Space Engineers

Space Engineers

[Broken] Procedural World
155 kommentarer
White Mist 27. mai 2020 kl. 7.21 
won't the game glitch or break if there are too many planets or moons?
dRuPpI 24. apr. 2019 kl. 7.50 
pleas someone re-animate this :steamsad:
[SASR] Ryan 26. mars 2019 kl. 18.28 
do you know if anybody else will be maintaining it?
Equinox  [skaper] 26. mars 2019 kl. 18.22 
This mod is broken and will no longer be maintained by me.
[SASR] Ryan 19. mars 2019 kl. 2.19 
how do you even use this?
Quarior 3. mars 2019 kl. 1.06 
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. mars 2019 kl. 12.42 
Look at Quariors comment.
Deltax 2. mars 2019 kl. 11.34 
Is there a version that is being developed then @Ϡ͢Ƿẚ̀ᴨ̴ї͏ɕ̢Θ̕ʁɘɠ͞ɵ̷ŋ́ƻ͢ȣ҉ḹ ༒ ?
PanicOregon281 2. mars 2019 kl. 8.14 
Ghost, this particular version of the mod is dead.
It's not longer being developed.
GhostRescue 2. mars 2019 kl. 5.37 
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 kl. 22.36 
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 kl. 5.37 
Done here [github.com].
Equinox  [skaper] 23. feb. 2019 kl. 11.54 
That's fine. Though if possible, please fork my repository on GitHub and keep updated mod sources there.
Quarior 23. feb. 2019 kl. 2.10 
Hi, I made some changes here .
@Equinox, I want to know if I can leave visibility in Public.
dRuPpI 22. feb. 2019 kl. 1.35 
oh no please don't let this die :KOh:
TinchoX 19. feb. 2019 kl. 14.14 
Another great mod that bites the dust.
Equinox  [skaper] 23. jan. 2019 kl. 20.56 
I no longer support this mod. Moved on to other games and projects
Scarlett 23. jan. 2019 kl. 13.22 
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. des. 2018 kl. 11.09 
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. des. 2018 kl. 8.56 
oh yes please make it to use new cluster asteroid system
StrokeSid 30. nov. 2018 kl. 15.06 
Yes please ↓
PanicOregon281 30. nov. 2018 kl. 14.15 
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 kl. 10.24 
Update?????
Equinox  [skaper] 31. okt. 2018 kl. 4.13 
Unlikely, that's a non-trivial change to make.
MadHatter 30. okt. 2018 kl. 19.01 
Will this be updated to use the new asteroids?
AudioGlitch42 26. okt. 2018 kl. 11.49 
So can i just add modded worlds and will they randomly generate or do i have to plave them myself?
Quarior 31. aug. 2018 kl. 12.09 
No, planets isn't remove when the planet is a distance superior of a player.
superhappyalien 29. aug. 2018 kl. 7.48 
Will this also Remove planets when a player get x Distance from the planet ?
Quarior 28. aug. 2018 kl. 12.56 
I made a world here and I put the session.xml for configuration if is help someone.
Skallabjorn 28. aug. 2018 kl. 12.46 
YES, this makes asteroid belts possible :D
StrokeSid 9. aug. 2018 kl. 6.03 
Equinox Sir, can you please add a pre-configured world thing.
Equinox  [skaper] 8. aug. 2018 kl. 18.57 
You add modded planets the same way you add vanilla planets. Using their planet generator ID.
Tarax00 7. aug. 2018 kl. 10.38 
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 kl. 10.33 
Just gonna add, How does one even include modded planets into the config?
PanicOregon281 7. aug. 2018 kl. 10.31 
🐼~>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 kl. 15.14 
Please add Pre-Configured!:steamhappy:
That Guy Flying8ball 5. aug. 2018 kl. 17.03 
panda im in total agreement cause im lost in how to set this up
Oakley 1. aug. 2018 kl. 19.55 
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. juli 2018 kl. 0.20 
I agree which StrangeCalibur
StrangeCalibur 30. juli 2018 kl. 1.20 
This is really cool but I think a lot more people would download it if it had a few "preconfigured" versions
Equinox  [skaper] 23. juli 2018 kl. 13.17 
This mod does nothing on its own. You need to configure it. See example worlds for examples
gatecrasher 23. juli 2018 kl. 13.02 
this mod doesnt appear to do anything to the world when added.
Equinox  [skaper] 22. juli 2018 kl. 21.40 
Still might happen, but there will be more lag.
Murllin 22. juli 2018 kl. 21.26 
even with cranking up the density like crazy?
Equinox  [skaper] 22. juli 2018 kl. 20.25 
Yes, but there may also end up being no asteroids in the belt.
Murllin 22. juli 2018 kl. 18.47 
You mean that would force every asteroid in the belt to contain at least some of a specific ore?
Equinox  [skaper] 21. juli 2018 kl. 9.54 
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. juli 2018 kl. 2.00 
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. juli 2018 kl. 15.23 
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!!