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Second, I seem to be having some difficulty in implementing the "correct" sun rotation mechanics as provided by the instructions above (something I have recently mentioned on the previous Terra, immediately prior to discovering this remake) - would it be at all possible to provide a slightly more detailed step-by-step guide on how to do this? Would be most appreciative.
Again, VERY impressed by the level of detail in this remake - keep up the fantastic work!!
i use the Real Solar System https://sp.zhabite.com/sharedfiles/filedetails/?id=3352227682
I would ike to replace the actual Earthlike by this one , but wqhen i open the planeteray menu i see the originals planets, the ones i have in workshop but not this one.
<SunElevation>0</SunElevation>
i ask because the non pure ores make some things easier and yet harder at the same time.
Shift + F10 or Ctrl + F10 (I don't remember which) if you have a high enough level of admin rights (stars in F3), not simply F10.
I used a modded 2km detector and seismic ore finder. There are no ores.
Tried on a new single player world and
with ore configurable mod in order to change deposits.
For spiders, if australia has its own voxels type like AustralianSand etc. you could manage it with Multiple Encounter System quiet easy.
Maybe I took that idea and use this planet with spiders as our new start planet ;)
For biomes, same trickery, I also found a biome map of the same equirectangular projection, also centered on Greenwich & the Equator, so after putting it to the same scale
The original pic was in greyscale, black = low & white = high, same as in Space Engineers, so I could use the data as is. The map looked something like this :
https://gamedev.stackexchange.com/questions/198430/find-one-meter-to-scale-in-earth-heightmap
The flat version only needs a minor water radius correction for the geography to be visible from afar, so it does seem to be related to how a deep ocean floor affects the geometry as it is simplified.
I've also noticed another water mod artifact, even when the geography is visible, a sort of "darkness" layer shows up when you move far away, making the planet dimmer. It also has a distinct grid pattern. Lowering the radius further reduces and eventually eliminates this artifact.
Just letting you know.
Now, I'm having the same water mod issue mentioned by PizzaKing32000 back in February were moving away from the planet causes the water sphere to cover all the geography.
I've had to reduce the wradius to 1.01505 to have it stop happening, but that leaves the planet almost devoid of water when you get near the surface.
I have the maximum quality set, and sadly it doesn't help. I have also tried disabling spherization in the planet config file, to no avail.
I suspect that since the ocean is quite deep, the spherization is making the geometry converge on the middle point between the highs and lows, which seems to fall under the water surface. On planets with shallower oceans I suspect that middle point would be higher and thus this wouldn't happen.
Not sure how this can be fixed, maybe the water mod can provide some solution.
For Fluffy's problem: Unfortunately as far as Im aware there is little that can be done about respawn craft spawning over the ocean, it's kinda bound to happen when the planet is mostly water like Earth is.
I had to simplify it as there was no detail of which exact type of climate is which specific shade, but it being an equirectangular projection centered on Greenwich and the Equator made it go smoothly with the heightmap once put at the same picture size.
https://sp.zhabite.com/sharedfiles/filedetails/?id=2985510955