Space Engineers

Space Engineers

[Broken] Procedural World
Quarior 4 Nov, 2017 @ 6:54am
Suggestions
It is planned for Infinite Planets to have this parameters, else there are my suggestions ?
Gravity (Min="1.2" Max="Default") (Default : Define in the Planet Definition, by default, Min and Max have Default)
GravityFalloff (integer)
SpherizeWithDistance (booleen (in game, is true by default))

Also in the log you can add this :
System [system name] generate at [position] with [number of planets] planets. Planet [planet name] ([generator]) orbit in the system [system name] generate at [position relative to the system] ([position]) with a radius of [radius in km] km. Moon [moon name] ([generator]) orbit [planet name] in the system [system name] generate at [position relative to the planet] ([position]) with a radius of [radius in km] km.

And if you can create a text file for GPS location for just copy and paste in game to have the location of objects.

And, I want to create barycenter (like the barycenter of the system already present) for binaries planets and moons (and moon orbit a moon orbit a planet), rings/asteroid fiels and (modular) stations (but the reference is by rapport to the system like you have already done).

<SystemDesc> <BarycenterDesc> <Probability>1</Probability> <OrbitRadius Min="50000" Max="80000" /> <OrbitInclinationDeg Min="-5" Max="5" /> <OrbitLocationDeg Min="-15" Max="15" /> <PlanetDesc> <Probability>1</Probability> <BodyRadius Min="100000" Max="120000" /> <OrbitRadius Min="500" Max="1000" /> <OrbitInclinationDeg Min="-5" Max="5" /> <OrbitLocationDeg Min="-15" Max="15" /> <Generator Type="MyObjectBuilder_PlanetGeneratorDefinition" Subtype="EarthLike" /> <MoonDesc> <Probability>1</Probability> <BodyRadius Min="4000" Max="6000" /> <OrbitRadius Min="0" Max="100000" /> <OrbitInclinationDeg Min="-5" Max="5" /> <OrbitLocationDeg Min="0" Max="360" /> <Generator Type="MyObjectBuilder_PlanetGeneratorDefinition" Subtype="Europa" /> <MoonDesc> <Probability>1</Probability> <BodyRadius Min="400" Max="600" /> <OrbitRadius Min="0" Max="10000" /> <OrbitInclinationDeg Min="-5" Max="5" /> <OrbitLocationDeg Min="0" Max="360" /> <Generator Type="MyObjectBuilder_PlanetGeneratorDefinition" Subtype="Moon" /> </MoonDesc> <MoonCount Min="0" Max="1" /> <MoonSpacing Min="10000" Max="15000" Dist="Normal" /> </MoonDesc> <MoonCount Min="0" Max="3" /> <MoonSpacing Min="100000" Max="150000" Dist="Normal" /> </PlanetDesc> <PlanetDesc> <Probability>1</Probability> <BodyRadius Min="50000" Max="60000" /> <OrbitRadius Min="50000" Max="80000" /> <OrbitInclinationDeg Min="-5" Max="5" /> <OrbitLocationDeg Min="-15" Max="15" /> <Generator Type="MyObjectBuilder_PlanetGeneratorDefinition" Subtype="Mars" /> <MoonCount Min="0" Max="0" /> <MoonSpacing Min="10000" Max="15000" Dist="Normal" /> </PlanetDesc> </BarycenterDesc> </SystemDesc>
Thanks in advance for a answers and good luck for the next.

PS : What is the reference for OrbitRadius, the center of the celestial bodie or by rapport to the surface (landscape or sea level) ?
Last edited by Quarior; 4 Nov, 2017 @ 7:05am
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Equinox  [developer] 4 Nov, 2017 @ 9:39pm 
I could probably add gravity parameters; I'll have to look into it.
Binary planets might be pretty difficult to do reasonably. I'll look into it.

OrbitRadius is referenced against the center of the objects.
Quarior 11 Nov, 2017 @ 4:07am 
I have also a idea to have like your /station command to find the next to you station to have /system, /planet and /moon.
Can the asteroid field definitions be turned into their own objects and then be spawned procedurally? Basically, fields of asteroids can be distributed randomly and weighted around the map? An option to fill empty areas with asteroids defined with specifics to ore types etc. would be even better. I think that would track with Keen's "infinite" definition... and also allow for some very unique and interesting game play: imagine if most procedural asteroids were barren but you come across a patch of asteroids with ore in them... and even how they are configured is randomized until someone digs into one. Then that entire patch of asteroids would procedurally unfold as defined. To me, that would be totally "next-level" modding.
Equinox  [developer] 10 Dec, 2017 @ 7:10am 
That should be possible if I add another procecedural module for it, though the more restricted the ore list is for an asteroid field the less performant it is.
Quarior 26 Jan, 2018 @ 6:07am 
I would like a variant mod for make a script created asteroids, rings and moons for a planet type. Is planned ?
Last edited by Quarior; 26 Jan, 2018 @ 6:08am
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