Space Engineers

Space Engineers

Real Solar Systems
 This topic has been pinned, so it's probably important
Echthros  [developer] 18 Oct, 2024 @ 9:08pm
Editor Guide
To open/close the Editor, type "/TSE" or "/ToggleSystemEditor" in the chat.

Controls
"Insert" / "Delete" to move up and down the hierarchy list on the left.

"Page Up" / "Page Down" to move up and down the parameters list on the right.

"[" / "]" to increase or decrease the currently selected parameter when applicable. Also used to Confirm or Cancel any confirmation popups.

"Home" to activate the currently selected button or submenu when applicable.

"End" to back out of the current submenu.

"Enter" to open chat log to directly enter a value for a parameter when applicable.

System Hierarchy
On the left, you will see a list of all celestial bodies currently in the world and how they are arranged. The very top element marked "Add New System" contains the controls for adding a new system root body. Selecting an element on the left will show all of its values in the parameter panel on the right.

Each element will have:
-The name of the body
-Icon on the left indicating whether it is a star, gas giant, or planet
-Indentation indicating how far down the hierarchy the body is (i.e. the star may have no indentation, the planet orbiting it may be indented once, and the moon orbiting the planet may be indented twice)
-(Optional) A circular arrow icon between two elements marking them as siblings

Parameter Panel
On the right, you will see a list of parameters for the currently selected body. The parameters displayed will depend on which body and submenu are currently selected.

Settings
<Show Zone Range>
Can be used to draw markers around bodies to indicate ORBIT and SURFACE zone range.

<Show Grav (Proxy)>
Can be used to draw markers around bodies to indicate gravity range of their proxies.

<Show Grav (Real)>
Can be used to draw markers around bodies to indicate gravity range of their voxel planet.

<Show Func Zones>
Can be used to draw markers around functional zones to indicate their range.

<Mark True Bodies>
Can be used to add markers to the positions of the true bodies (voxel planets) in the world.

<Show Sp. Pod Range>
Can be used to draw markers around the space where space respawn pods are allowed to spawn (if <Set Space Pod Range> is true).

<V-Planet Center (km)>
Sets the center of the area that voxel planets will spawn at when a new body is created.

<V-Planet Range Min>
Sets the minimum range that voxel planets will spawn at when a new body is created.

<V-Planet Range Max>
Sets the maximum range that voxel planets will spawn at when a new body is created.

World Settings
<Global Timescale>
Multiplier to planet orbit and rotation speed for the entire world.

<Proxy Space Aster.>
If true, asteroids will spawn in proxy space (outside of planets zones). If false, they will only appear near planets.

<Enable Grid Rotation>
If true, grids (and players) will be rotated when crossing between SURFACE and ORBIT zones for a more seamless experience.
WARNING! This may cause severe grid instability when moving between zones. If your subgrids are regularly exploding on transition, you may want to turn this off.

<Enable Planet GPS>
If true, planets will automatically be marked with a GPS when approaching them for the first time.

<Enable Orbit Lines>
If true, players can toggle the display of planet orbit lines with Alt+O.

<Set Space Pod Range>
If true, the space respawn pod will be constrained to only spawn within the area defined by the related Editor settings.

<Sp. Pod Center (km)>
The center of the zone that space respawn pods will appear in if <Set Space Pod Range> is set to true.

<Sp. Pod Range Min>
The minimum range from the center of the zone that space respawn pods can appear. They will only appear between the min and max value ranges.

<Sp. Pod Range Max>
The maximum range from the center of the zone that space respawn pods can appear. They will only appear between the min and max value ranges.

Add New Planet / Gas Giant / Star / Empty Zone
<Planet Type> (Only for "Add New Planet")
The planet type to be spawned. Listed as the SubtypeIds of planet definitions.

<Radius>
Radius of the planet to be spawned in km.

<Root Position> (Only when new system)
Root position of new system centered around new planet.

<Orbit Radius> (Only when not new system)
Orbit radius of new planet.

Main Options
<Name>
Name of body as it will appear on automatic GPS markers. Can be randomly generated or set directly via chat input.

<Planet Type> (Only for type "Planet")
The planet type (SubtypeId). Changing this value will cause voxel planet to be deleted and replaced after a few seconds.

<Radius> (Only for type "Planet")
Radius of planet in km. Changing this value will cause voxel planet to be deleted and replaced after a few seconds.

<Orbit Zone Radius>
Radius around body that defines its "Orbit Zone". Multiplier represents the number of planet radii above the planet surface that the zone extends. For instance, a 120 km radius with an Orbit Zone Radius of 5.0x will extend 600 km above the surface (or 720 km from the center).

Entering a body's Orbit Zone will teleport all entities to the real voxel planet (and away from proxy space). All grids/players within this zone will move along with the planet along its orbit.

<Surface Zone Radius> (Only for type "Planet")
Radius around body that defines its "Surface Zone". Multiplier represents the number of planet radii above the planet surface that the zone extends. For instance, a 120 km radius with an Surface Zone Radius of 1.0x will extend 120 km above the surface (or 240 km from the center).

Entering a planet's Surface Zone will teleport all entities to the appropriate position based on the planet's current rotation. All grids/players within this zone will move along with the planet's surface while the sky and other bodies appear to rotate above. Only terrestrial planets have a Surface Zone.

<Proxy Scale>
Multiplier for the size that a body and its entire zone appear within proxy space. Setting this value above 1.0 can make planets appear larger that they really are in proxy space. For instance, a planet with radius 120 km and a Proxy Scale of 5.0 will appear to be have a radius of 600 km in proxy space. When entering or exiting the Orbit Zone for this body, all distances and velocities will be transformed appropriately to make things visually seamless.

This can allow for making planets that appear as large as their real-life counterparts in proxy space, but have more reasonably-sized voxel counterparts when you approach. It also allows for creating "mini" solar systems with planets that are very close together and much smaller than normal while in proxy space (making interplanetary travel easy), but are normal sized when you land on them.

<Has Asteroids>
If true, asteroids will appear within the zone for this celestial body.

<Root Position> (Only for "Root" bodies with no parent)
Position in world space of this root body.

<Sibling Weight> (Only for bodies with siblings)
Controls the relative mass of sibling bodies with respect to how their orbits are shaped. Values of 0 or 1 will have one body completely orbit the other. A value of 0.5 will have them orbit each other perfectly balanced (as all things should be).

<Edit Orbit Info> (Only for non-"Root" bodies that have a parent)
Opens the Orbit Info submenu. Configures the orbital values of the body (i.e. radius, eccentritity, angle, period, etc.).

<Edit Planet Info> (Only for type "Planet")
Opens the Planet Info submenu. Configures terrestrial planet values (i.e. gravity, proxy customization, atmosphere overrides, etc.).

<Edit Star Info> (Only for type "Star")
Opens the Star Info submenu. Configures star values (i.e. gravity, radius, brightness, etc.).

<Edit Gas Giant Info> (Only for type "Gas Giant")
Opens the Gas Giant Info submenu. Configures gas giant values (i.e. gravity, radius, skin/color, ring info, resources, etc.).

<Edit Ring Info> (Only for type "Planet" or "Star")
Opens the Planet Ring Info submenu. Configures ring values (i.e. size, skin/color, resources, etc.).

<Edit Particle Info>
Opens the Particle List Options submenu. Configures persistent particles (i.e. particle effects that stay in the world forever).

<Edit Zone Info>
Opens the Zone List Options submenu. Configures functional zones (i.e. defined regions that apply various effects on players/grids that enter them).

<Edit Hierarchy>
Opens the Hierarchy submenu. Configures how bodies connect to each other.

Hierarchy Options
<Set/Add Sibling> (Only for bodies without siblings)
Opens Sibling submenu. Can select options to either create a new body or assign an existing body to be the sibling of the selected body.

<Swap With Sibling> (Only for bodies with siblings)
Swaps the current body with its sibling in the hierarchy.

<Detach From Sibling> (Only for bodies with siblings)
Detaches the current body from its sibling.

<Set Parent>
Sets body to be either a child of another selected body or a new root body.

<Add Child>
Opens Add New Planet / Gas Giant / Star submenu. The new body will be made a child of the selected body.

<Recreate Planet>
Deletes and recreates the voxel planet associated with the current planet body. This can be used to update the true planet position with the current spawn restrictions.

<DELETE>
Completely removes the current body.

<DELETE HIERARCHY>
Completely removes the current body and all of its siblings and children.

Orbit Options
<Semimajor Axis>
Orbital radius (can stretch if Eccentricity is > 0).

<Eccentricity>
How elliptical the orbit is. 0 is perfectly circular.

<Pitch>
Pitch angle of orbital plane.

<Roll>
Roll angle of orbital plane.

<Yaw>
Yaw angle of orbital plane.

<Orbital Period>
Time it takes for body to orbit once in seconds. Positive values orbit counterclockwise. Negative values are clockwise.

<Orbital Period Offset>
Percentage offset along the body's orbit.

---Extra Orbit Info---
<Avg Local Orbit Spd>
Average speed of the current body relative to its parent.

<Max Local Orbit Spd>
Maximum speed of the current body relative to its parent (speed at periapsis).

<Cur Local Orbit Spd>
Current speed of the current body relative to its parent.

<Max Total Orbit Spd>
Maximum theoretical speed of the current body relative to the world.

<Cur Total Orbit Spd>
Current speed of the current body relative to the world.

Planet Options
<Proxy Skin Override> (Only for type "Planet")
By default, terrestrial planets with display the proxy associated with its planet definition. This setting can be used to set the proxy for a planet to be any other defined planet proxy. This effect is purely cosmetic.

<Proxy Fadeout Height> (Only for type "Planet")
Multiplier controlling the relative height at which the planet proxy will begin to fade/shrink and reveal the voxel planet. By default, the proxy will only fade out fairly close to the planet, but this can be increased to reveal the voxels sooner. A value of 1.0 will start fading out the proxy immediately after entering the Surface Zone. This is a completely cosmetic setting and does not affect any gameplay.

<Rotation Period> (Only for type "Planet")
Number of seconds that it takes for the planet to rotate once. Positive values rotate counterclockwise. Negative values are clockwise.

<Rotation Period Offset> (Only for type "Planet")
Percentage offset along the body's rotation/day cycle.

<Gravity Strength>
Strength of terrestrial planet gravity.

<Gravity Falloff>
Falloff power of terrestrial planet gravity. Use 7 for default falloff. Use 2 for realistic falloff (inverse square with distance).

<Edit Atmo Info>
Opens Planet Atmo Options submenu.

Planet Atmo Options
<Use Atmo Overrides>
If true, this planet will have its atmosphere modified according to the settings below. Must be true to see other options listed.

<Air Density>
Density of the planet atmosphere (affects thrusters, wind turbines, etc.). Value is shared with all planets of the same type.

<Oxygen Density>
Oxygen density of the planet atmosphere. Value is shared with all planets of the same type.

<Wind Speed>
Max wind speed on planet (affects wind turbines). Vanilla wind turbine outputs will cap out at 80 by default, so higher values will not increase power output. Value is shared with all planets of the same type.

<Rayleigh Scattering>
Color essentially sets the inverse of the sky color (i.e. set to blue to get a yellow sky). Does not affect gameplay.

<Mie Color Scattering>
Color maps to sky color at sunset/sunrise. Does not affect gameplay.

<Atmo Intensity>
Overall visual intensity of atmosphere. Does not affect gameplay.

<Fog Intensity>
Overall visual thickness of distance fog. Also affected by <Atmo Intensity>. Does not affect gameplay.

<Sun Color>
Color of sunlight when on planet surface. Does not affect gameplay.

<Use Proxy Overrides>
If true, this planet's proxy will be modified according to the settings below.

<Proxy Atmo Color>
Color of planet proxy atmosphere. This is the fake atmo you see when not inside the planet's zone.

<Proxy Atmo Intensity>
Brightness of planet proxy atmosphere.

<Reset Atmo Info>
Resets all atmo overrides to default values.

<Use Weath. Overrides>
If true, this planet will have its weather settings modifed accordingtothe settings below.

<Global Weather>
If true, all weather events will affect the entire planet. If false, they will have a set radius and spawn near players.

<Weather Freq Min>
Minimum time between weather events (in seconds).

<Weather Freq Max>
Maximum time between weather events (in seconds).

<Weather Length Mult>
Multiplier to the length of all weather events.

<Reset Weather Info>
Resets all weather overrides to default values.

Star Options
<Radius>
Radius of star in km.

<Effect Color>
Tint color of star particle effect.

<Effect Brightness>
Multiplier to star effect brightness.

<Light Brightness>
Multiplier to light output of star.

<Damage Radius>
Radius of damage to grids and players caused by star.

<Gravity Strength>
Strength of star gravity.

<Gravity Falloff>
Falloff power of star gravity. Use 7 for default falloff. Use 2 for realistic falloff (inverse square with distance).

Gas Giant Options
<Radius>
Radius of gas giant in km.

<Planet Color>
Tint color of gas giant body. Also applies to particles when entering planet atmosphere.

<Planet Skin>
Planet skin applied to gas giant body. Some skins do not use the PlanetColor tint and cannot be recolored.

<Gravity Strength>
Strength of gas giant gravity.

<Gravity Falloff>
Falloff power of gas giant gravity. Use 7 for default falloff. Use 2 for realistic falloff (inverse square with distance).

<Rotation Period>
Number of seconds that it takes for the planet to rotate once. Positive values rotate counterclockwise. Negative values are clockwise.

<Edit Interior Info>
Opens Gas Giant Interior Options submenu.

<Edit Ring Info>
Opens Gas Giant Ring Options submenu.

<Edit Resource Info>
Opens Gas Giant Resource Options submenu.

Gas Giant Interior Options
<Air Density>
Atmosphere density of gas giant.

<Oxygen Density>
Oxygen density of gas giant.

<Wind Speed>
Wind speed of gas giant (affects wind turbines).

<Asteroid Removal>
If true, asteroids cannot spawn inside of the gas giant atmosphere.

<Pressure Dmg Player>
If true, players will take damage if in unpressurized space deep inside of gas giant.

<Pressure Dmg Grids>
If true, grids will take damage deep inside of gas giant.

Gas Giant Ring Options / Planet Ring Options
<Has Ring>
If true, the planet will have a ring.

<Ring Skin>
Ring skin applied to planet ring.

<Ring Normal>
Normal vector of ring. Does not need to be normalized. Cannot be (0,0,0).

<Ring Color>
Tint color of ring.

<Ring Light Mult>
Brightness multiplier applied to ring portions exposed to sunlight.

<Ring Shadow Mult>
Brightness multiplier applied to ring portions in planet's shadow.

<Inner Scale>
Scale of ring relative to planet radius.

<Outer Scale>
Scale of outermost portion of ring relative to the innermost portion.

<Layer Spacing Scale>
Multiplier to the distance between the two drawn ring planes.

<Ring Rotation Period>
Number of seconds that it takes for the ring to rotate once. Positive values rotate counterclockwise. Negative values are clockwise.

<Collect Ring Ore> (Only for type "Star" or "Planet")
If true, resources can be gathered from the planet rings.

<Ring Ore> (Only for type "Star" or "Planet")
Ore types collected from the ring.

<Ring Amount> (Only for type "Star" or "Planet")
Amount of ore collected every update in the ring.

<Enabled Draw>
If true, ring visuals will be drawn.

<Enabled Particle>
If true, ring particle effect will appear while within the ring.

Gas Giant Resource Options
<Collect Atmo Ore>
If true, resources can be gathered from the gas giant atmosphere with external collector blocks.

<Atmo Upper Ore>
Ore types collected from the upper atmo. Can have multiple types with different weights and one will be randomly picked from the list every time the collectors update.

<Atmo Upper Amount>
Amount of ore collected every update in the upper atmo.

<Atmo Lower Ore>
Ore types collected from the lower atmo.

<Atmo Lower Amount>
Amount of ore collected every update in the lower atmo.

<Collect Ring Ore>
If true, resources can be gathered from the gas giant rings.

<Ring Ore>
Ore types collected from the ring.

<Ring Amount>
Amount of ore collected every update in the ring.

Add New Particle
<Particle Type>
The particle type to be spawned. Lists all ParticleProxyTypes defined.

<Spawn Particle>
Creates a new persistent particle attached to the current body.

Particle Options
<Name>
Name of particle system. Only used for Editor.

<Particle Type>
The particle type selected.

<Color>
Particle color tint.

<Color Mult>
Particle color brightness multiplier.

<Alpha Mult>
Particle alpha multiplier (makes particles more opaque).

<Position Offset (km)>
Particle position offset relative to the parent body.

<Pitch / Roll / Yaw>
Particle orientation.

<Scale>
Particle system scale. Affects particle emitter and particle size.

<Emitter Scale>
Particle emitter scale. Can stretch the particle emitter on individual axes.

<Is Surface>
If true, the particle will automatically rotate with the planet surface.

<Spawn Mult>
Modifies number of particles that spawn.

<Velocity Mult>
Modifies particle spawn velocity. Does not affect acceleration.

<Life Mult>
Multiplier to the duration of particles.

<Particle Size Mult>
Multiplier to the size of particles.

<Render Min>
Minimum range that particle system is visible at relative to particle system scale. If camera is closer than this minimum, particle system will not generate new particles.

<Render Max>
Maximum range that particle system is visible at relative to particle system scale. If camera is further than this maximum, particle system will not generate new particles.

<Update Period>
Number of frames between updates to the orientation and active state of the particle. Set to 1 to update every frame.

---Enabled Options---
<Enabled Type>
Sets the rules for when the particle is active.
ALWAYS means it is always active.
INTERVAL means it will be active for <Time Active> seconds and inactive for <Time Inactive> seconds on a loop.
RANDOM means it will be active if a randomly generated simplex value is less than <Simplex Threshold>.

<Time Active>
Duration that the particle is active.

<Time Inactive>
Duration that the particle is inactive.

<Time Offset>
Offset to the particle's oscillation period.

<Simplex Scale>
Changes the speed at which the random value changes over time. Higher values mean slower changes.

<Simplex Threshold>
If the random value is below this value, then the particle will be active. This does not map exactly to a percentage of time enabled.

<Simplex Seed Override>
Seed value used to generate the random simplex number. Any particles or zones that have the same exact <Simplex Seed Override> and <Simplex Scale> will have the same exact random value. This can used to synchronize different effects in the world.

<Simplex Value>
Readout of the current random simplex value.

<Use Fade In/Out>
If true, particle will ramp up its spawn rate between 0 and its maximum as it cycles between active and inactive. If false, the particle will have no crossfade and turn on/off instantly.

---Alignment Options---
<Aim Type>
Sets the rules for where the particle points.
NONE: applies no rotation.
SPINAXIS: applies a constant rotation around a set axis.
GRAVITY: align with gravity felt by the center of the body.
LIGHT: align relative to light sources (i.e. stars).
LIGHTCAMERA: align to current local light direction.
MOTIONORBIT: align to local orbital velocity.
MOTIONGLOBAL: align to global orbital velocity.
PARENT: align to parent body.
CHILD: align to child body.
SIBLING: align to sibling body.
RANDOM: random alignment.

<Up Axis>
Current up direction for particle system (based on pitch/roll/yaw). Can be used as a reference when setting <Rotation Axis>.

<Rotation Axis>
Particle will rotate around this axis if <Aim Type> is SPINAXIS.

<Rotation Period>
Time it takes for particle to rotate around the defined axis (in seconds).

<Rotation Period Offset>
Offset to <Rotation Period> (in seconds).

<Child Target>
Index of child that particle will align with if <Aim Type> is CHILD.

<Use Velocity Scaling>
If true, particle velocity will scale roughly with the velocity (or other relevant value) of the attached body. Works for MOTIONORBIT (velocity), MOTIONGLOBAL (velocity), GRAVITY (grav strength), PARENT (distance), CHILD (distance), and SIBLING (distance).

<Random Facing Angle Min/Max>
If <Aim Type> is RANDOM, particle will have a random alignment between the min and max angles.

<DUPLICATE>
Creates a duplicate of the current particle.

<DELETE>
Deletes the current particle.

Add New Zone
<Zone Shape>
Shape of the new zone.

<Spawn Zone>
Spawns a new functional zone.

Zone Options
<Name>
Name of functional zone. Only used for Editor.

<Zone Shape>
Primary shape of zone. Can be SPHERE, CONE, or RING.

<Zone Radius>
Primary radius of zone.

<Cone Angle>
Outer angle of CONE zone.

<Cone Inner Cutout>
Inner angle of CONE zone.

<Ring Thickness>
Thickness of RING (toroid) zone.

<Inner Cutout>
Proportion of inner cutout of zone.

<Position Offset (km)>
Offset applied to zone center.

<Pitch / Roll / Yaw>
Base orientation applied to zone.

<Zone Scale>
Base scale applied to zone.

<Affected Region>
Determines the region affected by the zone.
If ORBIT, it will affect grids/players within the ORBIT zone.
If SURFACE, it will affect grids/players within the SURFACE zone and will rotate with the planet surface.
If PROXY, it will affect grids/players within proxy space.

<Also Affects ORBIT / SURFACE>
If true, the zone will also affect grids/players in the other region.

<Underground Exclude>
If true, zone will not affect anything underground.

<Undergr. Fade Dist>
Distance it takes for zone to fade out completely when going underground.

<Undergr. Fade Offset>
Additional offset before zone begins fading out underground.

<Undergr. Flip>
If true, zone will be excluded above-ground instead of underground.

<Undergr. Only Weather>
If true, all other zone effects will continue underground except for the visual weather effects.

<Soft Edge Factor>
Defines how much of the zone is used to fade in its effects (50% by default).
If 0%, the zone will have 100% effectiveness everywhere in the zone.
If 100%, the zone will only have 100% effectiveness at the very center of the zone.

<Update Period>
How frequently the zone updates its position/rotation (in frames). Set to 600 by default (10 seconds).

---Enabled Options---
<Enabled Type>
Sets the rules for when the zone is active.
ALWAYS means it is always active.
INTERVAL means it will be active for <Time Active> seconds and inactive for <Time Inactive> seconds on a loop.
RANDOM means it will be active if a randomly generated simplex value is less than <Simplex Threshold>.

<Time Active>
Duration that the zone is active.

<Time Inactive>
Duration that the zone is inactive.

<Time Offset>
Offset to the zone's oscillation period.

<Simplex Scale>
Changes the speed at which the random value changes over time. Higher values mean slower changes.

<Simplex Threshold>
If the random value is below this value, then the zone will be active. This does not map exactly to a percentage of time enabled.

<Simplex Seed Override>
Seed value used to generate the random simplex number. Any particles or zones that have the same exact <Simplex Seed Override> and <Simplex Scale> will have the same exact random value. This can used to synchronize different effects in the world.

<Simplex Value>
Readout of the current random simplex value.

<Use Fade In/Out>
If true, zone will ramp up its spawn rate between 0 and its maximum as it cycles between active and inactive. If false, the zone will have no crossfade and turn on/off instantly.

---Alignment Options---
<Aim Type>
Sets the rules for where the zone points.

NONE: applies no rotation.
SPINAXIS: applies a constant rotation around a set axis.
GRAVITY: align with gravity felt by the center of the body.
LIGHT: align relative to light sources (i.e. stars).
LIGHTCAMERA: align to current local light direction.
MOTIONORBIT: align to local orbital velocity.
MOTIONGLOBAL: align to global orbital velocity.
PARENT: align to parent body.
CHILD: align to child body.
SIBLING: align to sibling body.
RANDOM: random alignment.

<Up Axis>
Current up direction for zone (based on pitch/roll/yaw). Can be used as a reference when setting <Rotation Axis>.

<Rotation Axis>
Zone will rotate around this axis if <Aim Type> is SPINAXIS.

<Rotation Period>
Time it takes for zone to rotate around the defined axis (in seconds).

<Rotation Period Offset>
Offset to <Rotation Period> (in seconds).

<Child Target>
Index of child that zone will align with if <Aim Type> is CHILD.

<Edit Zone Effects>
Opens the list of miscellaneous zone effects.

<Edit Zone Wind>
Opens the wind/turbulence effect options.

<Edit Zone Gravity>
Opens the custom gravity effect options.

<Edit Zone Resources>
Opens the zone resources options. Configures what ores can be collected within the zone with collector blocks.

<Edit Zone Asteroids>
Opens the zone asteroids options.

<Edit Zone Weather>
Opens the list of weather effects.

<Set Parent>
Moves the current functional zone to a different body.

<DUPLICATE>
Creates a duplicate of the current zone.

<DELETE>
Deletes the current zone.

Add New Zone Effect
<Zone Effect>
Select the type of zone effect to add.

GridDamage: damages grid blocks
GridAirtightDamage: damages grid blocks surrounding airtight rooms
GridAnnihiliate: deletes grids
GridBatteryPowerModify: increases/decreases battery block charge
GridHydroEnginePowerModify: increases/decreases hydrogen engine block fill ratio
GridReactorPowerModify: decreases reactor block fuel
PlayerDamage: damages/heals players
PlayerPowerModify: increases/decreases player suit power
SolarPowerModify: modifies solar block output
OxygenZone: adds an oxygen region to the zone

<Add Zone Effect>
Adds new zone effect.

Zone Effect Options
<Zone Effect>
Selects the type of zone effect.

<Effect Strength>
Sets the strength of the effect.

<Modify Type>
If effect is SolarPowerModify, it sets whether the power modifier is ADDITIVE or MULTIPLICATIVE.

<Effect Threshold Min/Max>
Zone effect level range that the effect will be applied to.

At the minimum threshold, the effect is at its weakest (0%).
At the maximum threshold, the effect is at its strongest (100%).
If the min is larger than the max, then the direction of the gradient is reversed.
If both thresholds are the same, then the effect will be at maximum strength everywhere in the zone.

<DELETE>
Delete this zone effect.

Zone Wind Options
<Enabled>
If true, wind (force) will be applied to grids and players within this zone that are not within.

<Effect Threshold Min/Max>
Zone effect level range that the turbulence will be applied to.

---Turbulence---
The turbulence is generated from a 3D simplex that takes position (or the grid or player) as an input and outputs a "random" wind vector.

<Turbulence Scale>
Controls how quickly the wind direction changes as you move through space.

<Turbulence Shift>
Controls how quickly the wind direction changes over time. If set to (0,0,0), then the wind direction will stay constant for any object that doesn't change position.

<Turbulence Seed>
The random seed value used for the simplex.

<Turbulence (At Camera)>
Displays the generated turbulence vector at the camera

---Wind---
Constant wind relative to the zone orientation. Can be combined with turbulence.

<Wind (Edge/Center)>
If positive, wind blows away from the zone center. If negative, it blows inward.

<Wind (Equator/Pole)>
If positive, wind blows towards the equator. If negative, it blows towards the poles.

<Wind (Circular)>
Wind blows east or west.

<Drag Factor>
Wind resistance factor that slows grids and players.

<Player Wind Mult>
Multiplier to the wind applied to players. If set to 0, players will not be affected by wind.

<Update Period>
How frequently the zone updates the cached turbulence values (in frames). Set to 300 by default (5 seconds).

Zone Gravity Options
<Enabled>
If true, applies gravity within the zone.

<Effect Threshold Min/Max>
Zone effect level range that the gravity will be applied to.

<Grav (Edge/Center)>
If positive, gravity faces away from the zone center. If negative, it faces inward.

<Grav (Equator/Pole)>
If positive, gravity faces towards the equator. If negative, it faces towards the poles.

<Grav (Circular)>
Gravity faces east or west.

<Gravity Falloff>
Falloff applied to gravity between the min and max effective strength.

<Gravity Min>
Minimum gravity strength at the edge of tis effective range.

Zone Resource Options
<Enabled>
If true, ore resources can be collected within the zone with external collector blocks.

<Effect Threshold Min/Max>
Zone effect level range that the resources can be collected from.

<Resource Amount>
Amount of ore collected every update period.

<Resources>
Weighted list of resources in the random pool that may be selected to drop.

<Update Period>
How frequently the zone produces resources (in frames). Set to 300 by default (5 seconds).

Zone Asteroid Options
<Enabled>
If true, the zone will create or remove asteroids within the defined range.
If the region is set to have asteroids by default, then the zone will remove them.
If the region is set to NOT have asteroids by default, then the zone will add them.

<Effect Threshold Min/Max>
Zone effect level range that will apply the asteroid field.

<Asteroid Density>
Overall proportion of asteroids that will be affected by the field.

<Zone Weight>
Weight of the asteroid zone compared to other zones. The asteroid density within a zone is modified by the weighted average of all zones overlapping an area. So if multiple zones cover the same region, the one with the higher weight can overpower those of lower weight. This can allow you to create regions of asteroids and then subtract or add to them with smaller zones of higher weight.

Add New Zone Weather
<Weather Preset>
The weather preset to start with. Selecting a preset will automatically fill all of the parameters of the new weather to match the preset, but they can be changed afterwards.

<Add Zone Weather>
Adds a new weather effect.

Zone Weather Options
<Weather Preset>
Sets all parameters to match the selected preset if changed. If manually set (by typing) to anything other than the name of a preset, it will just change the name and not change any parameters.

<Effect Threshold Min/Max>
Zone effect level range that will apply the weather effect.

<Effect Weight>
Weight of the weather zone compared to other zones. If multiple zones overlap, the higher weight will take priority.

---Weather Particle---
<Particle Enabled>
If true, the weather will create one or more particles near the camera.

<Particle Type>
Particle type.

<Color>
Particle color tint.

<Color Mult>
Particle color brightness multiplier.

<Alpha Mult>
Particle alpha multiplier (makes particles more opaque).

<Spawn Mult>
Number of particles that will be spawned. If value is less than 1, then only 1 will be spawned with the spawn multiplier applied to that particle.

<Velocity Mult>
Modifies particle spawn velocity. Does not affect acceleration.

<Life Mult>
Multiplier to the duration of particles.

<Particle Size Mult>
Multiplier to the size of particles.

<Life Mult>
Modifies particle life duration.

<Particle Size Mult>
Modifies particle size.

<Radius>
Radius (in meters) around the camera that the particles will spawn randomly. A larger radius will spread them out further.

<Tilt Angle>
Angle applied to particle direction relative to gravity. Set to 0, particles will fall straight down. Set to 90, particles will go directly sideways.

---Fog/Sun Modifiers---
<Fog/Light Enabled>
If true, the fog/sun overrides will be applied to the weather effect.

<Fog Density> Default = 0.003
General fog proximity control. Should usually be kept between 0 and 1. Higher values push the edge of the fog closer to the camera.

<Fog Multiplier> Default = 0.0
General fog strength control. Should usually be kept between 0 and 1. Higher values make the fog darker.

<Fog Atmo> Default = 0.003
Fog atmo control. Should usually be kept between 0 and 1. Applies fog to terrain and entities.

<Fog Skybox> Default = 0.0
Fog skybox control. Should usually be kept between 0 and 1. Applies fog to the skybox.

<Fog Color> Default = (0,0,0)
Fog color tint.

<Sun Intensity> Default = 0.0
Sunlight intensity modifier. Applies an exponential modifier to sun brightness. Set to -1, it makes the sunlight 10x dimmer. Set to +1, it makes the sunlight 10x brighter.

---Planet Atmo Overrides---
<Planet Atmo Enabled>
If true, applies modifiers to the atmosphere visuals of the planet.

<Rayleigh Color Mult>
Color essentially sets the inverse of the sky color (i.e. set to blue to get a yellow sky). Does not affect gameplay. Multiplier is applied to the default value.

<Mie Color Mult>
Color maps to sky color at sunset/sunrise. Does not affect gameplay.

<Atmo Intensity>
Overall visual intensity of atmosphere. Does not affect gameplay.

<Fog Intensity>
Overall visual thickness of distance fog. Also affected by <Atmo Intensity>. Does not affect gameplay.

<Sun Color>
Color of sunlight when on planet surface. Does not affect gameplay.

<Proxy Atmo Color Mult>
Color multiplier applied to the planet's proxy atmosphere.

---Ambient Sounds---
<Ambience Enabled>
If true, an ambient sound effect will be played while the weather effect is active.

<Ambience Type>
Ambient sound effect type.

<Ambient Volume>
Ambient sound effect volume.

<Periodic Type>
Periodic sound effect that will play at random intervals.

<Periodic Volume>
Periodic sound effect volume.

<Periodic Delay Min/Max>
Min/max delay between periodic sound effects.

<DELETE>
Deletes the current weather effect.
Last edited by Echthros; 1 Sep @ 6:10pm
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Showing 1-15 of 18 comments
Stahlglanz 23 Oct, 2024 @ 5:59pm 
absolute great work!
anyway to use mouse? half time im confusion in navigate....xD
TiC 24 Oct, 2024 @ 7:24am 
A mouse control would be amazing since I don't have a NumPad and an AZERTY keyboard
cepelevvadim100 26 Oct, 2024 @ 7:10am 
Создал Солнце с нулевой орбитой. Почему когда я создаю его "детей", Меркурий и Венеру, Солнце смещается на обиту одной из них? Оно никак не хочет оставаться в центре системы?
GavrOs 16 Nov, 2024 @ 12:29pm 
Hi! It is not very clear how to adjust the inclination of the orbit. You did this using pitch, roll, and yaw angles. Where to look for these corners? In Wikipedia, there is only the angle of deviation from the plane of the ecliptic/equator of the Sun/invariant plane, or the angle of the argument of the pericenter and the longitude of the ascending node. And how to set the eccentricity of the orbit?
GavrOs 16 Nov, 2024 @ 12:29pm 
Привет! Не очень понятно, как настроить наклон орбиты. Вы сделали это, используя углы тангажа, крена и рыскания. Где искать эти углы? В Википедии есть только угол отклонения от плоскости эклиптики/экватора Солнца/инвариантной плоскости, или угол аргумента перицентра и долгота восходящего узла. А как задать эксцентриситет орбиты?
Echthros  [developer] 16 Nov, 2024 @ 2:54pm 
Eccentricity is one of the controls under "Orbit Options" (second from the top). For the angle controls, I used pitch, roll, and yaw instead of the more scientific terms since I figured that would be easier to understand. The angles are relative to the world coordinate system. For orbital inclination, you should use pitch or roll since those tilt the orbital plane.
How can you save a system you created in creative so you can open a new game with said system in a survival setting?
Echthros  [developer] 15 Feb @ 2:44am 
Just select "Save As" in-game and make a new copy of the world. Then exit out and change the world settings from Creative to Survival in the menu.
With the orbital zone radius, I presume this should be treated like the Hill sphere of the body?

Furthermore, I presume there is no problem with having a moon's orbital zone radius inside of a planet's orbital radius? For example, if "Planet" has a orbital radius of 10,000 km and "Moon" has a semimajor axis of 1,000 km from the barycenter of "Planet" and its own orbital zone radius of 250 km.
Last edited by Kill3rCat [1st FORECON]; 23 Mar @ 7:40pm
Echthros  [developer] 23 Mar @ 8:36pm 
The orbital zone is the area in which players and grids will travel along with the planet as it moves around in its orbit. You won't need to worry about the planet moving away from you (or towards you) if you are within the orbital zone.

There is no issue with overlapping zones. You will be considered within the zone of the body you are nearest to.
Great, thanks. That's what I thought. I had an issue with the player being flung at great speeds during a zone transition, I assumed I'd done something wrong, but I guess not. Haven't been able to repro, will let you know if it's a persistent issue.

As an aside, I presume there's some kind of culling/optimisation to hide proxies you are far away from which are small in angular size. Is there any way to change or disable this? I was trying to take a screenshot of the Galilean moons from Earth through a 'telescope' (read: camera), but I had to change the proxy size of the moons to much larger in order to get the object to render in, and then dropped the proxy size back down to normal; it seems to remain loaded in once it's been loaded once. Very minor issue, all things considered, but I enjoy such nerdy silliness.

https://images.steamusercontent.com/ugc/2920730820550462/2BF2458301ACC6CED98FD8632B6D9950237804C5/

Unfortunately ruined somewhat by the skybox, but hey ho.
Oh, actually while I remember, I had a couple questions about your asteroid filters. I want to spawn asteroids in orbit of a ringed planet, only around the rings.

1) In the zone editor, I don't see any setting that pertains to rings; I presume I just have to manually create a zone with the right geometry?

2) The rings are within a gravity well. Naturally I want players to be able to stop at and mine asteroids within the ring, without falling down while doing so. I figured the best way of doing this was to create a small orbiting body with a large orbital zone radius, to function as an anchor for the hopeful asteroid miners. Any issues with this approach?

3) Is there any way to adjust the size of asteroids generated, or change the density of asteroids generated within a zone?
Echthros  [developer] 23 Mar @ 9:55pm 
The proxy sphere model has vertices far away from the sphere itself that aren't connected to anything to force the engine to keep rendering them until them are very small on-screen. It does have a limit, though, so they will get culled eventually.

1. I think you would need to set the zone options to disable asteroids within the zone and then set the ring options to have asteroids in the ring. Also, make sure that the orbit zone covers the rings. Asteroid will not appear in rings if you are outside of that planet's zone.

2. Asteroids within a planet's ring will only appear if you are within that planet's zone, so they will not appear if you are in a moon's zone instead.

3. Asteroid sizes cannot be changed. Overall density can be changed by changing the <ProceduralDensity> value in Sandbox.sbc. Default is 0.35, but I believe it can go up to 1.0.
1 / 2. I understand that. But I can spawn the asteroids within the moon's zone if it overlaps the rings. However, I believe all asteroid zones are spherical, right? So perhaps I could give the moon its own invisible rings that are coplanar with the planet's rings, and use that?

3. Right, but that is a global setting that changes the density for all asteroid spawning zones. If it's not possible to change density per zone, that's unfortunate, but it is what it is.

Also, would you be willing to add a setting to toggle the ring particle effects on/off? Personally would rather not have them.
Last edited by Kill3rCat [1st FORECON]; 24 Mar @ 8:46am
Echthros  [developer] 24 Mar @ 10:46am 
There's an option to disable the gas giant ring effect in the RealGasGiants Config.xml.
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