Space Engineers

Space Engineers

345 个评价
Planetary Asteroid Rings
4
3
2
   
奖励
收藏
已收藏
取消收藏
Type: Mod
标签: ServerScripts
文件大小
发表于
更新日期
386.096 KB
2023 年 12 月 1 日 下午 1:17
1 月 10 日 上午 10:58
28 项改动说明 ( 查看 )

订阅以下载
Planetary Asteroid Rings

描述
Overview

This is a mod to add procedural asteroids to the rings of planets.

Initially it was only for Bylen in the Paradiso system, but other planets should now be able to be configured to have asteroid rings.

Asteroids are generated within visual range of players and sync distance of grids, by default being cleaned up if untouched once out of range of any player or grid. Asteroids within sync range of any player or grid on save will be persisted, and an option is available to disable this cleanup such that all asteroids generated by this mod will persist after the mod is removed.

TLDR Configuration using chat commands

With the mod loaded into the world:

  1. Look at the planet you are wanting to add a ring to, and in chat type: /ringast select @lookat. Perpendicular rings should appear around the planet.
  2. Find the brown ring, and if necessary, adjust to the desired size using the /ringast ir {size} and /ringast or {size} commands
  3. If the ring is tilted from where it should be, use the /ringast lan {degrees} command to rotate the ring until the crossing of the red and blue planes coincide with the graphical ring, then use the /ringast inc {degrees} to tilt the ring until it coincides with the graphical ring
  4. Enable the ring using the /ringast enable true command. The brown ring should turn aqua.
  5. Commit the changes using the /ringast commit command. Asteroids should now appear in the aqua ring as you approach with your player character or in a ship
  6. Dismiss the coloured rings using /ringast close

Note that in multiplayer the /ringast commit command will require at least Space Master in your world.

Configuration

Rings are configured using xml files in the mod storage directory in the world save directory. The settings from these files are also stored in the world Sandbox.sbc file, with the future idea of being able to configure these settings from within the game.

Default settings are stored in ringDefaults.xml, and individual planet ring settings are stored in xml files named by the planet's StorageName - e.g. for Bylen-12345d120000.vx2 will be stored in Bylen-12345d120000.xml.

Default settings exist for the following planets:
  • Bylen (from e.g. Paradise)
  • Bylen as it is in Ares at War
  • Demus

These are disabled by default, and need to be enabled by editing and renaming the planetname.xml.example configuration file(s) that are written in the mod storage directory, changing Enabled from false to true

Configuration settings

A separate guide has been created for configuration settings: Planetary Asteroid Rings configuration options

Future ideas

  • Add the ability to boost the chance of ice asteroids from the default 1% (Note that adding or removing a mod after generating asteroids with this could convert those asteroids to normal asteroids)
热门讨论 查看全部(7)
8
2024 年 2 月 11 日 上午 6:58
Missing files
Sh4dock
5
2024 年 3 月 8 日 下午 9:14
Crash on Dedicated Server
Lt.Fenix
4
2024 年 2 月 16 日 上午 2:29
Issues with generations on Dedicated server
Lotte / Ember💖
198 条留言
xXShadowNinjaXx 10 月 15 日 上午 3:18 
Does this work with the mod real gas giants?
Bravada Cadelanne  [作者] 10 月 1 日 上午 3:42 
I have published the current version of the mod to mod.io under the name planetary-ring-asteroids, though I will need to test if client-side component (for configuring the rings in-game) works on PC when using the mod.io version. Client-side configuration using chat commands will not work on Console, since no client-side scripting is allowed there. If I get around to implementing client-side asteroids, that will not be available in the mod.io version
TheonlyRADIO 9 月 30 日 上午 7:02 
Is there any possible way for this to be ported over to Mod.io to work on my cross play server?
Bravada Cadelanne  [作者] 9 月 30 日 上午 5:04 
I haven't looked at extending this mod to render visual rings client-side (other than while configuring the ring) - it was originally designed for planets that already had a graphical ring.
Numberkool 9 月 23 日 下午 6:36 
Hey there, wondering if there's a way to add ring textures with this mod or if you know a way to do so. Otherwise this mod has been perfect, thanks for the good work!
Bravada Cadelanne  [作者] 9 月 20 日 上午 2:49 
"Hey, could you turn on this logging, and see what it's doing?"
"So, I turned on debugging, and it started working"
Isn't that the definition of a heisenbug?
Hurricane07 9 月 19 日 上午 9:30 
I tried the logdebug config and... IT WORKED, thank you so much! The mod is incredible and my system look absolutely stunning!
Bravada Cadelanne  [作者] 9 月 19 日 上午 7:30 
@Hurricane07 if you enable the debug log, does it log creating asteroids in the log file in Storage\3102127379.sbm_BylenRingAsteroids ?
Hurricane07 9 月 19 日 上午 4:40 
I was trying the mod and got this file, but i got no asteroids, could you help me?

https://imgur.com/a/pvXoBvy
Bravada Cadelanne  [作者] 9 月 16 日 上午 5:45 
> I'm having an issue where I have a ring set around a massive planet however when I fly away to look at the whole ring (10,000km to 7km away) the wire frame teleport's to a place in the middle of space (some kind of default position i imagine) and when I try confirming the ring it generates asteroids in the middle of nowhere as opposed to where Its set around the planet

If you replace <LogDebug xsi:nil="true" /> with <LogDebug>true</LogDebug> in the ring config for the planet (or use /ringast logdebug from the chat console and save), the mod should log where it sees the planet as being in the appropriate RingAsteroidComponent log in Storage\3102127379.sbm_BylenRingAsteroids . I wonder if the coordinates for the planet aren't being properly initialized when it is a long way away from the player?