Starbound

Starbound

bk3k's variable planet sizes
117 Comments
duketired 5 Apr @ 5:36am 
unsure but i think this makes it so lush planet structures like the mine and the gateway dont spawn
BITney, The Pixel Heister 21 Feb @ 4:41am 
Yep, this mod is great but the gravity it's very INTENSE in big planets.
Mabra 16 Nov, 2024 @ 1:15am 
Do planet size also affects day/night cycle length ?
GeekyRaptorStudios 29 Feb, 2024 @ 12:39pm 
does this work with etc. times bigger planets mods?
because I like the concept but....
FlakTaryd 24 Apr, 2023 @ 3:00pm 
It does seem like after uninstalling the mod and start new universe, the changes from my understanding is permanently altered.
FlakTaryd 24 Apr, 2023 @ 2:50pm 
I did notice upon installing the mod, the navigation console shows the planets aligned in a syzygy or a straight line. Upon uninstallation and load up with out the mod, the sizes persists along with the day length to an extent. Even after reinstalling Starbound, the day length from this mod still persists.
Broken Circle 7 Jun, 2022 @ 1:32pm 
Yeah I agree with @Maya needs lower gravity.
Maya 30 May, 2022 @ 4:31pm 
It would be nice if there was a version with lower gravity
GeekyRaptorStudios 9 Apr, 2022 @ 11:52am 
any chance you could make a mod that includes planets sizes like tiny to humongous? I want all different planet sizes in the same game.
Lienom Zekon 23 Mar, 2022 @ 5:16am 
I think this mod makes me immune to fall damage
GreenX 16 Jan, 2022 @ 6:03pm 
i see plantes size is bigger... um but i want smaller... :PlanetFire:
Nelots 16 Jul, 2021 @ 4:23pm 
This mod tends to break big arctic planets, as well as several modded ocean-based planets (though I tested it with only this mod and MPI installed, so it's not an issue with other mods or anything). Any of them with over 180 gravity are all broke as hell. Is there any way to fix this?

Looks pretty cool though. https://imgur.com/a/RT3aLpt (those are all the spawn points)
Lienom Zekon 20 Nov, 2020 @ 6:02pm 
sorry i was looking for a mod that would add desert tundra and forest on one planet like earth
bk3000  [author] 19 Nov, 2020 @ 11:45am 
@lienom zekon
Ummm I do have a description, right? Even the title should give you a good idea what it does. You can encounter planets with a greater range of size variance, and variable levels of gravity depending on the planet's size. On average, planets orbiting stars will be larger and their satellites will be smaller.

The actual numbers for such you can find above.
Lienom Zekon 18 Nov, 2020 @ 9:19pm 
what does this do
Hark 7 Sep, 2020 @ 3:59pm 
@bk3000
Your code for "mammoth" planets may be in the terrestrial_worlds.config.patch file? Yes, your replace section of said file was in error - "immense" twice. However, above section, planets defined, includes "mammoth" with attributes.
Hark 30 Aug, 2020 @ 7:25am 
Sad face...sounds like you had something fun cooked up for "mammoth" planets. Assume you scoured web for SSD data retrieval tools? Appreciate the help.
bk3000  [author] 29 Aug, 2020 @ 6:53pm 
Yep that wasn't the intended range. Rather that was the intended range for something else, but never used anyhow. Looks like copy/paste/forgot to change the name after pasting.
Hark 29 Aug, 2020 @ 4:00pm 
@bk3000
Thanks for checking into this. See the issue in terrestrial_worlds.config.patch file. So, removing redundant "immense" section should fix for players' future planet generation? (understanding existing planets stuck at gravity ratio - ex. 200).
bk3000  [author] 27 Aug, 2020 @ 11:58am 
@Hark
As far as techs go to deal with high gravity worlds, I do have some that help here - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=772812959
The bounce to deal with fall damage, and better versions of multijump with different amounts of jump boosting build in. There are also EPs that can help even in vanilla.
bk3000  [author] 27 Aug, 2020 @ 11:46am 
Ah I don't remember when or why I last changed it. Supposed to be
verysmall: 20-30
small: 31-45
medium: 41-60
large: 61-80
huge: 81-100
mega: 111-150
immense: 151-180
mammoth: 181-210
Except that last one I goofed and replaced immense's range again, so I'll fix it on an update at some point. The current generation doesn't use mammoth anyhow. Was for FU's Gas Giants IIRC, but I had reworked that a point (special planet classes just for them). My SSD died and I lost that update anyhow.
Hark 27 Aug, 2020 @ 7:21am 
@bk3000
Did planet size ranges change, now different than graph? Planet with 200 gravity per More Planet Info. Was able to jump with vanilla tech. So, unsure if further tweaks made. Awesome mod, just inquiring.
bk3000  [author] 9 Mar, 2020 @ 10:41pm 
Update: Fix compatibility with Moon Overhaul mod.

Since I'm now using steamcmd instead of the upload tool, let me know if there are any problems.
Mista Matrix 9 Mar, 2020 @ 10:25pm 
@bk3000
Understandable, I mostly noticed when it was impossible to jump to platforms you'd be able to get to at 80 gravity, so I only really have had trouble with the higher levels of gravity. Great mod though! I appreciate the variety. And thank you for hearing me out.
bk3000  [author] 9 Mar, 2020 @ 10:12pm 
@chuck testa
Fair enough. I based the gravity levels to be mostly in line with what FU was doing, though I tweaked it a bit. I overcome the gravity with my own techs, but yeah I could see it being a problem especially if you aren't using them. I could put out a patch to lower the gravity ranges themselves per planet size. That itself I'd just make an external patch rather than having 2 full versions of this.

I might make that tomorrow, and I might not LOL. I have a bad memory on top of being ADD. So if i haven't put out something like that in a week or so, feel free to remind me about it,
Mista Matrix 9 Mar, 2020 @ 9:44pm 
@bk3000
Ah, alright then. I was wondering as to if it was still supported since I originally had a different question in mind, and didn't want to pester you over nothing.

What I originally was going to ask was if it would be at all possible to have an alternative version with a less intense increase in gravity as planet sizes go up? My only problem with this mod personally is that once you get to a certain planet size jumping becomes obsolete. I'd understand though if you wouldn't want to go through the trouble of changing these things.

sorry to do the typical nagging non-modder thing on the workshop tho :)
bk3000  [author] 9 Mar, 2020 @ 9:23pm 
@ chuck testa
Actually I was planning to update it today LOL. Because I noticed that as-is it causes a problem with Moon Overhaul. Since they change the moon gravity (override) range and I delete it (so it is defined instead by size). The fix was easy.

I think I had some other changes I was playing around with at a point, but my SSD died and with it all the updates for my mods that I haven't pushed out. I re-acquired them from the workshop LOL but progress have been lost. For this mod, I don't remember exactly what I was playing around with but I think it was FU gas planets. Not terribly important.

Now if you are worried about SB 1.4, I don't think it broke any of my mods in the first place. SB is pretty friendly to mods when updates come out - it only really breaks things altering stuff they changed. There is no compilation etc. So the damage is minimal. There should be plenty of 1.0 mods which would still work.
Mista Matrix 9 Mar, 2020 @ 7:16pm 
Do you plan on updating this mod at some point or is this no longer supported?
bk3000  [author] 13 Jun, 2019 @ 8:46pm 
I don't know of any incompatibilities(if so I'd fix them), but I suppose I need to check this for 1.4 (which I have not played yet).

What do you mean by larger "normal" planets?
NerdCuddles 13 Jun, 2019 @ 6:33pm 
btw could you make this mod also make far larger normal planets
NerdCuddles 13 Jun, 2019 @ 6:32pm 
Any incompatibulities?
bk3000  [author] 8 Mar, 2019 @ 9:24am 
Thanks I'll check it out.
anxietymuppet 8 Mar, 2019 @ 5:26am 
Hey bk3k, so I've been screwing around with various mods, and I noticed an error in this mod that's likely leading to higher than expected gravity. In terrestrial_worlds.config.patch you have 4 new planet sizes set up, and afterwards set the gravity range for each. Instead of setting the gravity range for 'mammoth', you have 'immense' duplicated twice, with the 180-210 range overriding 151-180. Thought I'd give a heads up if you ever feel the need to fix it.
skylestia 13 Oct, 2018 @ 9:46pm 
So the gravity *is* high everywhere in this system, but none of them are higher than 210. MPI is showing them between 290-315. The chart in the image for this mod displays 180 as the higest gravity level, which is not that much less than 210. If I set gravity to 180 there's not that much difference, but I lose a lot more health from fall damage at 210 than at 180.

I don't have any other mods that alter gravity. Idk I'd do more troubleshooting by individually removing mods and testing it without them but I'm far too lazy to be that helpful to you. It won't matter for me anymore anyway because I'm going to uninstall pretty much everything and start over, because it's apparently very hard to have a multiplayer game with most of the mods I'm using.

If you want to look into it I can link you to my collection, but I really wouldn't bother if I were you. It's a lot of work when the issue is most likely either caused by a different mod, or I'm an idiot. Sorry I'm hogging the comments.
skylestia 13 Oct, 2018 @ 8:15pm 
I don't mean to be spamming your comments, let me know if creating a thread in the discussions would be better.

I uninstalled all the mods I was using, reinstalled this mod, created a new universe and new character, and didn't seem to have any issues. I'm going to reinstall all the other mods I was using, keep this one installed, and go back to my old universe to use the /gravity command like you said.
skylestia 13 Oct, 2018 @ 3:32pm 
I mean, I had a literal fuck ton of mods installed, so i don't really know how this works but I'd guess it's more likely that it was a conflict than a bug. I just now uninstalled a bunch of mods that add new planet and biome types because a friend was having trouble joining my universe, but I still have a ton of mods installed. I'll reinstall this later when I'm playing alone again to see if it works, and if it doesn't I can link you to the collection of mods I'm using if it doesn't.
bk3000  [author] 13 Oct, 2018 @ 2:24pm 
@Tiamarth
None of my gravity levels are nearly that high, and neither has anything happened to this mod for a while. My local copy has some changes, but you can see on the right that the workshop version hasn't changed since Sept 3rd of last year. So it isn't like the mod "broke" all a sudden.

I have no idea what other mods you might have, but it would be possible for other mods to change these either by altering the planetSize definitions, adding "gravityRange" to specific planetTypes, or adding new planetSize definitions and changing the range that planets spawn in to their new sizes. I'm not aware of any specific mods that interfere, but it is possible.

Try going down to those planets though and do this
/gravity
it should tell you the actual gravity at that spot. To see if it really is as high as that says.

Also I just checked at the dense planets from UE planets addon can be up to 500. This mod won't over-ride where specific planet types specify otherwise.
skylestia 13 Oct, 2018 @ 12:00pm 
I was loving this mod until I travelled to a new solar system, where I had not previously been to any of the planets, and all of them had such high gravity that I could hardly move on them. Even the small planets. More Planet Info read them all as having gravity levels higher than 300. I wouldn't have thought any of that were possible given your chart listing 180 as the highest possible gravity level. Idk if it's a bug or an incompatibility with another mod, but since it broke after installing this mod I'm uninstalling this mod.
warmainiac 23 Apr, 2018 @ 1:05pm 
could you make a version that is simular to this but kicks out the gravity levels, (can mess up important dungeons in mods such as frackin universe where you can fall to your death when you should survive)
bk3000  [author] 27 Jan, 2018 @ 10:05am 
Yep
Swan Lake 27 Jan, 2018 @ 9:31am 
Does this mod work with the planet mods by gaymonsterdad? Crystal planets, Toxic Planets, Magnetic Planets, etc.
bk3000  [author] 16 Dec, 2017 @ 11:37pm 
@HKC
Wrong mod. I have 2 mods with new blocks, and this isn't one of them. This is all about a variance to planet generation - size and gravity levels.

Although you accidentally remind me I might push an update to this. I probably want to test it more on a mostly vanilla build rather than with as many mods as I'm using.
MasterOfBacon 27 Sep, 2017 @ 3:31pm 
I have a mod that tells me gravity maybe I need to look harder but thank you for being very helpful with the info I never knew all that :kittycaptain:
bk3000  [author] 26 Sep, 2017 @ 8:47pm 
@MasterofBacon
regarding gravity etc, I recommend using this mod - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1117007107 - because you can actually see the readout of the planet attributes like gravity. That's a bit more reliable.

Now if you all a sudden you really don't have variable stuff, there must be some mod interfering and I'd like to know what so I can address it. And likewise with biomes - there really isn't any reason this mod should reduce them.

But the more likely explanation is that RNG(random number generation) on computers is only psuedo-random (not truly random) and RNG sometimes goes that way. With RNG, you get what you get. Just luck of the draw. Things that seem unlikely DO happen.
MasterOfBacon 26 Sep, 2017 @ 6:14pm 
It changed all my planets gravity to normal only moons have low gravity lol and it seems to take away from the various sub biomes cause I am seeing only a few sub biomes on every planet now :(
Are you lost? 17 Sep, 2017 @ 4:00am 
So i landed on a very large arctic planet... and the world genration was messed up... real bad.
flowx 6 Sep, 2017 @ 11:04am 
but how is this works m8?
bk3000  [author] 16 Aug, 2017 @ 12:56am 
The planet definition should take priority over the planet size definitions.
bk3000  [author] 16 Aug, 2017 @ 12:54am 
Also note this is the garden definition -
"garden" : {
"threatRange" : [1, 1],
"layers" : {
"surface" : {
"primaryRegion" : ["garden"],
"secondaryRegions" : ["forest"],
"dungeonCountRange" : [2, 2],
"dungeons" : [[1.0, "naturalcave"], [1.0, "gardengate"]]
}
}
},
bk3000  [author] 16 Aug, 2017 @ 12:52am 
My current "test bed" is using manually installed mods, rather than from the workshop directly. Let me update my FU version and test this myself.

Are you sure you wrapped around the starter planet and it doesn't generate?
Are you using any other mods that might affect planet generation? For example "Elemental Correstialism" etc? Anything that may add dungeons to the starter planet?

Now I also have some other changes for this mod to really test out too (that I haven't uploaded) so I suppose that's as good as any reason to test them out.