Space Engineers

Space Engineers

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Planetary Asteroid Rings
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Type: Mod
標籤: ServerScripts
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384.529 KB
2023 年 12 月 1 日 下午 1:17
9 月 9 日 上午 1:46
26 項更新註記 (檢視)

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Planetary Asteroid Rings

描述
Overview

This is a mod to add procedural asteroids to the rings of planets.

Initially it was only for Bylen in the Paradiso system, but other planets should now be able to be configured to have asteroid rings.

Asteroids are generated within visual range of players and sync distance of grids, by default being cleaned up if untouched once out of range of any player or grid. Asteroids within sync range of any player or grid on save will be persisted, and an option is available to disable this cleanup such that all asteroids generated by this mod will persist after the mod is removed.

TLDR Configuration using chat commands

With the mod loaded into the world:

  1. Look at the planet you are wanting to add a ring to, and in chat type: /ringast select @lookat. Perpendicular rings should appear around the planet.
  2. Find the brown ring, and if necessary, adjust to the desired size using the /ringast ir size and /ringast or size commands
  3. If the ring is tilted from where it should be, use the /ringast lan deg command to rotate the ring until the crossing of the red and blue planes coincide with the graphical ring, then use the /ringast inc deg to tilt the ring until it coincides with the graphical ring
  4. Enable the ring using the /ringast enable true command. The brown ring should turn aqua.
  5. Commit the changes using the /ringast commit command. Asteroids should now appear in the aqua ring as you approach with your player character or in a ship
  6. Dismiss the coloured rings using /ringast close

Note that in multiplayer the /ringast commit command will require at least Space Master in your world.

Configuration

Rings are configured using xml files in the mod storage directory in the world save directory. The settings from these files are also stored in the world Sandbox.sbc file, with the future idea of being able to configure these settings from within the game.

Default settings are stored in ringDefaults.xml, and individual planet ring settings are stored in xml files named by the planet's StorageName - e.g. for Bylen-12345d120000.vx2 will be stored in Bylen-12345d120000.xml.

Default settings exist for the following planets:
  • Bylen (from e.g. Paradise)
  • Bylen as it is in Ares at War
  • Demus

These are disabled by default, and need to be enabled by editing and renaming the planetname.xml.example configuration file(s) that are written in the mod storage directory, changing Enabled from false to true

Configuration settings

A separate guide has been created for configuration settings: Planetary Asteroid Rings configuration options

Future ideas

  • Add the ability to boost the chance of ice asteroids from the default 1% (Note that adding or removing a mod after generating asteroids with this could convert those asteroids to normal asteroids)
熱門討論 檢視全部(7)
8
2 月 11 日 上午 6:58
Missing files
Sh4dock
3
6 月 7 日 下午 5:38
Asteroid fields not generating in DS but generate in solo
Ruizbros
5
3 月 8 日 下午 9:14
Crash on Dedicated Server
Lt.Fenix
145 則留言
Bravada Cadelanne  [作者] 10 月 24 日 上午 8:02 
@Taeleus I think you would need a mod that increases the AsteroidGeneratorSpawnProbabilityMultiplier of the more common ores in asteroids. I might one day look at an option to increase the odds of getting generator seeds that give certain ores, ice asteroids, or stone asteroids.

@Dankenobi1 the ProceduralDensity in the game's sandbox settings will control the density of asteroids throughout the system while minimally affecting the density of asteroids in rings.
Taeleus 10 月 22 日 下午 11:43 
Anyone know of a way to make resources more scarce in asteroids? Running a mod that makes ores deeper on planets which is nice, but ive made some dense rings and it makes finding ores way too easy. wanna spread them out to slow progression.
Dankenobi1 10 月 5 日 下午 2:41 
is it possible to have asteroids only spawn in the ring and not randomly in space as is the default?
would turning off procedural asteroids then spawning in the ring work?
Thedarkpickle 10 月 1 日 上午 7:31 
A modded planet and I was sitting inside the aqua ring about 50KM from a 120KM wide gas giant
Bravada Cadelanne  [作者] 9 月 30 日 上午 2:39 
@ariesfighter15 what planet were you trying to put the ring around, and what are the precise commands you tried to use?

@Thedarkpickle what planet were you trying to put the ring around, and how close was your character from the planet?
Thedarkpickle 9 月 26 日 下午 1:31 
I'm also having that issue, I input the commands but no asteroids appear, it says "comitting settings" and then there are no asteroids in the aqua zone
ariesfighter15 9 月 26 日 下午 1:07 
I don't know what I'm doing wrong but the commands are not doing anything beyond making the placement rings appear and disappear. Numbers 1, 4, 5 and 6 work while 2 and 3 didn't do a thing. Please Help :steamsad:
Bravada Cadelanne  [作者] 9 月 9 日 上午 9:06 
Another option might be to try increasing the AsteroidGridSpawnDistance , AsteroidPlayerSpawnDistance , and maybe the AsteroidSaveDistance to e.g. 5000km for the ring.
Bravada Cadelanne  [作者] 9 月 9 日 上午 9:02 
@Шестьдесят седьмой if you enable LogDebug when enabling the ring, then monitor the latest log file for the planet in AppData\Roaming\Space Engineers\Storage\3102127379.sbm_BylenRingAsteroids , does it log something like:

Sector X, Y: Adding 123m asteroid RingAsteroid_P... with seed 329854732 at ... X:3084530925 Y:405984304938 Z:4095843095


If you go within a few km of the logged coordinates (but not so close that it inhibits the spawn of the asteroid), does an asteroid spawn?
D'raga 9 月 9 日 上午 3:16 
@Bravada, thank you for the response, I must have been too tired last night to see that in the xml, first thing I saw when opening the file again today lol.