Space Engineers

Space Engineers

[Broken] Procedural World
 This topic has been pinned, so it's probably important
Equinox  [developer] 13 Aug, 2017 @ 3:20am
Bug Reports
Important: Are you using a custom config? It's very possible that the configuration if simply broken, in which case that isn't a bug. Try visiting the Help discussion for problems relating to the config file.

Bug Reports
Open Issues on GitHub[github.com]
If you are experiencing a bug related to this mod (game crashes, asteroids that look really weird, stations that are horribly broken, etc.) please first check the above link for any similar or identical issues. If there is none you can create an issue (or post a reply here and I'll make the issue myself). I'd appreciate a picture, crash log, or similar with any bug reports. The log file for this mod is located in the world storage directory by default. Also you should include any lines from SpaceEngineers.log including "EPW: " (or the entire log if you prefer)

Is the crash caused by this mod?
Some of the things this mod does (custom asteroid fields, spawning of multiple grids at once, etc) isn't easy with the modding API. Because of this there are some terrible hacks in place that makes it possible. If you see a crash related to one of the following there is a fairly good chance that it's caused indirectly by this mod.
  • Clipmaps
  • Trash Removal
If it's not on this list and the crash log doesn't include something starting with "Equinox." it's probably not my fault and the log should probably go to Keen. If you're unsure feel free to ask.
Last edited by Equinox; 13 Aug, 2017 @ 3:29am
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Showing 1-13 of 13 comments
Quarior 10 Nov, 2017 @ 2:43pm 
So I made a world I publish here and when I visit the world in creative to check the generation, I think the OrbitRadius Min is ignoring because I have Europa in the first position around the star. See my discutions to see the session.xml and you can see the problem if you load in creative mod for confirm.
Here a screenshot :
http://steamproxy.com/sharedfiles/filedetails/?id=1197327774
Equinox  [developer] 11 Nov, 2017 @ 4:01am 
Currently the settings in the infinite planets module are more of a "best guess" type thing. Eventually I'll write a second version that is less random, and more "I want planet A, B, or C, then D,E,F, or none, etc..."
Quarior 11 Nov, 2017 @ 4:06am 
OK but your idea is good.
Good luck for your script. For me, I add more varience of asters :)
Quarior 11 Nov, 2017 @ 9:45am 
Sorry but when I load my world with planets generate, your script regenrate system (same name but different place) so here my world for illustrate it :
https://drive.google.com/file/d/1D_1eQs1dCfF6dxVxbM339gynUXtAj1QA/view?usp=sharing
Thanks for fix in advance (maybe you will be create a checker if the system name is already present and if the area have already systems).
Last edited by Quarior; 11 Nov, 2017 @ 9:46am
Molten Carnage 19 Dec, 2017 @ 1:11pm 
I see what's happening for the asteroid ring. The asteroids in the example world are only those that are within the procedural generation range. Beyond that, no asteroids will spawn. That means that even with adjusting the settings, you can't recreate the example world and the asteroids that do exist in the world is only an arc, not a ring. (You might be able to make a ring if the ring is very small and few in asteroids) I would say this is more a designed limitation of the game to prevent lagging and over-burdenning servers and pcs. For higher end pcs, this might be solved if the Ring element in the session.xml file were consistantly refreshed for continual procedural generation as you travel through space.
Molten Carnage 26 Jan, 2018 @ 4:37pm 
Sorry but I'm giving up on this mod. After the crazy asteroid count, I just can't get a ring of asteroids to spawn at all. I think it's tied to the procedural density setting in the snadbox.sbm file. If you set the asteroid density in the initial game set up to no asteroids, I believe, it prevents spawning asteroids in a prodecural world field. BTW I'm using your example world.
Equinox  [developer] 26 Jan, 2018 @ 6:53pm 
The sandbox SBM file doesn't change anything relating to this mod. And the incremental generation has been fixed last I checked.
Molten Carnage 26 Jan, 2018 @ 11:30pm 
I didn't touch the SBM file, I was only stating that I know that the Procedural Density setting in the SBM file is the Asteroid Density setting when you first set up for a new game.
Equinox  [developer] 26 Jan, 2018 @ 11:38pm 
And I'm saying that setting has nothing to do with this mod. I just loaded into a new copy of my example asteroid world and it worked fine. If you are having trouble then I'd need to see a log file and your session.xml file.
Molten Carnage 27 Jan, 2018 @ 12:14am 
Sorry about all this.
Procedural Log:
[03:06:19] MyProceduralWorldManager Debug: Track entity Default_Astronaut () at 20000 distance
[03:06:19] MyProceduralWorldManager Debug: Track entity Default_Astronaut () at 20000 distance
[03:06:19] MyProceduralWorldManager Info: Procedural world manager initialized
[03:06:19] MyAsteroidFieldModule Debug: Loading configuration for MyAsteroidFieldModule
[03:06:19] MyAsteroidFieldModule Debug: Position is {X:0 Y:0 Z:0}
[03:06:19] MyAsteroidFieldModule Debug: Up is {X:0 Y:1 Z:0}
[03:06:19] MyAsteroidFieldModule Debug: Shape is a ring. Radius is 105000m, width is 10000m, height is 250m
[03:06:19] MyAsteroidFieldModule Debug: Viewable at {X:105000 Y:0 Z:0}
[03:06:19] MyAsteroidFieldModule Debug: Seed is 1
[03:06:19] MyAsteroidFieldModule Debug: Layer 1
[03:06:19] MyAsteroidFieldModule Debug: Density = 0.53
[03:06:19] MyAsteroidFieldModule Debug: Asteroid size = 150 - 300
[03:06:19] MyAsteroidFieldModule Debug: Spacing 350
[03:06:19] MyAsteroidFieldModule Debug: Usable space 1
[03:06:19] MyAsteroidFieldModule Debug: Prohibited ores
[03:06:19] MyAsteroidFieldModule Debug: Required ores
[03:06:19] MyAsteroidFieldModule Debug: Attached
[03:06:43] MyProceduralWorldManager Debug: Removing tracking for entity Default_Astronaut ()
[03:06:43] MyProceduralWorldManager Debug: Removing tracking for entity Default_Astronaut ()
[03:06:43] MyProceduralWorldManager Debug: Removing tracking for entity Default_Astronaut ()

session.xml:
<?xml version="1.0" encoding="utf-16"?>
<MyObjectBuilder_SessionManager xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<CustomLogger>
<LogLevel>Debug</LogLevel>
<Filename>ProceduralWorld.log</Filename>
</CustomLogger>
<AsteroidField>
<Layers>
<MyAsteroidLayer>
<AsteroidMinSize>150</AsteroidMinSize>
<AsteroidMaxSize>300</AsteroidMaxSize>
<AsteroidSpacing>350</AsteroidSpacing>
<AsteroidDensity>0.53</AsteroidDensity>
<RequiresOreSerial />
<ProhibitsOreSerial />
</MyAsteroidLayer>
</Layers>
<Seed>1</Seed>
<ShapeRing>
<InnerRadius>100000</InnerRadius>
<OuterRadius>110000</OuterRadius>
<VerticalScaleMult>0.025</VerticalScaleMult>
</ShapeRing>
<Position x="0" y="0" z="0" />
<Forward x="-0" y="-0" z="-1" />
<Up x="0" y="1" z="0" />
</AsteroidField>
<ProceduralWorldManager />
<TolerableLagSeconds>0.008</TolerableLagSeconds>
</MyObjectBuilder_SessionManager>

The only change I made was the width and location of the ring
Equinox  [developer] 27 Jan, 2018 @ 12:19am 
You went to {X:105000 Y:0 Z:0} and looked around? Remember, it doesn't render distance asteroids.
Molten Carnage 27 Jan, 2018 @ 8:42am 
Yup, flew there with my jet pack, took a while. Even marked a gps point that should have been in the middle of the ring's band and nothing generated when I got there.
Last edited by Molten Carnage; 27 Jan, 2018 @ 8:42am
Molten Carnage 27 Jan, 2018 @ 2:43pm 
I have been trying all sorts of things to try to get this working and I only managed to get this working in Empty World. Solar System doesn't work it seams. I made sure to not complicate things and Procedural World was the only mod used in the testing. Even in Empty Space, the only way I could get this to work was by copying the 3 files, buildings.xml Procedural World.log and session.xml in the sbm file in the storage folder. Does any of this make sense?
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