Space Engineers

Space Engineers

Star System Progression V1
13 Comments
Paranox  [author] 20 Oct, 2021 @ 10:59am 
I have recently released a new version of this mod . It is not backwards compatible and it supersedes this one. I will not be updating this mod anymore.
Paranox  [author] 20 Oct, 2021 @ 10:59am 
@knc.boss I'm sorry that you had a bad experience.

I personally played this version of the mod on Alien planet and it was indeed at first impossibly hard to find Cobalt. Soon after I significantly increased the amount of Cobalt for that reason, for myself and others. If you started from that earlier version, the planet would not automatically regenerate and you might have had the ultra-low Cobalt in it still.

Alien planet should have Cobalt in large but relatively scarce patches at depths of roughly 50-60 meters. You can find this mod vesrion's color test maps on Github [github.com] but they will be a bit of a spoiler of course. Cobalt would be the blue (0033FF) pixels on those maps.
knc.boss 19 Oct, 2021 @ 12:48pm 
I started from Alen planet. During more then 32 real game hours (about 6 days) i cud`nt find Cobalt at all on the planet. I am spent all play-hours drivind the car (small and big) like a playing "Need for speed".
Eventually i stoped this stupid wasting time, because i shure your mod complitly remove cobalt by mistake. Also, i tried to find cobalt on asterouds around Alen planet. I no had any transport for that and used my "jek" . More then 30 asterouds and no one had cobalt.
I feel frustration and i pity my wasting time. Thank you.
Paranox  [author] 25 Aug, 2021 @ 10:47pm 
The Mars drop pod issue is due to low atmosphere density, as it's by default limited to 0.8 for vanilla atmospheric drop pods, for good reason. They have no hope of surviving an uncontrolled landing on thin atmosphere planets with a notable gravity like my modified Mars.

I'm going to add a respawn drop pod with a Gyroscope and Control Seat and hotbar groups for the thrusters, both Hydrogen and Atmospheric. That should keep changes to a minimum but still offers a solution for all planets. The landing will be a bit easier this way but you have very little fuel for the Hydrogen Thruster as it will eat your ice reserves. Depending on planet you can perhaps hop around a little bit to search for a good site.

Triton clouds are also still broken, but I hope that I can soon fix them with some help.
Paranox  [author] 25 Aug, 2021 @ 1:54am 
@powerkane I see, it is indeed missing. I just fixed pink textures if using Planet-26, but I'll have time later today to look at why Mars drop pod isn't there.
Paranox  [author] 24 Aug, 2021 @ 11:57pm 
Updated Moon oremaps. The old maps had silver and gold only back and front sides respectively. Now those two ores are more spread out but their total amounts stayed the same.
powerkane 26 Jun, 2021 @ 1:32pm 
also I'm not seeing mars on the drop pod m list
powerkane 26 Jun, 2021 @ 1:25pm 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
Paranox  [author] 31 Aug, 2020 @ 9:11am 
I have updated the definition files to include weather generators and removed clouds from Triton to fix the black skies problem. I wasn't able to find out why it happened so now it's clear skies on Triton barring any foggy weather conditions.
Payday_Park 15 Jun, 2020 @ 4:56pm 
I find this mod pretty interesting. Currently I'm using the Friendly Janitor's fix. I really like the use of gravity to make it more expensive to go to places where resources are more plentiful rather than forcing you to go places by just not spawning any of an ore on every planet, especially since I have a bunch of other mods like modular encounters with NPC weapon upgrades and weaponcore which adds a significant risk factor to interplanetary travel.
Paranox  [author] 15 Jun, 2020 @ 11:21am 
Sorry for slow response, had way too much real life for a bit.

I actually had to copy Triton definitions from Triton.sbc to PlanetGeneratorDefinitions.sbc temporarily to get it in one run, then editing the output to get Triton definitions into it's own file. It's basically the same work as doing it in two runs, or maybe even more now that I think about it. It was only the first way I got it to work, really :D

Thanks for the heads up for black sky on Triton. I didn't yet check Triton so closely that I would've noticed the sky. I only checked that ores and surface boulders spawn as I intended. I don't know why it does that but I assume the cloud layers are exactly as they are in vanilla Triton.sbc file.

Furthermore I'm still such a beginner in modding Space Engineers and I doubt I'll find much time to invest in the future. I only did this for playing with my kid, but will try to keep it working if people find it interesting! :)
Master 20 May, 2020 @ 1:21pm 
Figured out the stuff with the black sky, need to delete the cloud stuff in Triton.sbc

One question @Paranox though, how did you manage to run the procedural tool for triton?
The config you uploaded in github suggests that you did the whole thing in one run. I needed to do two runs because there are two .sbc files since Triton has been introduced.

Can you please describe your approach, mine wasnt successful =)
Master 17 May, 2020 @ 2:32pm 
Seems like you have the same problems as me, in triton the whole sky is almsot completely back