Space Engineers

Space Engineers

Real Solar Systems
969 Comments
Echthros  [author] 7 hours ago 
As long as the orbit of the grid doesn't cross any zone boundaries it should be fine. Otherwise it will probably fall or get ejected.
Justin Case 7 hours ago 
So I have a question I have previously made orbiting Satellite's even when out of range of me they would still track and stay in orbit would that work with this?
Hyomoto 21 Sep @ 5:12am 
This mod is a technical achievement and absolutely blows me away. I was always fine with SE's static universe and if I'm honest it doesn't bother me that much, but I'd also be lying if I didn't say that having 'real' celestial bodies to travel between doesn't make things more interesting. Outside of some surprisingly minimal jank, it really does do what it says on the tin.

If Keen aren't peeking at what you've done here, they really ought to be. Whatever it says about your particular skills, it also suggests the engine has a lot of the necessary back end to facilitate it, since I'm fairly the major trick you are using stems from Keen's anti-clang features. Much wow, very cool.
VOD 20 Sep @ 11:53am 
the mods trailer holy hell 100/10 best trailer for a mod ever made
GigaCars 19 Sep @ 12:08pm 
good to know the mods being used for it's intended purpose
Type-oo star 18 Sep @ 11:09pm 
spawned 500km star, imeadtily flew in to it 10/10

thank you
Leo2log 16 Sep @ 8:47am 
oh... im so stupid lol, i havent played in a year so i kinda forgot lol. ty
Star_Kindler 16 Sep @ 8:42am 
@Leo did you start with the vanilla Empty World? That would cause it I believe. See "Setting Up a World" part of the description.
Leo2log 16 Sep @ 8:38am 
Im getting an issue where lighting is offset about 45 degrees from where the custom star is, I have no idea what is causing it but nothing i do is fixing it. Any idea what this could be?
GigaCars 13 Sep @ 12:55pm 
the sun object has a built in vanilla sun remover

remove the env mod unless you mean just no sun in skybox but still emits light
PanicOregon281 13 Sep @ 10:36am 
Does RSS handle the sun via proxy or the static object??? Playing with a env mod to remove the vanilla sun. but it doesn't seem like the source of light is moving while sitting on the planet as i'm messing with the solar system
Echthros  [author] 13 Sep @ 1:11am 
UPDATE:
-Added support for multiple rings per body.
LeeTheFlea 12 Sep @ 10:14pm 
Using the Vanilla system premade world, having trouble find asteroids around the earthlike, I did see a few but then they disappeared once I got close...settings have no changes from the pre made world file.
Echthros  [author] 12 Sep @ 11:22am 
They will likely work fine in single player, but not multiplayer or DS. Same goes for the solar radiation.
Star_Kindler 12 Sep @ 7:38am 
Oh that is so strange, it's working for me for some reason. I'm very far from the sun and have max 20% efficiency. Although there are constant storms, so while I doubt KSH would put that much thought into it, maybe the storms reduce the efficiency? It also properly lines up with the sun for me. I don't know why it would seemingly work for me but not Xenon. Very strange.
Echthros  [author] 11 Sep @ 1:41pm 
I haven't adapted the new solar-type blocks to work with RealStars or RSS yet. I'll need to update the Solar Blocks Override mod to cover the algae farms. Thank you for reporting the issue!
Xenon 11 Sep @ 1:33pm 
This may be a setup mistake on my side, but I can't get the new Algae Farms to work properly.

My current planet is a child of a gas giant around the central star; it rotates in 3600s and orbits its parent in 7200s, which in turn orbits the star in about 18000s. So visually there's ample sunlight.

Solar panels and oxygen farms work just as expected.
Algae farms have 0% efficiency in max. sunlight (where solar panels and oxygen farms show nearly 100% output). They however peak at an offset time of 50-70 minutes, where the sun (visually) is below the horizon and both solar panels and oxygen farms have no output.

All blocks are mounted statically (no solar tracking). Different mounting direction provides same results.

Any advice on further troubleshooting?
GigaCars 9 Sep @ 7:06pm 
visual mods do not cause conflicts
LeeTheFlea 9 Sep @ 6:33pm 
Is space just got real ok to use with TSE?
Modon55 [GER] 9 Sep @ 3:38pm 
Solar Power Modify right?
Echthros  [author] 9 Sep @ 3:15pm 
You can with the functional zone system. If you add a zone around a planet that modifies solar block output.
Modon55 [GER] 9 Sep @ 3:12pm 
Have a question. Can I individually set the Solar Effectivity for solar panels? I would like to decrease it cause of the planets thick atmosphere.
Star_Kindler 9 Sep @ 11:48am 
@Syrius can I join?? A dedicated survival server with all the new stuff and RSS and QOL mods sounds perfection. Assuming it has an atmospheric drag mod and a speed mod too.
jakpak04 8 Sep @ 11:12pm 
i see, that is unfortunate. thank you very much for the information
Echthros  [author] 8 Sep @ 11:04pm 
You can't. The planets are only visible when you leave their zones because the proxies are there. Without them the planet's can't appear to move at all.
jakpak04 8 Sep @ 10:26pm 
ive been searching for a bit now, but id like to ask how do i disable proxys for a planet if thats is an option?
Syrius 8 Sep @ 7:08pm 
@Star_Kindler I'm about to do the same thing, except start a Dedicated Server (DS) Running RSS + Water Mod + Q.o.Life mods

I had tried it for 2 days prior to the update and everything was working correctly but as of the update, the World save file is no longer recognised. I've got to remake it Single Player, then save and put it back to the DS for hosting if I find out anythings not working I'll post back here for you.
Star_Kindler 8 Sep @ 1:50pm 
Can anyone confirm for sure (by testing or @Echthros if you've specifically ensured it) if this mod is compatible with all of the features of new update? I seem to remember something saying that the prototech and other encounters work but I forget where that was and would love a confirmation if possible before starting a survival playthrough using this mod.
Ascended Zealot™ 8 Sep @ 12:42pm 
Appreciate it
Echthros  [author] 8 Sep @ 11:28am 
UPDATE:
-There was a crash caused by the new SE update that should be fixed now.
Sköll 7 Sep @ 5:26pm 
I unsubscribed and resubscribed to both RSS and RGG, and neither one of them worked. I still crash when trying to start the world. I put a new crash log in the same google doc I posted in my first comment, and marked it so its easy to tell where the new one starts.
GigaCars 7 Sep @ 1:41pm 
oh yeah, and Water is gonna have to be added to the resources list for real gas giants XD
GigaCars 7 Sep @ 1:40pm 
this mod will likely be unaffected as it does not modify the things that the update is going to do

although Solar Override may be updated to make the plant growth speed be affected by the solar output, which would mean that we could sit near the sun with a greenhouse and make a food generator, assuming you can keep the ice filled XD

however, if Algae generator functions like O2 generator, being too far from the sun would make it useless, causing no Algae production and would pose a challenge, would you need to stockpile food? yes, how to stockpile? dedicate a cargo container to food storage!

TLDR: would probably make some blocks behave weird but would work anyway
Bishop ☆ 7 Sep @ 12:55pm 
@Echthros
How is this mod expected to weather through the new update coming tomorrow?
Echthros  [author] 7 Sep @ 12:07pm 
That looks like one of the mods is not on the latest. There is a mismatch between the mod versions. Either RSS or RGG needs to be updated.
Sköll 7 Sep @ 9:24am 
Also yes, I did test this with *ONLY* RSS, Teal Gas Giants, and Real Stars. No other mods were included, and I was unable to start a new world or load any world with one of the 3 present. Not sure which one it is, but I believe it's the gas giants.
Sköll 7 Sep @ 9:20am 
The guy below is right, one of these mods are causing worlds with to not load. This is the error [docs.google.com] I am getting in my log that seems to be coming from the gas giants.
Echthros  [author] 5 Sep @ 9:10pm 
Hard to say what the issue is without more info. If you want to post your log on the Discord I can look at it.
XXAWESOMEENGINEER88XX 5 Sep @ 4:35am 
im getting an error when loading all 7 mods... there was an error while loading the world! check logs for more information... how to fix? is this the mod being ded or is this a me issue and i gotta reinstall SE?
Echthros  [author] 4 Sep @ 5:09pm 
There's an option in the Editor to do so, but it doesn't by default. If you are wanting to use Real Orbits, type "/SetupRealOrbits" to update all gravity wells to have falloff 2.
GigaCars 4 Sep @ 1:34pm 
it does not

you can customize it however, up to making the falloff a 1:1 scale
[TLD]Bob77 4 Sep @ 1:33pm 
Does this mod change the gravity fall off?
Echthros  [author] 2 Sep @ 4:13pm 
UPDATE:
-Added localization support for: Czech, Dutch, German, Spanish, French, Italian, Finnish, Danish, Swedish, Hungarian, Polish, Portuguese (Brazil), Slovak, Russian, Chinese, and Japanese.

All translations are through Google translate and may have issues. If you are a native speaker and want to try cleaning up one of the languages, ask on my Discord and we can coordinate.
Echthros  [author] 2 Sep @ 1:17pm 
@Hyligan I'm finally doing the localization stuff. I'm using a tool that automatically localizes the xml file with Google translate, so it may have some inaccuracies and formatting issues. Once that's out, if you wanted to look through the xml for your language and post a cleaned up version on my discord, I can integrate it. What language did you need?
Echthros  [author] 1 Sep @ 6:19pm 
UPDATE:
-Updated the Editor guide discussion with all of the new controls.
♿Razz 31 Aug @ 10:56am 
thank you!
Echthros  [author] 31 Aug @ 1:08am 
Yes, in the ConfigSettings.xml file you can change the keybinds.
♿Razz 30 Aug @ 5:28pm 
is there a way to rebind the keybinds for the editor?
Echthros  [author] 29 Aug @ 5:39pm 
That may still happen, but they shouldn't be a million miles from the player for no reason at least.
GigaCars 29 Aug @ 5:37pm 
that bug definitely given me a few laughs when they spawned at the sun and just got burned up lmao