Space Engineers

Space Engineers

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Real Solar Systems
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Type: Mod
Mod category: Skybox, Asteroid, Planet
文件大小
发表于
更新日期
184.396 MB
2024 年 10 月 18 日 下午 9:04
10 月 17 日 下午 12:18
68 项改动说明 ( 查看 )

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Real Solar Systems

在 Echthros 的 1 个合集中
Real Solar Systems Proxies
41 件物品
描述
It's finally time.

This mod allows for the creation of real solar systems with moving planets, gas giants, and stars. There are no limits on scale, speed, hierarchy, or really much of anything else. Supports fully customizable gravity, day cycles, orbit parameters, multiple stars, and much more!

Build as many systems as you want! Order them however you want! The Sun orbits Mars? A dodecanary star system? Gas giant with fifty moons? Why not? Whether you want a scale model of a real system or something more exotic, go right ahead and build it!

The wait is over. It's time to explore a world in motion!

How It Works
Read More

Setting Up a World
1. Download empty world to start: Empty World

1 (Alt). Alternately, start with the vanilla "Star System" scenario with your chosen settings and delete all of the existing planets. Make sure "Sun Rotation" option is enabled or sunlight will not rotate based on camera position. Do not start with the vanilla "Empty World" or the light direction for the stars will be stuck at a weird angle (see "Real Stars" mod page for details).

2. Load world and type "/TSE" in chat to open Solar System Editor.

3. Go into spectator camera mode and use Editor to create the solar system(s) that you want.

How To Use Editor

4. Type "/TSE" to close Editor. Save world.

Running on DS
1. Follow "Setting Up a World" steps above and create your world running locally (single-player, not on DS).

2. Save world and exit.

3. Deploy new world to your DS. Make sure to include all contents of the "Storage" folder.

The Editor does not work on DS or MP in any capacity. You must create the world locally first. If you want to use the Editor to modify a world already deployed to DS, you will need to download it and run locally to make those edits.

NOTE: If you have already created the hierarchy that you want for your world and just want to tweak some settings without modifying the overall structure, you can edit the Config.xml files for RealSolarSystems, RealStars, and RealGasGiants on the server directly without redownloading.

The only changes that strictly require the Editor are:
-Changes to hierarchy, added/removed planets.
-Changes to terrestrial planet size or type.

Preset Worlds
Vanilla Systems
The Solar System (Scale Model)
Trithorne Cluster

Compatible Planets
Only modded planets that have had proxies defined for them will have correct visuals when viewed from a distance. Here is a full list of all currently compatible planets:

Get Proxies!

Planet Exporter
This is a tool for creating proxy definitions so that mod planets can be used with RealSolarSystems. Doing so will require you to create your own mod, export textures in specific formats, and use a custom config to create your proxy definitions, so keep that in mind. The Exporter will give you the textures, but creating the mod and proxy definitions is not automated.

Get the Exporter Here!

Edit Config
How to Edit Config

Console Commands
"/TSE" or "/ToggleSystemEditor" to open the solar system editor.
"/DeleteAll" to completely remove all celestial bodies in the world.
"/RemoveStrayPlanets" to remove all static planets in the world (i.e. un-managed planets that cannot move)
"/AddStrayPlanets" to add all static planets to the RSS system (can be used to convert a world to use RSS)
"/SetupRealOrbits" sets all planets to have GravityFalloff of 2, making them compatible with Real Orbits. You may need to save and reload the world for Real Orbits to work after running this.

Controls
Alt+O to toggle planet orbit lines.

Upcoming Features
None currently.

Languages
Localization support for: Czech, Dutch, German, Spanish, French, Italian, Finnish, Danish, Swedish, Hungarian, Polish, Portuguese (Brazil), Slovak, Russian, Chinese, and Japanese.

All translations are through Google translate and may have issues. Feel free to contact me if you are a native speaker and want to try cleaning up the translations for your language.

Known Issues (Fix in Progress)
-Small planets may have mountains that poke through their proxy when in ORBIT zone.
-Dramatic drops in sim speed after playing for a few minutes (on certain machines)
-MES spawns may spawn offset from where they should (can be reduced by reducing spawn range of voxel planets with <VoxelPlanetSpawnRange> values)

Many Thanks!
Special thanks to DraygoKorvan, Digi, enenra, and everyone on the KSH Discord for answering various questions about the engine and saving me from a number of hairy hangups. You guys are awesome!

Special Models:
Death Star (Quiznos323 on Sketchfab)
Majora's Mask Moon (Warrior364 on Sketchfab)
Halo Ring (Inditrion Dradnon on Sketchfab)

Other Mods:
https://psteamcommunity.yuanyoumao.com/id/adrsquared/myworkshopfiles/?appid=244850

Join My Discord for Mod Discussion and Bug Reports
Mods by Echthros[discord.gg]

Support Future Mods/Updates
[ko-fi.com]
[www.paypal.com]
热门讨论 查看全部(23)
92
10 月 23 日 上午 11:56
Bugs
EthicalObligation
63
8 月 22 日 下午 4:29
Community to-do list: Modded planet proxies.
ABlueHairedFox
20
10 月 1 日 上午 11:29
Real Solar System Worlds
GigaCars
1,014 条留言
luciantownsend11 10 月 22 日 下午 6:57 
If I could have only three mods this would be one
luciantownsend11 10 月 22 日 下午 6:57 
Also I like this mod
luciantownsend11 10 月 22 日 下午 6:56 
Ok thanks
Echthros  [作者] 10 月 22 日 下午 6:02 
@luciiantownsend11 I can't do a proper distortion postprocessing effect, but if you add a "Sun" particle to the black hole, make the particle color (1, 0, 2) and set ColorMult to 0, you can make a void effect that blots out everything behind it. Just adjust the scale to be as big as you want.
GigaCars 10 月 22 日 下午 5:34 
you can't, engine limitations

..then again, we have this mod
Ech can PROBABLY take it on but don't expect snazzy effects
luciantownsend11 10 月 22 日 下午 3:18 
How can you get a black hole that actually sucks in light
racso 10 月 21 日 上午 11:34 
Agreed. The proxy entries in the GPS list create a lot of clutter.
Star_Kindler 10 月 20 日 上午 7:54 
If somehow possible I agree that would be really great yeah. That bothers me as well.
Swift Turtle#911 10 月 20 日 上午 5:59 
Hello, I love this mod and can’t play without it, so thank you! I have one idea/suggestion and maybe it’s not possible, but I figured I could at least mention it.

The one thing that is slightly annoying is all the planet/proxy gps locations that get added to the gps list. I play with a full solar system, so the gps list gets very cluttered, and I like to add my own gps markers when I find valuable resources or structures.
If there was a way to hide the RSS planet/proxy gps tags from the list I think it would a really good QoL improvement. Maybe a toggle that hid them, so they could easily be brought back up if needed.
Echthros  [作者] 10 月 16 日 下午 11:28 
@JR_Ewing I wasn't entirely sure to what to do with the power since it normally scales by distance, but distances are extreme and erratic across zone boundaries. Maybe increasing the idle power cost would help, but it would be the same whether it's connected or not. I'll think about it.