Space Engineers

Space Engineers

274 ratings
Seams Fixed 2.0
4
6
4
3
2
2
   
Award
Favorite
Favorited
Unfavorite
Type: Mod
Mod category: Planet
Tags: NoScripts
File Size
Posted
Updated
284.471 MB
31 Mar @ 6:03pm
1 Jun @ 2:44am
3 Change Notes ( view )

Subscribe to download
Seams Fixed 2.0

Description
TL;DR
This is the second version of my Seams Fixed mod. It fixes issues with the planet data files.
  • Misaligned height maps
  • Misaligned lakes
  • Biome map not seamless
  • Latitude based climate zones causing horizontal lines on ground textures
Version 2.0 adds seamless climate zones and biomes but is less compatible with other planet mods.

Mod Editions
Better Stone Edition of this mod:
https://steamproxy.net/sharedfiles/filedetails/?id=3208490885
Industrial Overhaul Edition of this mod:
https://steamproxy.net/sharedfiles/filedetails/?id=3227772832
Previous version of this mod:
https://steamproxy.net/sharedfiles/filedetails/?id=2961563719

Notes
Due to changing the biome map, the trees will be in different positions. This might lead to issues with existing saves. For example trees might spawn in buildings. I made sure that the Easy Start locations and the Lost Colony scenario don't have these issues.

If you want Keen to fix planets officially, feel free to upvote my support Ticket:
https://support.keenswh.com/spaceengineers/pc/topic/28675-please-consider-fixing-the-planet-height-maps

Features
Seamless Height Maps
Vanilla height maps have alignment issues along the edges causing wall-like glitches. All planets except Pertam had this issue. I programmed a tool that recalculates the edge pixels of the height maps so that they align properly.
Aligned Lakes
4 Lakes in the northern parts of Earthlike and Alien were misaligned. This mod fixes the material map. There are 3 additional lakes that seem to be misplaced because the area is not flat and therefore they don't spawn properly. These 3 are not changed by this mod. If you want to check out these lakes yourself, the GPS coordinates for the lakes are:
GPS:Glitch Lake Bottom Left:35070.06:47237.83:-19203.93:#FF75C9F1:
GPS:Glitch Lake Left Middle:40819.51:45767.68:-3585.16:#FF75C9F1:
GPS:Glitch Lake Middle Right:-37409.74:47180.62:11498.52:#FF75C9F1:
GPS:Glitch Lake Right Bottom 1:-41624.53:41625.29:-16999.07:#FF75C9F1:
GPS:Glitch Lake Right Bottom 2:-31830.91:41751.28:-31546.33:#FF75C9F1:
GPS:Glitch Lake Top Left:32358.57:42274.08:30280.47:#FF75C9F1:
GPS:Glitch Lake Top Right:-34184.43:40847.61:31221.33:#FF75C9F1:
In addition one of the lakes in the desert zone was partially overridden by sand. I restored that lake.
Seamless Climate Zones
Vanilla climate zones are based on latitude causing horizontal lines on the planets, especially when viewed from space. Had to draw new climate zones by hand and rewrite the climate zone definitions in the SBC file. Added one additional sand area in the desert.
Seamless Biomes
Vanilla biomes use a repeating noise map that has tiling issues. The desert biomes did not take cube map distortions into account. Programmed a tool that calculated a seamless noise map for biomes which preserved the distribution of the vanilla noise map.

What Files were changed?
This mod replaces the height map png files in the Data\PlanetDataFiles\ folders. The names of the files are up.png, down.png, left.png and so on. I changed the edge pixels of these files so they align up properly in-game.
This mod also replaces the material map pngs in the EarthLike and Alien subfolder (up_mat.png, ...). These files contain the lake/material definitions, biome definitions and ore definitions.
To avoid the Triton black sky bug this mod also includes the required texture files for Triton.
I also had to add a long section of material definitions to the PlanetGeneratorDefinitions.sbc file to define the new climate zones.

Mod Compatibility
This mod is not compatible with other mods that change the planet data files in the Data\PlanetDataFiles directory. These are for example mods that change the ore distribution. After analysis I found that the game always loads the material maps from the same folder as the height maps. The responsible class is "Sandbox.Engine.Voxels.Planet.MyPlanetTextureMapProvider". Only one mod context can be assigned to this class at a time and it is used to determine the location of the height and material maps. As far as I know there is no way around this. It's similar with the planet definition SBC file. One mod overrides the other.

Mods confirmed to work with this mod:
  • Smooth Voxels
Mods confirmed to NOT work with this mod:
  • Industrial Overhaul (changes ore map)
  • Better Stone (changes ore definition)

Better Stone Edition
The old version of this mod will work with Better Stone. This is not the case for version 2.0 because I had to rewrite the planet generator definition file which also contains the ore definitions. Since I like Better Stone very much, I made a Better Stone edition. It can be found here:
https://steamproxy.net/sharedfiles/filedetails/?id=3208490885

Industrial Overhaul Edition
A version for Industrial Overhaul can be found here:
https://steamproxy.net/sharedfiles/filedetails/?id=3227772832

Feel free to use my files in your own mods.

Tools
The tools I wrote to create this mod and identify issues in the planet files are available on my GitHub:
https://github.com/michi84o/SpaceEngineersTools
This also contains the HeightMapEdgeFixer that could be used to fix height maps of other mods.
Popular Discussions View All (1)
2
15 Jun @ 10:24am
Errors Log
Afourz
53 Comments
Umbrella Corporation 14 hours ago 
perfect
michi84o  [author] 14 Jun @ 12:34am 
When you start a new game in creative mode and choose to spawn without a drop ship then the game puts you on a location on earth like where the edges of 3 height maps meet. That location looks glitchy and is fixed. I have a screenshot in the slideshow above.
X_SquadGaming 13 Jun @ 9:27am 
does this fix the glitch where when I choose to spawn in space, but instead it causes me to spawn on the earthlike planet, and all the mountains are wonky. As in, it kind of looks like spikes. unsure how to explain. I'll take a pic if it happens again.
michi84o  [author] 7 Jun @ 9:55am 
Yes you will still need Smooth Voxels. The roughness of the terrain is procedurally generated on top of the height maps. Smooth Voxels reduces this roughness.

My mod also only changes the edges of the height maps to align them properly. It changes only around 0.005% of the surface. That's why some people say they have never seen those glitches.
Raynor 6 Jun @ 11:52am 
If I have this mod installed. Do I still need Smooth Voxels?
https://steamproxy.net/sharedfiles/filedetails/?id=2652227853
michi84o  [author] 1 Jun @ 3:10am 
Creative mode spawn point is fixed. One pixel in the down.png was not properly duplicated.
Location:
GPS:Creative Spawn Point:-36695.09:-36697.21:-36694.79:#FFF17575:
That location still looks slightly glitchy but that's because of the steepness of the terrain and probably the way the game calculates the surface.
michi84o  [author] 30 May @ 4:46am 
Yes the creative mode spawn point is where 3 tiles meet. My algorithm doesn't work well on those points. I will look into it when I have time.
Tiger 28 May @ 2:36am 
You missed the large world seam in the snowy mountains, right next to the creative-mode spawn point. It has an angle, so it must be where corners meet.
michi84o  [author] 25 May @ 11:04am 
Next update will have new resources. That would be a perfect time to fix their planet files. Otherwise I'll have to do Seams Fixed 2.1 ^^
Soggy 24 May @ 8:10pm 
why cant keen just fix this? the community is better than the devs in a ton of ways