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As such, I've had to start dialing back the scale of my planets to no higher than 2 million blocks (and even that might be too big).
In addition to the Alternative Early-Game Quest Line for the Outpost mod that I've mentioned before, I've recently released a new mod that'll make dungeons more plentiful, yet no longer resource-intensive, for these kinds of epic-sized worlds: Village and Dungeon Biomes .
Stay tuned for more mods to come!
1. Within "terrestrial_worlds.config", world sizes can be increased (obviously), and/or you can define new size categories.
2. Within "celestial.config", worlds are scaled based on which size category (out of the ones defined within "terrestrial_worlds.config") they are.
3. Within "systemworld.config", worlds can be defined to appear as different sizes based on their block widths. You can also assign sizes to worlds that can't be visited.
4. Within "interface/cockpit/cockpit.config", planets, as they appear on the ship's cockpit, can be scaled based on their size, both when zoomed out to system view, and when zoomed in to planet view.
That's what I know about adjusting planet sizes, both in terms of exploring them on the surface, or viewing them from away from the planet (whether in space or on the surface of another nearby planet).
Alternative Early-Game Quest for the Outpost , which replaces the quest to search for and repair ancient gateways on the surface of garden planets with a quest to repair the ship's long-range teleporter (which would still require core fragments), which would grant the player the ability to teleport to the Outpost using SAIL, the same way they could teleport to mission locations.