Space Engineers

Space Engineers

Planetary Asteroid Rings
197 Comments
Bravada Cadelanne  [author] 1 Oct @ 3:42am 
I have published the current version of the mod to mod.io under the name planetary-ring-asteroids, though I will need to test if client-side component (for configuring the rings in-game) works on PC when using the mod.io version. Client-side configuration using chat commands will not work on Console, since no client-side scripting is allowed there. If I get around to implementing client-side asteroids, that will not be available in the mod.io version
TheonlyRADIO 30 Sep @ 7:02am 
Is there any possible way for this to be ported over to Mod.io to work on my cross play server?
Bravada Cadelanne  [author] 30 Sep @ 5:04am 
I haven't looked at extending this mod to render visual rings client-side (other than while configuring the ring) - it was originally designed for planets that already had a graphical ring.
Numberkool 23 Sep @ 6:36pm 
Hey there, wondering if there's a way to add ring textures with this mod or if you know a way to do so. Otherwise this mod has been perfect, thanks for the good work!
Bravada Cadelanne  [author] 20 Sep @ 2:49am 
"Hey, could you turn on this logging, and see what it's doing?"
"So, I turned on debugging, and it started working"
Isn't that the definition of a heisenbug?
Hurricane07 19 Sep @ 9:30am 
I tried the logdebug config and... IT WORKED, thank you so much! The mod is incredible and my system look absolutely stunning!
Bravada Cadelanne  [author] 19 Sep @ 7:30am 
@Hurricane07 if you enable the debug log, does it log creating asteroids in the log file in Storage\3102127379.sbm_BylenRingAsteroids ?
Hurricane07 19 Sep @ 4:40am 
I was trying the mod and got this file, but i got no asteroids, could you help me?

https://imgur.com/a/pvXoBvy
Bravada Cadelanne  [author] 16 Sep @ 5:45am 
> I'm having an issue where I have a ring set around a massive planet however when I fly away to look at the whole ring (10,000km to 7km away) the wire frame teleport's to a place in the middle of space (some kind of default position i imagine) and when I try confirming the ring it generates asteroids in the middle of nowhere as opposed to where Its set around the planet

If you replace <LogDebug xsi:nil="true" /> with <LogDebug>true</LogDebug> in the ring config for the planet (or use /ringast logdebug from the chat console and save), the mod should log where it sees the planet as being in the appropriate RingAsteroidComponent log in Storage\3102127379.sbm_BylenRingAsteroids . I wonder if the coordinates for the planet aren't being properly initialized when it is a long way away from the player?
Matrixarch 14 Sep @ 12:24pm 
I'm having an issue where I have a ring set around a massive planet however when I fly away to look at the whole ring (10,000km to 7km away) the wire frame teleport's to a place in the middle of space (some kind of default position i imagine) and when I try confirming the ring it generates asteroids in the middle of nowhere as opposed to where Its set around the planet

I tested it with a smaller one and it worked fine so idk if its a size thing at which point I'm fine with it being unfixable cuz I admit i'm pushing the bounds of what the mod does

but still any help would be appreciated
Bravada Cadelanne  [author] 6 Sep @ 9:02am 
> Are you able to set what planets have this

Yes, you configure and enable it on a per-planet basis.

> and is it safe to add mid save?

Yes - the mod will avoid spawning asteroids on top of grids, characters, and existing asteroids.
CrazyCracker 31 Aug @ 11:17am 
Are you able to set what planets have this and is it safe to add mid save?
Sadjuuk 6 Aug @ 10:27am 
PS : Yes it works with frosbit planet
Great mod 👌
Sadjuuk 6 Aug @ 3:02am 
Hello it looks great, maybe already asked before does it works with the Frostbite scenario planet ?
Bravada Cadelanne  [author] 20 Jul @ 12:22pm 
i may have found the issue, if its a modded planet you may need to go into the planet XML in the mod folder and make sure the <Vanilla xsi:nil=True/False> is set to false. i just had this issue with Limitar and it was set to True.

xsi:nil="True" means not set. Setting xsi:nil="False" will result in a parse error, and invalidate the config.
xXShadowNinjaXx 15 Jul @ 3:30pm 
Does this support the real solar system mod?
00athus 3 Jul @ 5:09pm 
i may have found the issue, if its a modded planet you may need to go into the planet XML in the mod folder and make sure the <Vanilla xsi:nil=True/False> is set to false. i just had this issue with Limitar and it was set to True.
Bravada Cadelanne  [author] 23 Apr @ 2:40am 
Using the 120km EarthLike planet in the Star System save as an example:
* /ringast select @lookat should show the guide rings
* A EarthLike-1779144428d120000.xml.editing file should exist in the Storage\3102127379.sbm_BylenRingAsteroids directory in your world save.
* /ringast out 500km or /ringast out 500000 should increase the edited outer radius from the default ~120km to 500km
* /ringast inn 300km or /ringast inn 300000 should increase the edited inner radius from the default ~75km to 300km
* /ringast enable should enable the ring generation once the ring is committed.
* /ringast commit should write the settings and apply them.
* A EarthLike-1779144428d120000.xml file (Edge's XML file association calls this a Microsoft Edge HTML Document with name EarthLike-1779144428d120000 ) should exist in the Storage\3102127379.sbm_BylenRingAsteroids directory in your world save.

1000 characters ends >>.
KURNTECH 21 Apr @ 2:17pm 
i get the blue ring
and i can close the ring but the commands to adjust size and to spawn the asteroid not working
KURNTECH 21 Apr @ 1:29pm 
O sorry i only get /ringast select @lookat , commet and close to work wich does not help in spawning astroiids
Bravada Cadelanne  [author] 21 Apr @ 5:43am 
It is not helpful to simply say it doesn't work for you.
What do you get when you use the /ringast help command?
At what step of TLDR Configuration using chat commands is it not working?
On a server, you need to be Space Master or Adnin.
KURNTECH 20 Apr @ 10:59am 
hi this not working for me is it still working
AuroraAstra913B 23 Feb @ 2:02pm 
It wont work for me
Disregard last, I have resolved my foolishness.
I am working on trying to set up the rings but I am having trouble finding the brown ring. Red green and blue are all showing up but brown is no where to be seen.
Musolo__o 1 Feb @ 4:46am 
Hey, the mod is working perfectly on vanilla planets, but when I try using it on modded ones it doesnt generate the actual asteroid
SplinteredChaos 17 Jan @ 8:53pm 
Ignore Viking, he just got it to work.
LostVikingWarlord 17 Jan @ 8:29pm 
unable to get rings to work on a server
Balmung 10 Jan @ 6:23pm 
Thanks, that hint helped me a lot. I found a solution for me that works now. Now I only need to tweak it until it looks good enough and is not too performance heavy. Can't wait when all stuff comes together.
Bravada Cadelanne  [author] 10 Jan @ 4:06pm 
This mod is implemented using fixed-size sectors, with the size of the sectors defined by SectorSize . Zones are quantized to this sector size. If sector size is 10km, then the minimum zone width is 10km.
Balmung 10 Jan @ 3:49pm 
Did Zones didn't work fully yet? I tried it with the example in the steam guide. That works in its basic but when I try to change the RingHeight in the zone settings nothing happens, like it ignoring that setting completely. Same on Min/MaxAstroidSize. Tried it with thin height and small asteroids to easily see a difference, nothing.
Balmung 10 Jan @ 2:23pm 
Thanks, what a stupid mistake from myself. Works like a charm now, thanks for that quick update. :steamthumbsup:
Bravada Cadelanne  [author] 10 Jan @ 1:35pm 
<AllowAsteroidsInPlanetAtmosphere xsi:nil="false" /> -> parse error, reset to defaults
Bravada Cadelanne  [author] 10 Jan @ 1:34pm 
<AllowAsteroidsInPlanetAtmosphere xsi:nil="true" /> -> not set
<AllowAsteroidsInPlanetAtmosphere>true</AllowAsteroidsInPlanetAtmosphere> -> set to true
Balmung 10 Jan @ 12:08pm 
Oh, and the new setting is in the example file always at true.
Balmung 10 Jan @ 12:07pm 
Hm, the settings file act strange since the last update. Changes in the xml are sometimes not made in the example file after F5 reload as before. Can't say if that new setting is working correct because of that. Are you sure you didn't mess up something as you added this new option? For example if I switch the new one to false, the example file shows default settings. I set ir 20200 and or 30000, but the example file shows with "false" 40000 and 80000. With the new option at "true" it shows in the example 20200 and strange 40200 (instead of the 30000 in the xml).
Bravada Cadelanne  [author] 10 Jan @ 10:58am 
The latest update adds an AllowAsteroidsInPlanetAtmosphere option to allow asteroids down to the planet's surface.
Balmung 10 Jan @ 9:31am 
That would be for sure the best for my case. I'm working on a moon broken in almost two halves and wanted to place the asteroid ring near the break in the surface. It definitely looks better when they're closer which seems is not possible right now.
Bravada Cadelanne  [author] 10 Jan @ 8:06am 
2km - I think I would need to exclude planet voxel chunks (which are usually 1km x 1km x 1km) from the exclusion zone test, and add a height above ground test.
Balmung 9 Jan @ 10:41pm 
It is like there is something that hold asteroids away to spawn closer as maybe 2000m or even more from the planet surface.
Balmung 8 Jan @ 10:36pm 
The problem is still, that the ring is set right, but it didn't generate asteroids inside the green area. It only start to generate it further away from it, no matter how close I set the RingInnerRadius.
Balmung 8 Jan @ 9:38am 
Thanks, will check that. It is a moon and didn't have that height mountains. But sure I will check it and make sure it works as it should.
Bravada Cadelanne  [author] 7 Jan @ 12:38am 
@Balmung the height of the inner edge of the ring from the surface is on average the ring's inner radius minus the planet's radius. For example, on a 120km diameter Earthlike planet that has a MaximumHillRadius of 67200m, setting the RingInnerRadius to 70000 should have the inner edge of the ring within 10km of the planet's surface. Setting the SectorSize to 5000 and setting the RingInnerRadius to 65000 will bring this down to 5km, with the caveat that the ring might intersect with the highest mountains.
Balmung 1 Jan @ 3:44pm 
What setting handles the asteroid spawn distance to the planet surface? I want to let them spawn very close but this mod didn't let me.
Balmung 1 Jan @ 2:11pm 
I wonder why there is no command to set a height, because you can do that manually in the file and I think that is not such an important setting as well.
Atlas-Zero 21 Dec, 2024 @ 5:35am 
ok ty
Bravada Cadelanne  [author] 21 Dec, 2024 @ 2:23am 
@Atlas you can use the MaxAsteroidsPerSector option to adjust the maximum number of asteroids per ring sector (and by extension, the asteroid density).
Atlas-Zero 17 Dec, 2024 @ 11:42am 
how do you adjust the density like you did in the images?
mhwyoshi 17 Nov, 2024 @ 4:36pm 
I have a recommendation for this mod and it’s to also put an example for the inc and lan degrees like “/ringast lan 15” and “/ringast inc 15”. The mod works beautifully by the way! How’s just a little bit confused setting this up and needed help setting it up so I asked for my friend to help explain it and he did. I just think this would help other people who might have the same problem in the future. 👍
Noelle 17 Nov, 2024 @ 7:47am 
ignore my previous comment, i didnt have it installed so i mustve put it on my survival world and forgot to do it on my creative world