Space Engineers

Space Engineers

[Broken] Procedural World
155 Comments
White Mist 27 May, 2020 @ 7:21am 
won't the game glitch or break if there are too many planets or moons?
dRuPpI 24 Apr, 2019 @ 7:50am 
pleas someone re-animate this :steamsad:
[SASR] Ryan 26 Mar, 2019 @ 6:28pm 
do you know if anybody else will be maintaining it?
Equinox  [author] 26 Mar, 2019 @ 6:22pm 
This mod is broken and will no longer be maintained by me.
[SASR] Ryan 19 Mar, 2019 @ 2:19am 
how do you even use this?
Quarior 3 Mar, 2019 @ 1:06am 
Yeah me too is broken, I have a error of Action can't convert to Action<...> and I don't know how to fix. Maybe Keen will fixed this.
PanicOregon281 2 Mar, 2019 @ 12:42pm 
Look at Quariors comment.
Deltax 2 Mar, 2019 @ 11:34am 
Is there a version that is being developed then @Ϡ͢Ƿẚ̀ᴨ̴ї͏ɕ̢Θ̕ʁɘɠ͞ɵ̷ŋ́ƻ͢ȣ҉ḹ ༒ ?
PanicOregon281 2 Mar, 2019 @ 8:14am 
Ghost, this particular version of the mod is dead.
It's not longer being developed.
GhostRescue 2 Mar, 2019 @ 5:37am 
The mod has stopped working with the latest update, I expect a fix, without this mod our server cannot live. Thanks in advance
Deltax 28 Feb, 2019 @ 10:36pm 
Does this and the procedural "infinite planets" example still function? And if so, would they begin to work by just enabling the mod? Lastly, does it function in multiplayer?
Quarior 24 Feb, 2019 @ 5:37am 
Done here [github.com].
Equinox  [author] 23 Feb, 2019 @ 11:54am 
That's fine. Though if possible, please fork my repository on GitHub and keep updated mod sources there.
Quarior 23 Feb, 2019 @ 2:10am 
Hi, I made some changes here .
@Equinox, I want to know if I can leave visibility in Public.
dRuPpI 22 Feb, 2019 @ 1:35am 
oh no please don't let this die :KOh:
TinchoX 19 Feb, 2019 @ 2:14pm 
Another great mod that bites the dust.
Equinox  [author] 23 Jan, 2019 @ 8:56pm 
I no longer support this mod. Moved on to other games and projects
Scarlett 23 Jan, 2019 @ 1:22pm 
So, I used your example world config file as a template, started an empty world, then exited, pasted in the code, altered some of the variables, and restarted the world, but there were no planets, am I doing something wrong?
Cypher3817 18 Dec, 2018 @ 11:09am 
Hi this is probably a stupid question but how do you configure the mod as i can't get my head around how to do it for having a faction with buildsing that are generated randomly
dRuPpI 16 Dec, 2018 @ 8:56am 
oh yes please make it to use new cluster asteroid system
StrokeSid 30 Nov, 2018 @ 3:06pm 
Yes please ↓
PanicOregon281 30 Nov, 2018 @ 2:15pm 
forgot i subbed to this thread, just had a thought
an adjustable ingame menu to adjust the world, would make configuring the mod a lot easier
/ProceduralWorld or something
Basileus 29 Nov, 2018 @ 10:24am 
Update?????
Equinox  [author] 31 Oct, 2018 @ 4:13am 
Unlikely, that's a non-trivial change to make.
MadHatter 30 Oct, 2018 @ 7:01pm 
Will this be updated to use the new asteroids?
AudioGlitch42 26 Oct, 2018 @ 11:49am 
So can i just add modded worlds and will they randomly generate or do i have to plave them myself?
Quarior 31 Aug, 2018 @ 12:09pm 
No, planets isn't remove when the planet is a distance superior of a player.
superhappyalien 29 Aug, 2018 @ 7:48am 
Will this also Remove planets when a player get x Distance from the planet ?
Quarior 28 Aug, 2018 @ 12:56pm 
I made a world here and I put the session.xml for configuration if is help someone.
Skallabjorn 28 Aug, 2018 @ 12:46pm 
YES, this makes asteroid belts possible :D
StrokeSid 9 Aug, 2018 @ 6:03am 
Equinox Sir, can you please add a pre-configured world thing.
Equinox  [author] 8 Aug, 2018 @ 6:57pm 
You add modded planets the same way you add vanilla planets. Using their planet generator ID.
Tarax00 7 Aug, 2018 @ 10:38am 
I am also going to add - OMG this is amazing, I would love to see something "pre-configured" myself if possible as I lack the time myself to dig into exactly how it works. Love the idea of this!
PanicOregon281 7 Aug, 2018 @ 10:33am 
Just gonna add, How does one even include modded planets into the config?
PanicOregon281 7 Aug, 2018 @ 10:31am 
🐼~>PANDA_TRIPPS<~🐼
Sadly even with the Git documentation, it's vaguely explain'd how to set up the mod
I'm barely even understanding how to set it up with example worlds
So I agree some form of pre-configure'd when you install the mod or a graphical GUI for people who dont even understand code at all
StrokeSid 6 Aug, 2018 @ 3:14pm 
Please add Pre-Configured!:steamhappy:
That Guy Flying8ball 5 Aug, 2018 @ 5:03pm 
panda im in total agreement cause im lost in how to set this up
Oakley 1 Aug, 2018 @ 7:55pm 
PreConfigured would be great agreed. Id love to just have one ready to roll since github is a pain to navigate and figure out. Im sure its great though. Ive been looking for something like this but I get in too deep on too many mods that promise the sky but never load correctly. So with github and "do it yourself" thats a big red flag for a noob like me on non-workshop mods.
Puppeteer 31 Jul, 2018 @ 12:20am 
I agree which StrangeCalibur
StrangeCalibur 30 Jul, 2018 @ 1:20am 
This is really cool but I think a lot more people would download it if it had a few "preconfigured" versions
Equinox  [author] 23 Jul, 2018 @ 1:17pm 
This mod does nothing on its own. You need to configure it. See example worlds for examples
gatecrasher 23 Jul, 2018 @ 1:02pm 
this mod doesnt appear to do anything to the world when added.
Equinox  [author] 22 Jul, 2018 @ 9:40pm 
Still might happen, but there will be more lag.
Murllin 22 Jul, 2018 @ 9:26pm 
even with cranking up the density like crazy?
Equinox  [author] 22 Jul, 2018 @ 8:25pm 
Yes, but there may also end up being no asteroids in the belt.
Murllin 22 Jul, 2018 @ 6:47pm 
You mean that would force every asteroid in the belt to contain at least some of a specific ore?
Equinox  [author] 21 Jul, 2018 @ 9:54am 
Not really. The asteroid ore distribution is really hard to control. If you put <ExcludeInvalid>true</ExcludeInvalid> in an asteroid layer it will not spawn any asteroid that doesn't match the requirements, but there's no way to really make it better.
Murllin 21 Jul, 2018 @ 2:00am 
Would it be possible to some how increase the control over what types/quantities of ore spawn in specific asteroid fields. I do currently have a custom ore spawning in one field for PVP purposes but id like to make a little bit more of it spawn rather than just a small handful of the roids containing the unique ore.
Gaz 5 Jul, 2018 @ 3:23pm 
Made a single megaroid with debris with this. :D https://i.imgur.com/3fIIy3r.png
Really nice touch to the procedural asteroid fields we're gonna make in our server. It might be hard to use this mod, but when you get it right its' wonderful!!