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Nope - this mod's changes are far too substantial.
That's a compatibility issue with another mod in your load order.
Like the description says, this mod should probably be the last in your load order.
@chronospahenon
Thanks!
@Rainbowfartingunicorn
What other mods are you running?
That's very unusual.
Also reporting compatibility with Yet Another Galaxy Enhancement Mod , having Massive, etc, loaded after (below) that mod.
Many thanks for making these mods available, Codex, way to go!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2293167912
That is correct. The Martian moons have not been included because they are far, far too small.
Phobos is only 11 kilometers in radius.
Deimos is only 6 kilometers in radius.
Tweaked & adjusted many existing systems.
Added dozens of new real-world systems.
Like the description notes, Real Space and Massive Sol System overwrite many of the same files. Moons sharing orbits is working-as-intended behavior for MSS.
@RA3236
Again, like the description notes, Real Space and Massive Sol System are incompatible.
It definitely sounds like you're running into compatibility issues with something else in your load order as well.
Honestly, I don't remember. I'll try to remember to take a look.
I'm /fairly/ sure that running MSS with Planetary Diversity won't result in any crashes or incompatibility.
Make sure that this is the last mod in your load order. It sounds like another mod is overwriting one of MSS' files.
@Dorian
It won't break Gigastructual Engineering, but I haven't tested with it - and can guarantee that some mechanics won't work properly.
@MNL AAF
Unfortunately, making those mods compatible would be /really/ difficult as many of our mods have somewhat conflicting or diverging design concepts.
# of habitable worlds has been raised, approximately to the # in Vanilla
Previously, I'd wanted to keep this number down - but the 3.0 performance improvements, as well as my addition of a few too many habitable planets near Sol, has made me more amiable to more habitables again.
I've gone ahead and made a few tweaks this morning which push the # of habitable worlds closer to (higher than, actually) Vanilla - without Vanilla's wild habitable zones and system initializers.
(Vanilla was spawning ~160ish habitables, MSS now spawns ~170ish)
I'll take a look at the actual ratio of habitable planets in Vanilla v MSS and get back to you.
I'd like to have the option to use the create game slider to increase or lower the number of habitables I want to play with, but still have the awesomeness of your Sol work at the solar system I get to start out in. For me that adds something really cool to the game, but then I want to go out into the galaxy and find some habitable planets according to the way I set the slider. If it were Billions of stars in the galaxy and I could then just find some more habitables within the mass of non-habitables maybe that would be cool, but with a small sample size (1000) plus your mod reducing things dramatically, I find the habitable planets too sparse.
Thank you for your work regardless of whether you're inclined to honor my request or not.
The reason I'm asking this is that even on Huge, we only get 1000 stars in the galaxy. While I deeply admire your desire to duplicate realism with regard to many scientific discoveries and discovered ratios from real world astronomy, at the end of the day, this is a game, and as such it's fun to have more habitable planets.
Added 9 new solar systems & reorganized the previous 18 to spawn relative to Sol.
Adjusted rocky planet sizes to fit with 3.0's balance adjustments.
(Basically, all planets under size 22 are now 2 sizes larger than they were previously.
Everything /should/ be working properly - but please let me know if the update to 3.0 resulted in anything unusual.
There shouldn't be too many issues running them together, so long as this mod comes after Gigastructural Engineering and/or Real Space.
Like I mention in the description, the overwrites won't result in a crash - but probably some aesthetic inconsistencies.
For the AI nothing moved.
As a result it is in many ways just a beautification/obsessive compulsive type mod.
Still... I liked it!
Fixed a couple of minor typos.
Increased the # of objects (planets, moons, asteroids, etc) in:
Deneb (Was 13, now 26)
Vultaumar (Was 10, now 20)
Yuhtaan (Was 14, now 25)
Fen Habbanis (Was 10, now 20)
Irass (Was 13, now 25)
More gas planets (spawn chance up to 30 from 6)
More frozen planets (spawn change up to 18 from 10)
Fewer tomb worlds (spawn change down to 0.1 from 0.15)
Fewer gaia worlds (spawn change down to 0.02 from 0.05)
Habitable zone shortened to 13 to 21, from 5 to 20, effectively reducing the number of habitable worlds to 1/3rd of previous numbers.
Habitable world spawn variety better balanced. (Ex: Dry planets no longer outnumber Cold planets 5:1)
James is right. It sounds like you have an incompatible mod after MSS in your load order.
If Real Space and/or System Scale are after MSS in your load order, they're overwriting the planet scale & system scale - resulting in the issue.
I'm a big fan of messing with System Scale, but -when MSS used to modify system scale- it resulted in a LOT of incompatibilities.
I'm not opposed at potentially looking into a Real Space compatibility patch.
@Chris
Maybe! I'm not opposed to it. I'd have to look into what the conflicts between the two mods are.
-Gas giants (Hot Neptunes) can now spawn in the inner & habitable zones.
-Added:
Tau Ceti
Kepler 296
Kepler 62
Kepler 186
-Made some minor changed to existing systems (planet types, size, etc)
Oh, god, I knew this at one point.
IIRC, it's around 64. I know because I made a starting system with this limit...
-Trinaries as multi-system spawns
Yeah! I've done that a couple of times. With so, so many systems it's wildly inaccurate to have the stars in the same system. I've thought about splitting off Proxima Centauri this way, but have never gotten around to it.
I'm absolutely open to hearing ideas & feedback.
-How many objects are allowed in a system?
Oh, god, I knew this at one point.
At a certain point, new objects will stop generating orbital lines around 30(?) objects - which is a soft cap.
If you keep adding objects, the game will eventually crash when you try to open up the system map from the galaxy map. I /think/ that this is around 50(?) objects.
Functionally, I think that you could accomplish something like this by creating a new "planet" type for the Lagrange points, and then code them in as "moons".
-Updated planet orbital positions on ship entry.
Oh, wow, that sounds interesting - and maybe memory consuming.
I wonder if there's a way to have an effect or event or something that adds or subtracts from a planet's "orbit_angle" every day or month or year.
...but that also sounds a bit memory intensive.