Space Engineers

Space Engineers

Proper Solar System with Asteroid Belt, Trojans (Real Solar Systems World)
 This topic has been pinned, so it's probably important
cptnoname  [developer] 27 Dec, 2024 @ 12:05pm
Bug Reporting & Suggestions:
Please feel free to use this space to report any problems you run into or changes you would suggest.
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cptnoname  [developer] 27 Dec, 2024 @ 12:10pm 
KNOWN ISSUES & FAQ:

The Asteroid Belt exists along the same Y = 100,000 km plane as the Sun. It can begin at around 32,000 km and can extend as far as 64,000 km. I use "can" because its edges fade in and out with distance and position as the asteroid filter zones interact with one another.

The Respawn Pod Fix for PSS mod corrects the following respawn issues. The mod is included in newer worlds automatically. If you don't have it in your current map, you can simply add it to the mod list:
  • Spawning on Titan would result in your drop pod's parachute disappearing.
  • Spawning on Venus resulted in a destroyed parachute and usually the near complete destruction of your drop pod. This has been corrected by removing Venus spawns entirely. If the new 1.207 version introduces options to create a compelling reason to try to spawn on Venus, I will add it back in. As it stands, it would be impossible for any human to survive on Venus.
  • Io would initially show up on the list but quickly vanish.
  • Mars did not show up on the spawn list for some reason.
  • Ganymede did not show up on the spawn list at all.

The new models for Phobos, Deimos and Vesta have some seam issues, but they aren't OVERLY bad. I will continue to work on them as I learn. If you want to use them in an already existing PSS map, you can change their type in the RSS editor and then regenerate them. You won't have to completely redo the orbits, etc, from scratch. You will need to change <EditorAllowed> to true in "%appdata%\SpaceEngineers\Saves\{Steam User ID}\{Saved Game Name}\Storage\3351055036.sbm_RealSolarSystems\ConfigSettings.xml" in order to use the /TSE command. This process will rebuild the worlds you choose to use it on, and the voxel world will be recreated in a different location, so any existing grids will suddenly find themselves in empty space and their posted GPS coordinates will no longer be accurate.
Last edited by cptnoname; 11 Jun @ 9:28am
Vizinix 5 Jan @ 2:42am 
Creating a new save from the initial save of this world resets the large grid and small grid speed multipliers back to 100m/s and character gravity multiplier back to 2 in the RealisticGravity config for Real Orbits.

Tested with no other mods added or plugins. It seems to be an issue with Real Orbits worlds?
Tested it with one of Echthros' Real Orbits worlds and the same thing happens. I'll have to look into it further. For now I can just copy and paste the right values back in.

Edit: It is not only just the RealisticGravity config that gets reset but also the Asteroid Filter Speed config. The issue seems to be that, for some reason, some mod config settings get reset to default values in the save copy of the initial world save. Weird.
Last edited by Vizinix; 5 Jan @ 3:30am
cptnoname  [developer] 5 Jan @ 4:13am 
That happens a lot when you use "Save As"... I always try to avoid that. You can make your edits and do anything you need to do with the regular "Save" function. If you really need to make another copy of an existing world, one should do it in the OS and then rename one of the copies when you access the load screen afterward. I learned this the hard way trying to play AaW a while back. It's not Echtros' mods doing it.
Last edited by cptnoname; 5 Jan @ 4:15am
Vizinix 5 Jan @ 9:54am 
Originally posted by cptnoname:
That happens a lot when you use "Save As"... I always try to avoid that. You can make your edits and do anything you need to do with the regular "Save" function. If you really need to make another copy of an existing world, one should do it in the OS and then rename one of the copies when you access the load screen afterward. I learned this the hard way trying to play AaW a while back. It's not Echtros' mods doing it.

Thanks for getting back to me! Dang that sucks about your AaW save. I figured that Echtros' mod wasn't the culprit and that Space Engineers itself was to blame. I'll make save copies through the OS then from now on.

Thanks again!
Niam 12 Jun @ 7:24am 
I have a couple mods I use that need to be active at the time of world gen, but I can't access the mod menu when selecting this community map, what do I do?
cptnoname  [developer] 12 Jun @ 7:49am 
@Niam If you're trying to add mods directly at the community map screen, it's not possible. You have to open the map and save it, then you can add mods.

If you're adding mods that need to alter world ore generation or similar, you can regenerate the worlds using the RSS menu, just be careful not to change anything else accidentally. Check the pinned "Using newly introduced planets" discussion for instructions, but make sure to also read the warnings.

I'm not sure this will work, but you might also FIRST try deleting the SANDBOX_0_0_0.sbs file in your save folder, after you add your mods in. It will force the game to recreate the file when you reload the save, and will display a screen that says the save file is outdated. After that everything will work normally. Again, I don't know for sure that this will work for what you are trying to do, but you might test it before going through the work of regenerating every rocky planet in the save file.

Since they are the most likely spawn & gameplay candidates, I've manually placed the voxel planets for Earth and Mars so that they will have minimal floating point math error issues but still avoid certain anomalous RSS proxy gravity issues during map startup. If you regenerate them, they will likely be recreated further away from the center, and you may see some problems with MES spawning and hitboxes that don't match the grid (for static grids). They could be moved back into position, though, if you're familiar with SE Toolbox.
Last edited by cptnoname; 12 Jun @ 7:51am
cptnoname  [developer] 12 Jun @ 8:13am 
@Niam Just out of curiosity, what mods need this access? I might add links for unlisted versions so that people can use them without going through this extra work. My first assumption is Industrial Overhaul, but there are so many mods out there that I've never seen before...
Everything works Great, but i Have the feeling that ores are verry rare on Earth, at least i cold Not find many and dis Not manage to find cobalt i dont know why
cptnoname  [developer] 12 Jul @ 11:09pm 
@Sylvarithex
Here's the breakdown for Cobalt. Each tile is about 50x50 meters (but distorted to fit the globe, obvs) and each side of the planet has about 16 million tiles total. Since about 75% of the Earth is under water, about that percentage of the ores here are under water as well, but that would vary a lot by how much land mass is on that particular side of the planet. Only about 50% of the total ore is within detection range from the surface even with a large grid [150m I think?], ignoring water coverage. The rest are deeper. The ore maps were made with michi84o's original Redistributed Ore mod (which has since been unlisted and replaced with a newer version due to some muck up with moon ores)


COBALT by side
back (pacific)
down (antarctic)
front (s. europe & africa)
left (americas)
right (asia & west austrailia)
up (northern)
total ore tiles (relative)
total tile count
8060
8988
6744
7224
7632
7048
0.0454%
of all tiles
Depth:
3-6m
864
1112
1008
592
588
816
0.98%
5-10m
1100
1232
816
964
1048
1080
2.06%
8-15m
928
1060
616
816
908
792
2.36%
40-52m
900
972
800
760
872
868
4.09%
50-72m
904
1352
828
860
972
744
8.21%
70-102m
724
716
352
736
724
644
8.22%
140-202m
964
672
1072
812
780
536
19.76%
200-272m
864
708
792
848
908
652
22.65%
270-372m
468
776
336
656
680
664
24.07%
370-450m
344
388
124
180
152
252
7.59%
total ore volume (relative)
17.51%
18.73%
14.38%
16.92%
17.38%
15.09%
Last edited by cptnoname; 13 Jul @ 3:44am
cptnoname  [developer] 13 Jul @ 3:40am 
Here's a breakdown of all of the ores, combined. You can find each ore type broken down in the Terra Redistributed discussions page on the subject.

TOTAL ORES by side
back (pacific)
down (antarctic)
front (s. europe & africa)
left (americas)
right (asia & west austrailia)
up (northern)
total ore tiles (relative)
total tile count
133544
139576
131772
132364
136952
131252
0.8002%
of all tiles
Depth:
3-6m
12160
13808
12828
11848
12640
11808
0.79%
5-10m
16885
18252
17576
16488
17224
16476
1.80%
8-15m
14973
14844
13708
13724
15004
13924
2.11%
40-52m
13884
14292
13332
13804
14012
13644
3.48%
50-72m
16366
18276
15928
16600
16704
16368
7.71%
70-102m
13470
14096
12616
13268
12740
14216
9.00%
140-202m
14486
14416
14548
14812
15432
13964
19.00%
200-272m
16246
14596
15488
15220
16720
13816
23.18%
270-372m
10898
12376
11664
12396
12148
12504
25.67%
370-450m
4176
4620
4084
4204
4328
4532
7.26%
total ore volume (relative)
16.42%
16.92%
16.33%
16.73%
17.20%
16.41%
Last edited by cptnoname; 13 Jul @ 3:42am
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