RimWorld

RimWorld

Layered Atmosphere and Orbit
 This topic has been pinned, so it's probably important
[Zerg03] MrHydralisk  [developer] 14 Sep @ 10:45pm
FAQ
I think I found an issue or bug.

Report it in Bugs/Issues discussion thread on steam workshop or discord or gitHub.
Always get the log file from the instance you encountered the issue, since without it or at least the original error it could be impossible to pin point why somehting happening on your side.
Always write as detailed as you could about how to reproduce the issue, since I can't fix it without reproducing it on my side.
Links or reports in comments section might be missed or not responded, since it require discussion between both sides to reach conclusion and fixing your issue.

How do I add planet layer to existing save file?

1. Check mod settings, if any of planet layers is selected to be added.
2. Then load the save file and save game. This will inject new planet layers into save file.
3. Now load that new save. Planet layers generated on save load, so that's why need to load save file again.
After this new planet layers should appear on LAO's switch layer button on world map. It will take quite a while in game to generate new natural world objects on newly added planet layers (game just refill layers pretty rarely), while quests would be able to be generated right away.

It doesn't add new layers even on new save file.

Check LAO's mod settings, it quite possible that you haven't enabled their generation. But if it still not working, then report it in Bugs discussion thread.
There is a known issue, that planet layers cannot be added on old locally save scenarios, if you were trying to use custom scenario. In such case just make a new custom scenario with what you wanted and it will apply layers to this new one instead.

Why I shouldn't add new Planets/Moons to existing save.

You can add it, but it not advisable, since terrain generation of surface layers can happen only once during game creation. So adding it mid save will just add mostly empty terrain-wise and faction-wise new Planets and Moons.

I am modder and want to add compatability of my planet layer with LAO or I want to make modded planet layer, planet/moon based on LAO.

Need to add LayeredAtmosphereOrbit.LayeredAtmosphereOrbitDefModExtension to you PlanetLayerDef. You can use existing planet layers and Luna in LAO as examples. If have questions or need help, then can make a new discussion thread on steam workshop page or Discord. All specific information of LAO as framework will be in For Modders.

Does it work with SoS2?

I not playing with it and not familiar how they handle layers. If SoS2 working with other mods that add planet layers, then it should be working without issues. But to be sure better ask SoS2 devs or someone who already played with both.
Meanwhile it was reported to work, if LAO loaded after SoS2. But recently also was found a bug within SoS2 itself, that currently not yet being fixed by them that cause some Odyssey world objects to not generate properly.

Does it work with CE?

Ofc, why whouldn't it work?

Does it work with World Builder?

On the side of LAO everything compatible and LAO's layers can be added to any world added by WB.
On whenever allowing WB to add their planets presets it up to WB devs to convert their preset into LAO's Planets or Moons.
Alternatively modders who made custom worlds for WB can make a patch that adds LAO's Planets or Moons with their custom biomes and other settings. It pretty simple, so refer to For Modders.

Temperature offset of planet layers not realistic.

I familiar with how atmosphere work and how temperature change with elevation irl, but it wasn't applied in Odyssey DLC in orbit layer by devs, so I decided to use more simplified formula. Due to which it just decreasing temperature with elevation being increased from 0 degrees offset for 20 degree at surface till -95 degrees offset to fit Odyssey's orbit constant -75 degree in space.

Grav Jump is not realistic or not fitting.

Distance between Planets and Moons is huge and it will take a lot of time for Gravship to drift through space to it, which would be just a section without any gameplay. So Grav Jump was added to save player's time.

I cant see moon next to the planet.

Well, you not suppose to.
1. Moon orbit is very high, so you can't see it anywhere nearby. For example, distance between Rimworld and Luna is 375 000 km. It would have take in-game days for Gravship to reach Luna, if it wasn't for Grav Jump existance.
2. In-game limitation. Currently in vanilla a most of the code is hardcoded to work only, if planet or moon is in the coordinates of (0, 0, 0). So if it otherwise, then caravan pathing, terrain textures and etc just breaks. That's why LAO implemented a way to swap and hide planets and moons to avoid this issues, while still providing experience of them being in space far away from each other.

Luna is very simple.

Luna is an example moon that was made to showcase ability of LAO to create new Planets and Moons. All content was taken only from vanilla game to not bloat LAO with custom thing for Luna.
Unique moons with custom content will be added as submods relying on LAO and will be listed in Layered Atmosphere and Orbit mod collection of supported mods from other devs.

Asking to change some values.

If you think that this will improve things for everyone, then you should use Suggestions discussion thread. But if you want changes for your specific walkthrough, then most things this mod have is in .xml files in mod folder. If you want to change cost, time, quantity and etc., you free to do that locally in .xml without even need to ask for changes.

I noticed that opening world for the first time can take longer time, than it used to be.

It to be expected, since now you have more layers to generate grid for. But once it done and cached by the game it no longer affect loading time.
Last edited by [Zerg03] MrHydralisk; 22 Sep @ 8:02pm