Space Engineers

Space Engineers

Not so smooth Voxels
21 Comments
michi84o  [author] 5 Aug @ 11:50am 
This mod is just a script that goes through all loaded planets and changes the planet detail variable. It should work with the AQD Deeper Ores mod.
From what I remember that AQD mod is also a script but only changes the depth values of the ore definitions of planets.
Spocku 5 Aug @ 10:24am 
does this work with AQD deeper ores? Tried your OR 1.1 mod but it doesnt affect modded planets like AQD Deeper ores does
michi84o  [author] 30 May @ 12:26am 
I was was thinking about putting them into a config, but I don't know how to do it in SE and how it would get synced on a server.
Patrick 29 May @ 3:49pm 
Nice work. Shame you didn't drop the magic numbers into a config. Then you could have covered all preferences.
Morghdred 27 May @ 5:14am 
roger, thats a risk im willing to take, thanks very much for your work
michi84o  [author] 27 May @ 4:04am 
Yes, replacing Smooth Voxels with this mod should work fine. Just be aware that the ground on sloped terrain will be slightly higher. Check where you parked your vehicles. If they spawn inside elevated voxels, they might explode.
Morghdred 27 May @ 3:35am 
i assume i can freely remove the smooth voxels and install this mod and everything should work perfectly fine on existing save?
Mettle 26 May @ 8:32am 
Yup, works on my end. Only one large grid rover parking nearby exploded. Static grids and everything docked was totally fine. Good job man, looks exactly what I've imagined. thanks a lot.
michi84o  [author] 26 May @ 12:21am 
Static grids might sink into the voxels a bit. Dynamic grids could explode. Should be save as long as you don't park on those bumpy surfaces.
Mettle 25 May @ 11:14pm 
I enjoyed Smooth voxels since it came out. This looks like a good compromise. Only question is, how would it affect my save, containing ground buildings. I will test it later today and report back :)
Mindlessmrawesome 25 May @ 4:38pm 
YES!

Ever since I saw the first one on Zer0's youtube, I was thinking "amazing concept, but I still want a little bit of challenge with the terrain" THIS IS IT BOIS THIS IS WHAT WEVE BEEN WAITING FOR
michi84o  [author] 25 May @ 11:39am 
@Molten Carnage This mod works fine with the seamless mods. The 90° vertical seams are caused by misaligned height maps.
The surface detail that is changed by this mod is rendered on top of those height maps and usually only between 30° and 80° slopes.
Morphy 25 May @ 11:33am 
Even with Smooth Voxel mod I still get those rover-destroying seams... either driving off the edge or ramming into it because I hardly notice it while the camera is zoomed out until I go flying or explode violently against a solid wall.
Molten Carnage 25 May @ 10:50am 
I will readily admit that the terrain in some places are ... strange, but if I were to use this mod, how would it affect the Seamless 2.0 worlds that fix the vanilla planets with 90 degree vertical seams?
TheRedMafiaPanda 25 May @ 9:17am 
Ahhh okay yeah thats definetly 100 helpfull
michi84o  [author] 25 May @ 8:34am 
@Fogrender That car is 'Sand Bug' made by jino
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3396102615
DangerousMaterials 25 May @ 8:20am 
thanks - I will name my next rover after you :)
Fogrender 25 May @ 8:07am 
what car is that?
michi84o  [author] 25 May @ 4:34am 
It modifies the bumpy parts of the terrain to be less bumpy and removes them if the slope is less than 35°. In comparison, the Smooth Voxels removed the bumpy parts entirely.
TheRedMafiaPanda 25 May @ 2:43am 
So it basically not make them smooth like a desert but still bumpy like a mountain? im assuming thats what this does
BattlestormTitan 23 May @ 2:42am 
nice, will have to see how Wasteland Tire Thieves interact with the slightly bumpier surface