Space Engineers

Space Engineers

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Real Solar Systems
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Type: Mod
Mod category: Skybox, Asteroid, Planet
File Size
Posted
Updated
184.399 MB
18 Oct, 2024 @ 9:04pm
2 Nov @ 5:49pm
70 Change Notes ( view )

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Real Solar Systems

In 1 collection by Echthros
Real Solar Systems Proxies
41 items
Description
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://steamproxy.net/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]
Popular Discussions View All (23)
92
23 Oct @ 11:56am
Bugs
EthicalObligation
63
22 Aug @ 4:29pm
Community to-do list: Modded planet proxies.
ABlueHairedFox
22
4 Nov @ 5:50pm
Real Solar System Worlds
GigaCars
1,028 Comments
GigaCars 12 hours ago 
rotational speed seems to be the only setting that can be changed in MP strangely
Kilin 15 hours ago 
I don't even have to restart the server. I did build the entire system before I even let a single other person step on the server specifically because the mod description says that's what you need to do but I've been able to at least change the rotational period of the planet we were on and have it take effect and I've never tried any change other than that.
Star_Kindler 5 Nov @ 5:18pm 
Weird, it's always worked in MP for me. I just had to restart the server for changes to apply correctly for other players.
Kilin 5 Nov @ 3:39am 
that's what I'm saying though I'm in multiplayer right now and the editor works. I built the world first and then tried to use it in DS but then those glitches happened
Echthros  [author] 4 Nov @ 6:59pm 
The Editor will only work correctly in single player, period. If you want to build a world to use in multiplayer or DS, then you need to build it and then transfer the save over to the DS afterwards. You can make tweaks to the world on the DS when it's offline by editing the Config.xml. If you're having issues transferring the world over to the DS, you may want to ask around on the KSH Discord.
GigaCars 4 Nov @ 6:29pm 
you can use it in dedicated or multiplayer IF nobody is in it(maybe), else it will break without a full server restart(closing the server instance, not game from host and opening it again)

but yeah idk why it won't work
Number9Volcanos 4 Nov @ 6:24pm 
oof
Kilin 4 Nov @ 6:22pm 
So I can't seem to start a dedicated server with real solar system. This mod description says that you can't use the editor when in multiplayer or dedicated server but I could definitely use the editor when I was playing multiplayer. Trying to transfer the world file to a dedicated server caused some of the most insane bugs I've ever seen which eventually ended up (after multiple hours of trying to make it work) with me having to delete every single file related to the dedicated server off my computer because of how corrupted the files for it got. The dedicated server tool wouldn't even start anymore at a certain point. I'm wondering if anyone else is having anything close to this experience or if maybe I can get some help in getting one set up. Really annoying that for my friend to play when I'm not playing I need to have my the game running all the time.
Number9Volcanos 4 Nov @ 5:36pm 
wahoo!
Echthros  [author] 4 Nov @ 5:30pm 
New RSS tutorial video has been linked at the top next to the trailer. It covers how to build a complex solar system with rings, particles, functional zones, and much more. Check it out if you have any interest in building your own systems!