Space Engineers

Space Engineers

Proper Solar System with Asteroid Belt, Trojans (Real Solar Systems World)
89 条留言
Rob Ironballs 10 月 26 日 上午 6:12 
understandable, it is what it is, seems im going nuclear then
cptnoname  [作者] 10 月 26 日 上午 5:58 
No, sadly all of the procedural asteroids are static voxels. Vesta, Pallas, Phobos & Deimos are all modeled as planets, so they will have a day/night cycle (or at least a "monthly" cycle for the Martian moons). The centers of the Greek & Trojan clusters are also modeled as planets.

I've been wanting to do the same for Eros (because Expanse...) but with an actual asteroid and using the new zone options but I haven't confirmed that it works the way I hope it will
Rob Ironballs 10 月 26 日 上午 5:28 
sorry one more questions, do the smaller asteroids in the asteroid belt also move around the solar system? if i build on the dark side of an asteroid will i never get sunshine?
cptnoname  [作者] 10 月 25 日 下午 3:45 
No, it's fine just as it is. Making new saves will be a little easier, that's all. Still not back to "normal" but no added asteroid belt work is needed to get it to work properly. The workaround described at the top of the description is still necessary in order to get Real Orbits working as intended (with the built-in speed increases), but Echthros may be fixing that as well.
Barrett 10 月 25 日 下午 3:18 
So do i remove the new stuff I put in the config file or is it ok
cptnoname  [作者] 10 月 25 日 下午 2:17 
Echthros (who made Real Solar Systems and the Asteroid Filter mods) has just added functionality to both mods that will add their settings to the sandbox file directly, which fixes this asteroid belt problem.
Rob Ironballs 10 月 25 日 上午 6:54 
understandable, thank you again
cptnoname  [作者] 10 月 25 日 上午 6:43 
@Rob Ironballs
Yes, that's exactly the fix for now. Just copy that code block and paste it to completely overwrite the contents of that file. I wish there was a way to make it easier, but as I've said Keen is ignoring the issue.

There are no physical asteroids in the rings, no. Asteroids are all made of voxels, which are always locked to the coordinate grid. It would be next to impossible to rendezvous with any of them within the gravity well of one of the gas giants. There was a Dynamic Asteroids mod or something to that effect that turned asteroids into dynamic grids somehow, but it was broken for a long time even before I discovered it. It would likely not work well for a map such as this that already needs so many system resources anyway. Lag city, I would assume.
Rob Ironballs 10 月 25 日 上午 6:38 
it worked btw!
Rob Ironballs 10 月 25 日 上午 6:34 
whilst here, this might seem a dumb question but ill ask it nonetheless, do you reckon there are asteroids in the rings around the gas giants? id love to make a asteroid base around jupiter or saturn
Rob Ironballs 10 月 25 日 上午 6:33 
@cptnoname sorry for the late response
so basically i just copy the whole text there and replace the config file of the mod AsteroidFilterRegions in the gamesave and itll fix my issue? thank you very much for the 1 to 1 help mate, life saver
cptnoname  [作者] 10 月 25 日 上午 5:37 
@Rob Ironballs
So apparently the AsteroidFilterRegions config file is being lost even with this newer safer version of the fix. I posted a new fix specific to this issue here in the discussions page until I can find an easier method or Keen fixes their mess. You won't need to start a new save with this fix.
Rob Ironballs 10 月 25 日 上午 5:14 
if youd like i could somehow send you my save, i checked the coordiantes again and i was roughly in the middle of where the belt should be as stated in "bug reporting & suggestions"
cptnoname  [作者] 10 月 25 日 上午 5:13 
I'll load up a fresh copy and check it out
Rob Ironballs 10 月 25 日 上午 5:11 
@cptnoname
yes i have done everything as the notice stated, left the game before spawning and rejoined,a voided "save as" aswell, when it comes to most celestial bodies it works, there are all the gas giants and normal planets, and they do rotate and theyre exactly where the gps coordinates said they would be
cptnoname  [作者] 10 月 25 日 上午 5:09 
@Rob Ironballs
did you see the notice at the top of the page? There is a bug in 1.207 that they don't seem to want to fix. I submitted the issue but I attached extraneous data that had mod errors in it and they seem to have lumped it all together as a "mod issue" and therefore not their problem. It affects all custom maps that have non-default mod settings, though. the fix is above and is easy to do
Rob Ironballs 10 月 25 日 上午 4:45 
i seem to have a slight problem with the asteroid belt tbh, i spawned on "cancer" and although i can see the star and the celestial bodies theres just no asteroids :( i even "drove" towards where the asteroid field should be deeper and found nothing
cptnoname  [作者] 10 月 24 日 上午 6:57 
No problem & I appreciate reading that
Barrett 10 月 23 日 下午 8:54 
really appreciate the in depth response. seems like ill just have to deal with it unless i start out there. as for the Phobos thing, i couldnt replicate it, so it mustve just been something else. thanks for the help and im loving your mod.
cptnoname  [作者] 10 月 23 日 下午 7:26 
@Barrett
Part 2/2 (hit the character limit)
As far as spawning on Phobos causing a crash, if you could drop a log in the pinned bug reporting discussion I can look into it. I've not encountered any issues with that, but the log "should" at least give a clue
cptnoname  [作者] 10 月 23 日 下午 7:25 
@Barrett
Sol's "light brightness" can be adjusted in the RSS menu, but you'll have to manually edit the "%appdata%\Roaming\SpaceEngineers\Saves\{steamID}\{save_file_name)\Storage\3351055036.sbm_RealSolarSystems\ConfigSettings.xml" and change <EditorAllowed>false to true in order to access the /tse command. If you're spending all of your time out there then it makes perfect sense to make the adjustment.

Just remember that it is a global setting that will affect the lighting on every planet. Mercury, for instance, will be even more washed out by increasing the brightness. I don't remember off the top of my head what the setting is currently at, but I feel you. I hated it and tinkered around with it a lot but finally gave up as there's no setting where it seems natural in all locations simultaneously. The inverse square law would dictate that Pluto should be receiving about 2.5% of the light Earth receives, but it does seem to be substantially less than that.
Barrett 10 月 22 日 下午 6:20 
small complaint, why is it so dark in the outer solar system? even plutos noon is equal to right before dawn or right after sunset, but in this it’s like pitch black. is this just the way SE works, or is there any way to fix or alter it?

(also slight bug at least for me spawning on phobos causes the game to crash)
cptnoname  [作者] 10 月 16 日 上午 5:23 
I'll have to check that out further. I'd not heard of it but it sounds like a good idea, as easy as it is to phase through the surface at those speeds.
Barrett 10 月 15 日 下午 7:12 
also since the speed limit is 10,000 mps id recommend putting "Hollow Planet Clean-Up" in the playlist im pretty sure it still works
Barrett 10 月 15 日 下午 6:15 
it does thank you
cptnoname  [作者] 10 月 15 日 上午 8:05 
@Barrett @SkyeNet I was alerted that Echthros had made some changes to Real Solar Systems and Real Gas Giants that broke new saves. The problems you've been having were probably from those changes. I have made the necessary changes to the map on my end and it should work properly now.
Barrett 10 月 13 日 下午 6:48 
the sun is gone everything is dark

i uninstalled and reinstalled the entire playlist same result while doing the world creation steps provided
cptnoname  [作者] 10 月 11 日 下午 1:16 
@SkyeNet
In spectator mode you may have been seeing it from the voxel planet instead of where you would in-game. The voxel planets are placed as near as possible to the world origin (0,0,0) in order to keep floating point errors to a minimum.

The system and its proxies are centered around the sun 100000 km above them. As you approach one of the proxy planets in the system itself it will teleport you to the voxel planet and replace the background so that everything looks right.

There are also some bugs going on with 1.207 that may break the whole world, but if you follow the directions I posted at the start of the description above you'll avoid them.
SkyeNet 10 月 10 日 下午 5:02 
I was looking at it from Mercury in spectator mode and it was barely a pin prick size, and when getting close to it its proxy is showing up as effectively the size of a moon, so maybe I am not bring the world up right or something, but I do know I have all the necessary mods enabled
cptnoname  [作者] 10 月 10 日 上午 1:47 
@SkyeNet
The sun is set to "look right" from the Earth, as other map makers have done. It's actually a lot bigger than it should be, since the 1:10000 distance scale needed to make it look "real" would make it closer to 70 km radius, rather than 440 km. As in reality, though, if you go out to Jupiter and beyond, Sol quickly becomes little more than the brightest star in the sky.

This map was built to mimic reality as closely as practical and made for people who do not enjoy [read: HATE] the traditional Space Engineers star systems, where every planet is big and detailed in the night sky, like a child's bedroom wallpaper. If you don't like it, it's pretty easy to change within the Real Solar Systems menu, but you'll need to manually edit the <AllowEditor> setting in the ConfigSettings.xml file from the save's "Storage" folder first in order to unlock it.
SkyeNet 10 月 9 日 下午 11:37 
is there a reason the sun is so small you cant even see it from any planets?
maxdean02 10 月 4 日 下午 1:45 
Yeah, I changed all the settings, but I don’t think assembler speed is a setting you can change after already creating the game or something. All the other settings I changed to my liking but assembler speed remained 1x. I looked it up and there’s like, no documentation of assembler speed modifier even being an option, but it’s in the sandbox_config file. Super strange!

Anyway, thanks for the mod. It must’ve taken a lot of time and math to do all of the ratios. I’ve been playing on a new world with it for a while and have some orbital plans at work.
cptnoname  [作者] 10 月 3 日 下午 8:03 
@[AS]ImaginaeRoom you may need to unsub and resub to Real Solar Systems and/or Real Stars
cptnoname  [作者] 10 月 3 日 下午 7:58 
@maxdean02 When you save the world with a new name, you can edit those settings at the same time using the Advanced button inside the Edit Settings screen. It just can't be changed whole creating a new map in the Community Content screen. That's one of those Keen things that never made any sense.
maxdean02 10 月 3 日 上午 10:26 
Nevermind, I just had to resubscribe to real solar systems and its dependencies.

Also 1X Assembler efficiency is yuck. Can't change it without editing the sandbox_config file. Can't wait to actually play the mod without having to sit there for hours waiting for my survival kit to process anything.
maxdean02 10 月 3 日 上午 8:34 
Doesn't seem to work. I can't even attempt the fix you suggested for 1.207, because the world can't load. It says, "Unable to load. Check log for more details".
[AS]ImaginaeRoom 10 月 2 日 上午 7:41 
everything is dark even if i see the sun. how can i fix that?
cptnoname  [作者] 9 月 20 日 下午 8:46 
1.207 has a bug (Amended instructions)
When making a new world from the workshop, it will save an entire copy with the original mod name. It will also create a second, empty folder with the (Workshop) prefix. Mods that use configuration files will look at that empty folder for the things it needs and, finding none, will write a new default config file. This wrecks saves like PSS. It happens because the game is saving the files to a folder that doesn't match the session name in Config.sbc and Config_settings.sbc.

The fix: Really all that is necessary is to immediately exit and save your new game save after creation, while still in the respawn screen. Then rename the save in the Load screen. It will leave you with that dead folder with the "(Workshop)" prefix to clean up, but your save will be 100% repaired as soon as you rename it.
Randy 9 月 19 日 下午 6:07 
Ah ok I thought as much but wanted to double check! Thanks for the reply
cptnoname  [作者] 9 月 19 日 下午 4:25 
@Randy everything is modeled after the solar system, but with the 2 hour vanilla day in mind. So a lunar day is about 54 hours 38 minutes, the same as its orbit, since it's tidally locked to the Earth
Randy 9 月 19 日 上午 7:52 
I spawned on the moon and it was dark, been dark for hours irl what is the day, night cycle of the moon or is it dark side + light side? Thanks
cptnoname  [作者] 9 月 13 日 上午 6:27 
1.207 has a bug
When making a new world from the workshop, it will save an entire copy with the original mod name. It will also create a second, empty folder with the (Workshop) prefix. Mods that use configuration files will look at that empty folder for the things it needs and, finding none, will write a new default config file. This wrecks saves like PSS. It happens because the game is saving the files to a folder that doesn't match the session name in Config.sbc and Config_settings.sbc.
The fix:
1 - Copy EVERYTHING from the new, non-prefixed folder into the other, mostly empty folder. Overwrite everything that is already there.
2 - Then , rename your save from the in-game loading menu to prevent future problems.
cptnoname  [作者] 9 月 13 日 上午 6:14 
@Abyss-Mariner That should be fixed now. Didn't know we'd have to edit workshop worlds to add them in.
Abyss-Mariner 9 月 12 日 下午 8:34 
no bushes spawning for survival food?
cptnoname  [作者] 9 月 12 日 下午 4:54 
If you have an existing world, it should work just fine. You just need to turn it on in the loading screen.

Right now, though, there is something going on with Keen's new update when it comes to newly created worlds. The session names inside Config.sbc and Config_settings.sbc are not matching the folder that the game actually saves its files to, so it is creating an entirely new folder to store mod settings for some mods in particular.

You'll see two different folders for each newly created save, one with a "(Workshop)" prefix and one without. The actual game files are being stored in the one without the prefix, but it is causing new, default config files to be created by the mods in the empty prefix folder. It's wrecking the entire setup.
Vizth 9 月 12 日 下午 2:46 
Is this working with vanilla food yet? I want to try it, but want to keep survival.
cptnoname  [作者] 9 月 11 日 下午 5:55 
Changed sizes of Phobos and Deimos, as they were no longer displaying properly at the old scales. Also switched to Infinite's maps for those. I'm keeping the original PSS Bodies maps in place, so it won't wreck anyone's existing save. If you want to switch over, follow the instructions in the Discussion page.

There was an issue where it wasn't saving config files for mods that weren't present, but that seems to have fixed itself.

There seems to be a new issue where it creates an empty folder with default settings for the mods that ARE present, but it doesn't affect gameplay. You can delete those empty folders without risk.
cptnoname  [作者] 9 月 11 日 下午 5:50 
Now including the .sbsB5 file for the save. I had been leaving that out as a time saver for myself, since most of the changes I have been making were text editor only edits and the game was previously handling this just fine. Something has changed with the way that Space Engineers processes a new save from a workshop save file, though, and it has utterly broken a lot of what I was successfully doing in the previous versions. In doing so, it is setting all mods to the default configurations, so all settings from Real Solar Systems to Real Orbits to Asteroid Filter API were being blanked out. Including the pre-processed sbsB5 file should fix this issue.
TheVillain 9 月 8 日 下午 5:32 
dam, as much as i love a game to get free updates - does irk me when they're just adding in what are already functional mods, but break a tonne of other mods in the process

Did a rollback and now some mods are broken for no reason other than steam redownloading something badly I suspect.

Sigh.

The struggle to orbit has nothing on the struggle to maintain mods. We salute the real engineers - the modding community :D
cptnoname  [作者] 9 月 8 日 下午 5:17 
@TheVillain Yeah, 1.207 has come for the soul of the Real Solar Systems author, Echthros, it seems. He is aware of some issues, but it probably wouldn't hurt to post your log over on his Discord [discord.gg].