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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.
thank you
remove the env mod unless you mean just no sun in skybox but still emits light
-Added support for multiple rings per body.
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?
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.
-There was a crash caused by the new SE update that should be fixed now.
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
How is this mod expected to weather through the new update coming tomorrow?
you can customize it however, up to making the falloff a 1:1 scale
-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.
-Updated the Editor guide discussion with all of the new controls.