Thanks!! The node tree looks like a spaghetti mess but it works.
To the very left is the workhorse of it all that generates the planetary noise. It uses a few sliders to adjust the land size and the amount of 'water' goes into ocean areas, it also serves as the main mask between water and land. Now as we stack things up in the center portion we add various parts to the planets. More land and sea controls at the bottom. Above that is where we can add 'rivers' or cracks in the planet that we can constrain to only land areas. Next comes craters, icecaps, and finally the ability to add city lights to the dark side areas. Colors, roughness and bump information sits in the center section. All that gets plugged into some basic shaders on the right and finally to the material output. shew!
This would be the Mk 1 version of the node tree that I created by following along with a tutorial. My newer one is a vast improvement as I've fixed the craters to be more prominent if I want them to be and added more biomes to the land areas. How they did the night light masking is a bit dated and I updated that to work for animation in case I want to have fun with my planetary creator in the future.
To do : Set this all up to bake textures out of the procedural portion. Just need to add some image textures plugged into various points and I'll be able to pump out diffuse, glossy, height, normal, and roughness maps of every planet. Would be fun to see some of these creations show up as planets in KSP.
edit: clouds and atmosphere are on separate layers.