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because I like the concept but....
Looks pretty cool though. https://imgur.com/a/RT3aLpt (those are all the spawn points)
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.
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.
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).
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.
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.
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.
Since I'm now using steamcmd instead of the upload tool, let me know if there are any problems.
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.
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,
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 :)
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.
What do you mean by larger "normal" planets?
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.
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.
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.
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.
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.
"garden" : {
"threatRange" : [1, 1],
"layers" : {
"surface" : {
"primaryRegion" : ["garden"],
"secondaryRegions" : ["forest"],
"dungeonCountRange" : [2, 2],
"dungeons" : [[1.0, "naturalcave"], [1.0, "gardengate"]]
}
}
},
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.