 May, 2023 @ 3:42am 
I swear this problem was introduced in some update, and wasn't present at the beginning.
I would regularly spawn at the north pole and things were fine, but I eventually started getting those intersecting offset points.
C.DEF 30 May, 2023 @ 4:09pm 
Dirty cheaters right there with Pertam and all lol
bid 29 May, 2023 @ 8:11am 
@michi84o Wait, wait, wait... Did you answer my comment within an hour and fixed the bug within 3 hours???? Are you a human or some kind of AI? :P Just did a quick test and can confirm that the problem is gone. Thanks.
michi84o  [author] 27 May, 2023 @ 11:21am 
Updated the mod to use SBC files again. It should be compatible with custom planets mods again. To avoid the black sky bug on triton i had to include 64MB of additional texture files.
michi84o  [author] 27 May, 2023 @ 9:27am 
Oh, I never tested it with other custom planets. I guess the script thing I did redirected the folder for height maps to my mod folder. Guess I'll have to do it the old way then and include the *.sbc files. I'll do some tests and upload an update if i got it to work.
bid 27 May, 2023 @ 8:21am 
I just tried this mod in my planet testing world. Now, ever custom planet I spawn has no hightmap at all. They are completely flat (custom voxels, trees, boulders and atmosphere still work normal). Removing this mod and spawning those planets again fixes the problem. That said - the mod did what it said: My completely flat planets had no broken seams anywhere! ;)
hamax2468 25 May, 2023 @ 9:28am 
Good to know others are working on something like that as well, means i might be able to step back from my one as the only real reason i started work on it was because no other one exists.
so i guess this means i might be able to go back to what i do best, make 2d games instead of mods for 3d ones.
it was one heck of a challenge and learning experience but i think this kind of problem is better left to people like you who understand 3d coding environments better.
good luck with your planet generator, i look forward to seeing one after the 2 ish years ive been playing SE.
michi84o  [author] 25 May, 2023 @ 3:48am 
Nice to hear. One reason why I started investigating these issues was that my own procedual planet generator had the same problem. Didn't know about the required overlap pixels.
hamax2468 25 May, 2023 @ 2:23am 
your mod has single handedly made a procedural planet generator im working on possible as this fixes the stitching issues ive been having. finally i can add my planets to the game.
michi84o  [author] 19 May, 2023 @ 1:35am 
Update:
Found a way to load the mod via script. The sbc files are now not included. The sky textures also don't have to be included. Mod size reduced from 369 MB to 198MB.
Optimized the algorithm I used to fix the edges. In some rare cases my code would produce walls, perpendicular to the map edge. This is now reduced to a minimum.
michi84o  [author] 12 May, 2023 @ 5:43pm 
I made a request for Keen to fix the height map files. Please upvote if you want this issue fixed officially:
https://support.keenswh.com/spaceengineers/pc/topic/28675-please-consider-fixing-the-planet-height-maps
[AiR] Le0_gAiR 8 May, 2023 @ 3:14pm 
thats a minor issue for me :) i maninly use ur mod for the terrain fix :) im on mars anyways :P but good to know :)
michi84o  [author] 8 May, 2023 @ 2:16pm 
Sure why not. I'll add some lines next time I update the description.

Btw. be aware that Industrial Overhaul replaces the material map files, named *_mat.png. These files contain the terrain type, the ore and lakes. This overrides the lake alignment I did. The fixed lakes are in the red color channel of the up_mat.png of EarthLike and Alien.
[AiR] Le0_gAiR 8 May, 2023 @ 1:46pm 
maybe u could adress the manual install in the description of the mod? for people who want to use it but cant because of some mod conflictions? i mean basicly u just need to copy ur data folder in the games data folder :P but not everybody knows that its that easy ^^
michi84o  [author] 8 May, 2023 @ 1:27pm 
Glad it worked. The only thing I changed are the png files. The sbc files and dds are just copy pasted so the mod would load properly.

I'm thinking about contacting the devs about it now this mod hit over 2000 subs.
Before that I might optimize the fix a bit and release an update. I found some spots with residual artefacts that need to be addressed. The problem is I'm only handling single lines of pixels perpendicular to the edge. I think it needs a second iteration that looks in the parallel direction along the edge and does some smoothing.
I'm also thinking about returning the top left lake I removed since it at least partially spawned.
[AiR] Le0_gAiR 8 May, 2023 @ 10:41am 
well.... it worked ^^ i copied the PlanetDataFiles into the game folder and now i dont need to worry about any compability issues :) thx for ur awesom fix :)
[AiR] Le0_gAiR 8 May, 2023 @ 10:21am 
sadly this is not compatible with Industrial overhaul... but is it possible to change the game files directly? would be a manual install but hey this should be part of the game from the beginning ^^
ZEN_2255 8 May, 2023 @ 2:38am 
This mod must integrate the Keen!
andersenman 21 Apr, 2023 @ 3:50am 
Thank you, sir!
michi84o  [author] 21 Apr, 2023 @ 2:50am 
In the game and the official server manager it should be top to bottom. So the upper mods load first. For Torch it was the other way round.
andersenman 21 Apr, 2023 @ 1:00am 
"This one should load first." Interestingly, what to do to cause this isn't actually documented anywhere readily available. Not in the official wiki, not the GUI (haha, tough chance). Nowhere does it seem to say what the order of the mod list actually means. Is it read top down? Does that mean mods further down overwrite, if applicable, mods that are further up? Is it read bottom up so that the top entries take precedence? I suppose we will never know.
shumbalion 20 Apr, 2023 @ 1:33pm 
Better stone sets its new ores on vanilla ‘ore spots’ so it doesn’t touch the planet textures all ;)
michi84o  [author] 20 Apr, 2023 @ 10:55am 
OK, maybe I've been chasing a ghost.
Just loaded Better Stone on top of this mod and the modified ore spawned. I'm confused and happy at the same time.
michi84o  [author] 20 Apr, 2023 @ 10:26am 
Smooth Voxels is a C# script. It does not contain a copy of the planet generator sbc files. C# scripts should always work on top of this mod.
michi84o  [author] 20 Apr, 2023 @ 10:23am 
Correction: Smooth Voxels works with this mod. Just load it after this one.
michi84o  [author] 20 Apr, 2023 @ 10:08am 
Probably not. I think Smooth Voxels also touches the planet generator file wich would override this mod. You can try it out and visit the coordinates I posted in the description using the F8 Camera.
If my mod is not loaded it will be pretty obvious at that location.
You can experiment with different loading orders, maybe it works.

I anyone knows how to make multiple mods of the same planet work together please leave a reply. I only changed the height map files and one material map tile, The SBC file which Smooth Voxels probably uses is untouched by my mod.
Master_117 20 Apr, 2023 @ 9:42am 
does this work with the "Smooth Voxels" Mod?
John Shepard 19 Apr, 2023 @ 1:40am 
See kids meth fixes everything
Echo 18 Apr, 2023 @ 8:50pm 
I will definitely be trying this method for my next planet. Well done
michi84o  [author] 18 Apr, 2023 @ 3:58pm 
Just found the screenshots of my attempts in fixing the 2 removed lakes:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2964240323
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2964240930
It just didn't look right, especially from close up.
michi84o  [author] 18 Apr, 2023 @ 2:01pm 
I removed one because it did not spawn at all. The others were some non flat terrain. I tried to fix them with GIMP but the result was really ugly and artifical. So I decided to remove them.
Lord Skarra 18 Apr, 2023 @ 1:50pm 
Wait this removes certain lakes to? why did you remove them? and not just fix them?
michi84o  [author] 18 Apr, 2023 @ 1:47pm 
@Ribbons0121R121 can you post the coordinates?
@Lord Skarra This mod just fixes the edges between the 6 tiles of the height map which aren't properly aligned. It does not touch the rest of the map.
Ribbons0121R121 18 Apr, 2023 @ 1:36pm 
hey i installed your mod and found a hole to the void next to my base
Lord Skarra 18 Apr, 2023 @ 1:35pm 
Ya i'm confused... Smooth voxels does fix all land? why would i need this mod aswell?
kingslycamben 18 Apr, 2023 @ 1:15pm 
does this mod replace smooth voxels or should i install both?