Space Engineers

Space Engineers

Real Solar Systems
1,018 Comments
Number9Volcanos 31 Oct @ 4:14pm 
rip
V0idwalker 31 Oct @ 2:44pm 
I see. Shame they quit, as it would have been such a boon to create different encounter zones. Especially if you were to create a RP narrative where one system is relatively safe while a different star system is just jam-packed with hostiles seeking your destruction unless the story progresses. (Which when it does, an admin just goes into the editor and makes the necessary edits to say... well, a lot of combat encounters between two factions plus higher weight for debris to be spawned to highlight that there is a battle going on for the system.)
GigaCars 31 Oct @ 2:12pm 
there would need to be a check for MES in RSS, aswell as a update to MES itself to respond to that check most likely, which won't happen unfortunately due to the original dev quiting SE modding

without the second update, it'd be extremely difficult
V0idwalker 31 Oct @ 1:33pm 
First up, I absolutely *love* this mod! It just brings up a new level of System customization to the mix and so easy to use that you can set up a multi-system world easily! I was wondering if perhaps there are plans on somehow introducing a feature with Modular Encounter Systems where you can create zones inside of which certain encounters can spawn? Aka somehow let the RSS editor call upon the MES api and allows you to place encounter zones within the system.

As an example, you would want an Earth-like and its orbit to be free of pirates and have civilian traffic, so you create an Encounter Zone where only the system patrols and neutral civilian traffic spawn. Meanwhile in more dangerous parts of the systems, you can scale the difficulty by adding pirates, skirmish encounters, a boss encounter here and there and ect.
luciantownsend11 22 Oct @ 6:57pm 
If I could have only three mods this would be one
luciantownsend11 22 Oct @ 6:57pm 
Also I like this mod
luciantownsend11 22 Oct @ 6:56pm 
Ok thanks
Echthros  [author] 22 Oct @ 6:02pm 
@luciiantownsend11 I can't do a proper distortion postprocessing effect, but if you add a "Sun" particle to the black hole, make the particle color (1, 0, 2) and set ColorMult to 0, you can make a void effect that blots out everything behind it. Just adjust the scale to be as big as you want.
GigaCars 22 Oct @ 5:34pm 
you can't, engine limitations

..then again, we have this mod
Ech can PROBABLY take it on but don't expect snazzy effects
luciantownsend11 22 Oct @ 3:18pm 
How can you get a black hole that actually sucks in light
racso 21 Oct @ 11:34am 
Agreed. The proxy entries in the GPS list create a lot of clutter.
Star_Kindler 20 Oct @ 7:54am 
If somehow possible I agree that would be really great yeah. That bothers me as well.
Swift Turtle#911 20 Oct @ 5:59am 
Hello, I love this mod and can’t play without it, so thank you! I have one idea/suggestion and maybe it’s not possible, but I figured I could at least mention it.

The one thing that is slightly annoying is all the planet/proxy gps locations that get added to the gps list. I play with a full solar system, so the gps list gets very cluttered, and I like to add my own gps markers when I find valuable resources or structures.
If there was a way to hide the RSS planet/proxy gps tags from the list I think it would a really good QoL improvement. Maybe a toggle that hid them, so they could easily be brought back up if needed.
Echthros  [author] 16 Oct @ 11:28pm 
@JR_Ewing I wasn't entirely sure to what to do with the power since it normally scales by distance, but distances are extreme and erratic across zone boundaries. Maybe increasing the idle power cost would help, but it would be the same whether it's connected or not. I'll think about it.
GigaCars 16 Oct @ 3:16pm 
this mod does not interfere with planets themselves, and is therefore compatible
it may be a issue on your side or that mods broken
ZIC 16 Oct @ 3:15pm 
Hi. Will this mod work with yours?
I can't find the planet ore settings in the generated world.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2841960221
JR_Ewing 16 Oct @ 12:43pm 
@Echthros great, thank you. Working flawlesly. Some energy requirement may be, this is somehow way to "cheap", but working. Little disadvantage - you can see real position of the planet in the orignal space :steamthumbsup:
racso 14 Oct @ 9:40pm 
Ah, that may explain the intermittent issues I was having with lack of wind. Thanks for the explanation! I will keep a closer eye on it and will reach out in Discord if I run into this wind issue again.
Echthros  [author] 14 Oct @ 1:33pm 
@rasco The weather bug was an issue with the weather and wind overrides that was causing weather and wind (for turbines) to be completely disabled on some planets. If your wind turbines work and you are seeing weather on planets, then you should be fine. If one or both are missing, post your Config.xml on the Discord and I can show you how to fix it. A new file should not be required.
Echthros  [author] 14 Oct @ 1:28pm 
UPDATE:
-Enabled laser antennas to work between planet zones. Set range to unlimited on the block and connect as normal. Power and line of sight requirements are disabled.
JR_Ewing 14 Oct @ 4:56am 
Darian Stephens Not about communication, but I found those mods very useful and working for real solar system. It makes life easier when you reach all neccessary resources.

I have tested it only in creative, but it seems to work with little config file tuning. At least it can work over those huge distances. Yes, it is material and energy beast.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3313236685

And mod useful for personal traveling between very through interstella dummy space. I warn not ty use it during zone transitions. It result in RUD :-)

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2640137506&searchtext=fsd
Darian Stephens 14 Oct @ 1:49am 
@JR_Ewing
I share your frustrations with inter-proxy-space communication.
I really do hope the author comes up with at least some way of enabling communication. I used to adore building satellite networks between planets and remote-controlling drones and stuff from some central base, but that's simply not possible here. Networks bound to single planets are, but truly remote network connections aren't. If a drone even gets nicked by a proxy space, it will get sucked in and you'll lose connection, unless you get lucky and it drifts out and in to your own space again.

I don't know if it would work here, but the Stargate mod did something to let radio signals pass through the gates, and perhaps something similar could be applied here?
I'm imagining some invisible, powerless, infinite-range, no LOS laser antenna at each real and proxy planet, relaying signals between proxy and real space, but that only gets you so far...
There's gotta be SOMETHING which can be done, right?
JR_Ewing 14 Oct @ 1:37am 
I am using this mod for some time, With scarce resources mod It realy leveled my survival expirience. But I am still searching for way how to automate interfacility movement and communication. Because huge distances between stelar bodies (not ghosts, but real one) antennas has no use here and Iam slowly coming to term with the fact that no direct communication is possible.
I would like to know how addon treating unmaned automated vesels. Is automated dron heading outside of the planet totaly out of range of the player also teleported to the dummy space? Before I'll try to write interstellar navigation script, I need to have some things clear.
If I can manage movement between bodies, communication might be possible using "data pads".
racso 13 Oct @ 12:23am 
Thanks for the recent update!

Can you please provide more details about the ‘weather override bug’? What did it do?

Is it required to start a new game to take advantage of the most recent fixes/changes?
luciantownsend11 11 Oct @ 9:42pm 
and i learned all of this at space camp
luciantownsend11 11 Oct @ 9:39pm 
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 11 Oct @ 9:37pm 
but now how can you get a black hole just like the last picture in you mod description
luciantownsend11 11 Oct @ 9:36pm 
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!
Love to Sup Forced to Carry 23 Sep @ 9:44pm 
Or it locks it.
Love to Sup Forced to Carry 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.