Space Engineers

Space Engineers

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Replaced Height Maps for Alien
   
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Type: Mod
Mod category: Planet
标签: NoScripts
文件大小
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更新日期
43.070 MB
5 月 29 日 上午 4:38
9 月 15 日 上午 11:55
3 项改动说明 ( 查看 )

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Replaced Height Maps for Alien

描述
Did you know that the EarthLike planet and the Alien planet share the same height maps?

This means both planets have the exact same mountains and valleys, even the same lakes.

As someone who likes to explore the planets and GPS-mark any interesting landscape formation, I had to do something about it. So I during the Christmas season in 2022 I started writing my own procedural height map generator. After some detours into lake, height map, ore, biome and climate zone modding it's finally finished.

The landscapes in this mod are based on random Simplex noise with some hydraulic erosion applied to them. They won't look as interesting or realistic as ones that were made with more professional tools. It was still an interesting learning experience and I wanted to share the end result.

What this mod changes:
  • Replaced the height maps of the Alien planet with procedurally generated ones.
  • Replaced the lake definitions to match the new height maps.
  • Created custom climate zone definitions to prevent those horizontal landscape transitions you see from space.
The ore positions are not changed.
This mod is not compatible with other mods that replace the planet data files.
You can add this mod to existing saves if you never visited the Alien planet.
Scenarios like 'Easy Start Alien' will not work because the base will not spawn on the ground.

The tools I used to create this mod are available on my github page on
github.com/michi84o/SpaceEngineersTools

I won't make any compatibility patches for other planet mods. If you want to use my files, feel free to use them.

Here is one exception, Better Stone:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3489693464
5 条留言
michi84o  [作者] 6 月 3 日 下午 3:43 
Shifting isn't really possible because of the distortion of the cube maps. The easy start has at least two pirate bases, so you would need to adjust those spots too.
It's probably easier to begin a new Easy Start in creative mode and cut/paste the buildings to new locations.
qm 6 月 2 日 下午 7:15 
Would it be practical to shift around the height map until the ground under the "Easy Start Alien" would be at the right height? I know it's a cube map, but do not know what it entails to shift it horizontally. It's a bummer that this is both so beautiful, but then incompatible with a standard start option. =/
michi84o  [作者] 5 月 30 日 上午 11:17 
It works with No so smooth voxels.
If you add it to an existing save then the already existing grids might be below or above ground. Also, any changed voxels from mining or collision will stay. They can be reset globally with the admin menu.
Other than that there should be no issue. Better make a backup before.
Mettle 5 月 30 日 上午 11:13 
Superb.
Does it work with Not so smooth voxels? I assume not. And, for the visited alien planet part, to add it it into an existing save, if this because of structures/boulders? Let's say they ( and the .... entries) would get cleaned via admin, and no grid exists there, would it be save to add it middgame?
Spaceman Spiff 5 月 29 日 下午 5:51 
Excellent work. I never realized Earth and Alien maps are the same.