Space Engineers

Space Engineers

Real Solar Systems
994 Comments
luciantownsend11 15 hours ago 
and i learned all of this at space camp
luciantownsend11 15 hours ago 
irl black holes have enough gravity that light cant escape but they form after a supernova which in turn comes from a dead star
luciantownsend11 15 hours ago 
but now how can you get a black hole just like the last picture in you mod description
luciantownsend11 15 hours ago 
Thanks for the help about the tidally locked planets this might also help me make tidally locked moon
Winfre 11 Oct @ 4:22am 
Thanks for the info!
Echthros  [author] 11 Oct @ 3:25am 
The algae farms and solar controllers have not been adapted for RSS (I haven't found a way to do so yet), so they don't respect the correct sun direction. They will still work, but they may act like the sun in pointing a different direction in multiplayer. "Isy's Solar Alignment Script" should work if you need an alternative to the solar turret controllers. Solar panels and oxygen farms should work correctly.
Winfre 11 Oct @ 3:08am 
Not sure if it's an actual bug or just a side effect of not running on a DS and instead just through steam; but whenever the host leaves the proxy of a planet, all algae farms and solar controllers stop functioning, even if there is someone else near them. Would running on a dedicated fix this?
GigaCars 10 Oct @ 1:37pm 
the way the mod works will make it a bit broken most likely

a fork COULD be made for it though
Anthrax 10 Oct @ 1:13pm 
Is it possible for this to work with Solar Map? https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2498374109
GigaCars 9 Oct @ 3:11pm 
the death star is a goofy addition lol
Echthros  [author] 9 Oct @ 12:29pm 
@luciantownsend11 Yes, just set the orbit period and day period for a planet to the same value.
UnCheat 9 Oct @ 12:10pm 
@Echthros
Great! Thanks!
luciantownsend11 9 Oct @ 12:06pm 
Hey can you make the effect of a tidally locked planet with the mod
Echthros  [author] 9 Oct @ 12:02pm 
UPDATE:
-Stability updates for zone transition. Possibly reduced subgrid issues.
-Fixed weather override bug.
-Added special objects: Death Star, Majora's Mask moon, and Halo ring.
-Added Death Star laser particle.
Echthros  [author] 9 Oct @ 12:02pm 
It should work with Aerodynamic Physics.
UnCheat 9 Oct @ 4:22am 
Is it compatible with any atmosphere drag mechanics mod? Or does it have that drag simulation?
luciantownsend11 28 Sep @ 1:42pm 
Hey can you make a mod where it can make procedural life forms (flora and fauna) and can you also add a little genetic engineering if you want to make your own lifeforms both flora and fauna and can you make it have predator and prey dynamic
Laties-X-Latias 26 Sep @ 9:53pm 
hey there seems to be an issue when entering a surface teleport sphere (?) over 1kms that causes all subgrids to spontaneouly explode off of ships, and it has something to do with the new update,just wondering if this has been looked into
Echthros  [author] 25 Sep @ 11:44pm 
If "Affected Region" is set to proxy, then it will affect anything within PROXY space (i.e. not near any planets). If it's set to ORBIT, it will only affect things within the planet's ORBIT zone (unless you set "Also Affects SURFACE", in which case it will affect both ORBIT and SURFACE). If it's set to SURFACE, it will only affect things in the planet's SURFACE zone and will rotate with the planet's surface automatically (if "Also Affect ORBIT" is true, then it will also affect the ORBIT zone). If you use "Also Affects SURFACE/ORBIT" and the zone extends into both the ORBIT and SURFACE regions, make sure that the zone has rotational symmetry around the planet's pole or you may see strange behavior when crossing between ORBIT/SURFACE.
ICT 25 Sep @ 10:39pm 
alright not exactly sure if anything else changed, but setting the zone from affected region PROXY to ORBIT, technically, solves my below problem. But now the zones have to be within a celestial objects SOI inorder to work. I tried making an empty zone, which i would now call a region, because it appears in the celestial objects list and not in the hidden zone lists for each object and the world itself. Then I copied the zone from the star to the region, then however it no longer worked in the same expected way, UNLESS the region itself awkwardly orbits. Maybe thats because this new region is in the stars SOI, maybe moving the region outside of any SOI will make it work as intended without needing to orbit. Either way great mod, will test more lol
ICT 25 Sep @ 9:46pm 
is there a wiki for this? a lot of the info im finding just isnt quite enough beyond a general tutorial. Specifically with zones, they must be somewhat new. I presumed making a child zone of a star set to proxy, with resources enabled, would allow me to fly through it with collectors and collect said resources. How would that be achieved?
GOODYOB 25 Sep @ 2:40pm 
Running into the problem with offset sunlight source. Going exactly by the setup guide, solar system start, sun rotation enabled
Echthros  [author] 24 Sep @ 12:53pm 
There was a bug causing a crash when a gas giant with a ring was deleted (in Real Gas Giants). It should be fixed now. Thanks for the catch!
Lvl 000 MagiKarp 23 Sep @ 9:44pm 
Or it locks it.
Lvl 000 MagiKarp 23 Sep @ 9:44pm 
Why does /DeleteAll just crash my game?
Echthros  [author] 22 Sep @ 1:38am 
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 22 Sep @ 1:15am 
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.