Quinby Kerman Posted March 16 Share Posted March 16 2 hours ago, The Minmus Derp said: We cut the Iapetus analog since that position has really always been filled by Wal. Also since when do kerbalized names just change one letter? :,( Also it changes TWO letters! Iapetus->Iaptus->Ioptus Saturn->Sartun->Satnut->Sarnus Sarnus might be LESS of a change, it only has one swap-out and some shuffling also new page Quote Link to comment Share on other sites More sharing options...
horrifiedbyeverything Posted March 16 Share Posted March 16 quick question what is the .DS_Store file for is it important Quote Link to comment Share on other sites More sharing options...
QuadrilateralsAreCool Posted March 16 Share Posted March 16 (edited) On 3/12/2025 at 3:56 AM, The Minmus Derp said: On 2/23/2025 at 2:09 AM, QuadrilateralsAreCool said: Urlum Plus isn't supposed to be a dependency, they're all supposed to be independent. The icons exist in Jool Plus and I created a pull request on its Github to use these instead. Thank you very much! I also submitted a fix for an issue in InnerWorlds, issue 2 on the Github page, and I suggested a patch for Minmar rings through the suggestion box, but I'm not sure it fits what you are trying for with Minmus. Edited March 16 by QuadrilateralsAreCool Quote Link to comment Share on other sites More sharing options...
Richmountain112 Posted March 16 Share Posted March 16 (edited) And when I opened the science reports for Jool, they're missing. Probably because Jool had to be replaced to change its texture. And the relocation of Tylo caused one of my relays to get ejected from the Joolian system. Edited March 16 by Richmountain112 Quote Link to comment Share on other sites More sharing options...
QuadrilateralsAreCool Posted March 16 Share Posted March 16 I just noticed in the Module Manager logs that the two Need specifiers for the Kcalbeloh patch in JoolPlus aren't proper, it can be replaced with @Kopernicus:FOR[OPX-JoolPlus]:NEEDS[KcalbelohSystem,!OPM] Quote Link to comment Share on other sites More sharing options...
The Minmus Derp Posted March 19 Author Share Posted March 19 (edited) On 3/16/2025 at 9:56 AM, Richmountain112 said: Texture changes. The resizing I don't really mind (wasn't even aware of it), but Sarnus and Jool feel less like Saturn and Jupiter respectively with the new textures. Less importantly, Urlum also looks more like Thatmo but I kinda find it more silly than annoying. And thanks for telling me I can turn off the minor outer moons Also, Iapetus orbits Saturn while Wal orbits Urlum. Seeing as the Kerbol System is already not 1:1 with the real solar system I figured I'd make an artistic choice there. Since I'd already established the new sizes for the difficulty gradient I figured I'd go all in on it. Jool is Saturn now, so sayeth the lord. Urlum being a cueball makes a lot more sense than Thatmo being a cueball, let's be honest. On 3/16/2025 at 3:07 PM, horrifiedbyeverything said: quick question what is the .DS_Store file for is it important You can feel free to chuck that, its a byproduct of compressing a folder on a mac I think. On 3/16/2025 at 3:15 PM, QuadrilateralsAreCool said: I also submitted a fix for an issue in InnerWorlds, issue 2 on the Github page, and I suggested a patch for Minmar rings through the suggestion box, but I'm not sure it fits what you are trying for with Minmus. Thanks for making me aware of that, I'll see if I can include that in the next update. On 3/16/2025 at 4:38 PM, QuadrilateralsAreCool said: I just noticed in the Module Manager logs that the two Need specifiers for the Kcalbeloh patch in JoolPlus aren't proper, it can be replaced with @Kopernicus:FOR[OPX-JoolPlus]:NEEDS[KcalbelohSystem,!OPM] Good to know. On 3/16/2025 at 3:37 PM, Richmountain112 said: And the relocation of Tylo caused one of my relays to get ejected from the Joolian system. That's something we check before adding mods. At this point you might as well just cheat them back into a higher orbit. Edited March 19 by The Minmus Derp Quote Link to comment Share on other sites More sharing options...
QuadrilateralsAreCool Posted March 25 Share Posted March 25 @The Minmus Derp Also, Nito, Tito, and Chymere can be set to AFTER[OPM,OPX-NeidonPlus] and they seem to work fine. It gets rid of the warnings for each, though I'm not sure if you need to reference OPX-NeidonPlus. For future reference, it seems only one of BEFORE, FOR, AFTER can be assigned. If being able to separate the mods from OPM is still planned, then a patch for new bodies to switch to the OPM body can be added at the bottom of each file: @Kopernicus:NEEDS[OPM]:AFTER[OPX-XXX] Quote Link to comment Share on other sites More sharing options...
The Minmus Derp Posted Wednesday at 04:53 AM Author Share Posted Wednesday at 04:53 AM 23 hours ago, QuadrilateralsAreCool said: @The Minmus Derp Also, Nito, Tito, and Chymere can be set to AFTER[OPM,OPX-NeidonPlus] and they seem to work fine. It gets rid of the warnings for each, though I'm not sure if you need to reference OPX-NeidonPlus. For future reference, it seems only one of BEFORE, FOR, AFTER can be assigned. If being able to separate the mods from OPM is still planned, then a patch for new bodies to switch to the OPM body can be added at the bottom of each file: @Kopernicus:NEEDS[OPM]:AFTER[OPX-XXX] Good to know! Of course, the NeidonPlus revamps completely remove and replace the original objects, so such patch shenanigans are unnecessary as I just made sure that it removes the old Thatmo and Nissee before the rest of neidonplus loads in. I'll include this in the next update. Quote Link to comment Share on other sites More sharing options...
The Minmus Derp Posted Thursday at 07:07 PM Author Share Posted Thursday at 07:07 PM New InnerWorlds update has released! version 0.3.0 incorporates fixes to the PQSMaterial of Quazen and Krov, as well as the new object 705 Graybar, an analog for the fifth largest asteroid Interamnia. Quote Link to comment Share on other sites More sharing options...
QuadrilateralsAreCool Posted Thursday at 08:42 PM Share Posted Thursday at 08:42 PM (edited) I guess I'll be adding another 200 dv to my eventual grand tour plan. Graybar is looking pretty good, though the difference once getting close is noticable. Quite a nice and challenging addition. Edited Friday at 01:35 AM by QuadrilateralsAreCool misspelling Quote Link to comment Share on other sites More sharing options...
QuadrilateralsAreCool Posted Thursday at 11:01 PM Share Posted Thursday at 11:01 PM I've come up with a few more things again. I've looked around bit for some of the config options you want, and it seems '?' can be used a generic symbol when reading settings values. 'True' and 'False' don't need to be capitalized in the settings if you you have something like 'HAS[#BopTrojan[?rue]', at least from what I've seen in other configs. There seems to be an issue with getting radius settings for BetterJool in the settings without Scatterer. Could you add a link to Eeloo Moons under Sarnus Plus? For some reason I remembered it as Revamped Eeloo and almost tried to debug it when it didn't patch. The patch in SarnusPlus for Eeloo Moons doesn't need ':FOR[OPX-SarnusPlus]' for the reparenting, it instead doesn't reparent with it. Also, Ryla, Hale, Ovok, Encethys, Eeloo, Sar, and Slate are lined up when starting the game, I don't know if this is intentional. I noticed that Near Kerbin Objects was implemented into Inner Worlds, but credit isn't listed in the main description, or a link to the original, but JoshTheKerbal was mentioned a while ago. Do you have a link to ReSarnus? I haven't been able to find it anywhere. I don't know if it actually exists. I think I found a bug? I'm not able to zoom in on Lui, Anton, Vizak, Ryla, Ovok, Phabus, and Hargalað as much as I can with and other small bodies like Dyva and Rator. Also, when orbiting or landing on Hargalað, the terrain doesn't move with the body, but seems to move with the craft. Do you plan on adding more detail to Dyva's LOD? Compared to other bodies, its colors seems unintentionally flat. Quote Link to comment Share on other sites More sharing options...
arbsoup Posted Friday at 12:11 AM Share Posted Friday at 12:11 AM (edited) 5 hours ago, The Minmus Derp said: New InnerWorlds update has released! version 0.3.0 incorporates fixes to the PQSMaterial of Quazen and Krov, as well as the new object 705 Graybar, an analog for the fifth largest asteroid Interamnia. I was browsing through the Github logs and noticed that you adapted Graybar's config from the one for Interamnia from RSS-Origin. Checking further, most of Graybar's textures seem to also be similar to Interamnia's (some of them look unchanged, though I don't know exactly) and RegolithC seems to be adapted or copied as well. I think some of those textures were exported under a Space Engine Pro license, and I don't know what the terms are for adapting or re-distributing them again if you don't have that license yourself. Have you contacted Charon about this? Edited Friday at 12:44 AM by arbsoup Quote Link to comment Share on other sites More sharing options...
The Minmus Derp Posted Friday at 03:22 AM Author Share Posted Friday at 03:22 AM (edited) 5 hours ago, QuadrilateralsAreCool said: I've come up with a few more things again. I've looked around bit for some of the config options you want, and it seems '?' can be used a generic symbol when reading settings values. 'True' and 'False' don't need to be capitalized in the settings if you you have something like 'HAS[#BopTrojan[?rue]', at least from what I've seen in other configs. There seems to be an issue with getting radius settings for BetterJool in the settings without Scatterer. Could you add a link to Eeloo Moons under Sarnus Plus? For some reason I remembered it as Revamped Eeloo and almost tried to debug it when it didn't patch. The patch in SarnusPlus for Eeloo Moons doesn't need ':FOR[OPX-SarnusPlus]' for the reparenting, it instead doesn't reparent with it. Also, Ryla, Hale, Ovok, Encethys, Eeloo, Sar, and Slate are lined up when starting the game, I don't know if this is intentional. I noticed that Near Kerbin Objects was implemented into Inner Worlds, but credit isn't listed in the main description, or a link to the original, but JoshTheKerbal was mentioned a while ago. Do you have a link to ReSarnus? I haven't been able to find it anywhere. I don't know if it actually exists. I think I found a bug? I'm not able to zoom in on Lui, Anton, Vizak, Ryla, Ovok, Phabus, and Hargalað as much as I can with and other small bodies like Dyva and Rator. Also, when orbiting or landing on Hargalað, the terrain doesn't move with the body, but seems to move with the craft. Do you plan on adding more detail to Dyva's LOD? Compared to other bodies, its colors seems unintentionally flat. For the True/False, that's good to know, I'll include that in future updates. Not urgent enough to warrant its own fix, but something I'll keep in mind. What radius settings? I don't recall writing any patches to that effect. Sure thing. The alignment is not intentional, I'll add some meanAnomaly fudging when I release the Hale remaster. Near Kerbin Objects joined InnerWorlds when JoshTheKerbal was part of the OPX dev team, a position he mentions in the Far Frontiers thread. He also created Kortens' system for InnerWorlds, but has since left. ReSarnus is annoyingly unreleased, it's been in limbo for a good bit. I think there's a setting that I learned about after making those objects but before making Rator, thanks for the reminder. However, Hargaladh is supposed to be inscrutable so that won't be changing. The Hargalath thing is unavoidable for the smallest bodies in my experience, Janet and later I have been trying to fix that since before OPX existed. I'm gonna defer to @Interplanet Janet on the Dyva question. 4 hours ago, arbsoup said: I was browsing through the Github logs and noticed that you adapted Graybar's config from the one for Interamnia from RSS-Origin. Checking further, most of Graybar's textures seem to also be similar to Interamnia's (some of them look unchanged, though I don't know exactly) and RegolithC seems to be adapted or copied as well. I think some of those textures were exported under a Space Engine Pro license, and I don't know what the terms are for adapting or re-distributing them again if you don't have that license yourself. Have you contacted Charon about this? I'm pretty sure those textures predate the existence of paid spaceEngine in any form, making licensing a bit of a non-issue. However, I will say that Graybar deserves some more effort in any case, seeing as I must confess its early release was almost entirely an excuse to call it 0.3 instead of 0.2.6. In hindsight it doesn't look that great. Color scheme is brill but that's not enough for me now. EDIT: Thinking about giving it some ridges and large craters to distinguish it beyond its color, thoughts on that? Edited Friday at 04:28 AM by The Minmus Derp ... THEY HAVE A PLAN ... Quote Link to comment Share on other sites More sharing options...
QuadrilateralsAreCool Posted Friday at 05:11 AM Share Posted Friday at 05:11 AM I still think their contributions should be mentioned in the descriptions of the mods themselves. In my tests '?' can be used in place of any letter, so settings for 'Stock' etc can also use it and not need to be capitalized. I quickly looked up the license that RSS uses, and for their license I think you do need to both give attribution in the description of the mod and relicense to CC BY-NC-SA 4.0. At least that's what I got from this summary, so I might be wrong. Also, some of your mods on github also don't have their license listed as per the add-on rules, which are unavailable for some reason. Webarchive link. Quote Link to comment Share on other sites More sharing options...
The Minmus Derp Posted Friday at 03:41 PM Author Share Posted Friday at 03:41 PM (edited) 10 hours ago, QuadrilateralsAreCool said: I still think their contributions should be mentioned in the descriptions of the mods themselves. In my tests '?' can be used in place of any letter, so settings for 'Stock' etc can also use it and not need to be capitalized. I quickly looked up the license that RSS uses, and for their license I think you do need to both give attribution in the description of the mod and relicense to CC BY-NC-SA 4.0. At least that's what I got from this summary, so I might be wrong. Also, some of your mods on github also don't have their license listed as per the add-on rules, which are unavailable for some reason. Webarchive link. and that my friend is another reason why I'm redoing the damn thing. WHY IS SPACEDOCK TAKING SO LONG Edited Friday at 03:58 PM by The Minmus Derp Quote Link to comment Share on other sites More sharing options...
The Minmus Derp Posted yesterday at 12:01 AM Author Share Posted yesterday at 12:01 AM (edited) New InnerWorlds update dropping whenever spacedock gets off its couch and finishes doing its job! v0.3.2 finishes redoing Graybar (I streamlined the config and redid the biome map). EDIT: if you really want it NOW, it's on github. Spacedock will probably be another half hour at the rate its going. Edited yesterday at 12:03 AM by The Minmus Derp Quote Link to comment Share on other sites More sharing options...
DragonRoco Posted yesterday at 12:56 AM Share Posted yesterday at 12:56 AM (edited) It appears that the new Parallax Continued release and the configs from jthero3 for OPM (the suggested ones by Linx) conflict with OPX Sarnus, Urlum and Neidon, causing the PQSMod to break. This error is generated for all stock bodies: [ERR 11:37:33.774] [Parallax] Celestial body Kerbin is missing the Parallax PQSMod This also leads to Kopernicus being unable to load the system and spams the logs with null references, after it looks like Wal fails to load: [EXC 11:47:00.389] Exception: Failed to load Body: Wal Kopernicus.Configuration.Loader.Kopernicus.ConfigParser.Interfaces.IParserEventSubscriber.PostApply (ConfigNode node) (at <9e43fe11c1b0456a81732a16b276154c>:0) Kopernicus.ConfigParser.Parser.LoadObjectFromConfigurationNode (System.Object o, ConfigNode node, System.String configName, System.Boolean getChildren) (at <b81c7e09ce34479e9d3831f2ed50b754>:0) Kopernicus.ConfigParser.Parser.CreateObjectFromConfigNode[T] (ConfigNode node, System.String configName, System.Boolean getChildren) (at <b81c7e09ce34479e9d3831f2ed50b754>:0) Kopernicus.Injector.Awake () (at <9e43fe11c1b0456a81732a16b276154c>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Kopernicus.Injector:Awake() UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelLoaded(GameScenes) AddonLoader:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) [EXC 11:47:07.149] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () (at <9e43fe11c1b0456a81732a16b276154c>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) OPX Jool is fine. Installed mods (ParallaxContinued, OPM, Parallax configs for OPM, OPX-UrlumPlus and all dependencies via CKAN): Community Terrain Texture Pack Harmony 2 Kopernicus KSPBurst ModularFlightIntegrator Module Manager OPM OPX-UrlumPlus OuterParallax-OPM ParallaxContinued Parallax_StockPlanetTextures Parallax_StockScatterTextures Parallax_StockTerrainTextures Vertex Mitchell-Netravali Filtered Heightmap Full log (except for some snips to reduce size) Thank you for adding these bodies and making these systems into the busy and chaotic gas giant systems we see in our solar system. Let me know if you need anything else! Edited yesterday at 12:56 AM by DragonRoco Adding Wal load error Quote Link to comment Share on other sites More sharing options...
modus Posted yesterday at 07:48 AM Share Posted yesterday at 07:48 AM 6 hours ago, DragonRoco said: OPX Jool is fine. So I was staying away from opx Jool because I thought parallax continued wouldn't work with it, but you are saying it does? The shrunk Laythe, for example, will still be nicely parallaxified? Quote Link to comment Share on other sites More sharing options...
arbsoup Posted 22 hours ago Share Posted 22 hours ago (edited) 16 hours ago, DragonRoco said: It appears that the new Parallax Continued release and the configs from jthero3 for OPM (the suggested ones by Linx) conflict with OPX Sarnus, Urlum and Neidon, causing the PQSMod to break. I think one issue might be that jthero's configs run AFTER[OPM], but OPX patches run after that (alphabetically). And with Wal in OPX-UrlumPlus you have @PQS { !Mods {} which removes the Parallax PQS mod that OuterParallax just added in. This is a wild throw, but for minimum stability you could try something like this: navigate to OuterParallax/OPM/_Configs/IncreaseSubdivisionCount_C.cfg, then change the first line from AFTER[OPM] to AFTER[OPX-UrlumPlus] (the last alphabetical OPX mod). I think scaled textures would still be bugged, however, since /_Configs/ParallaxScaled.cfg is using the OPM texture filepaths for every body's Material{} node, and you'd have to change all those to the OPX texture filepaths manually. That's a little tedious. Probably a real solution would look like 1. Either write a PR for OuterParallax that changes its patches for changed bodies (Ovok, Wal, Tal, Nissee, Thatmo... is that it?) to run only when OPX isn't installed, or write some configs for OPX that directly undo OuterParallax's changes and then add their own, e.g. deleting some body nodes in ParallaxTerrain, then adding new ones with the new filepaths and new altitude limits and so on. Not sure which is better. 2. Give OPX's original bodies their own configs bundled and run with OPX. This would be even more work! I might be interested in writing configs for some OPX original bodies at some point, but that's dependent on my time and energy. For now @The Minmus Derp will want to mark OPX as incompatible with jthero's OuterParallax for Parallax Continued. Edited 22 hours ago by arbsoup Quote Link to comment Share on other sites More sharing options...
The Minmus Derp Posted 12 hours ago Author Share Posted 12 hours ago On 3/29/2025 at 7:56 PM, DragonRoco said: It appears that the new Parallax Continued release and the configs from jthero3 for OPM (the suggested ones by Linx) conflict with OPX Sarnus, Urlum and Neidon, causing the PQSMod to break. 10 hours ago, arbsoup said: Probably a real solution would look like 1. Either write a PR for OuterParallax that changes its patches for changed bodies (Ovok, Wal, Tal, Nissee, Thatmo... is that it?) to run only when OPX isn't installed, or write some configs for OPX that directly undo OuterParallax's changes and then add their own, e.g. deleting some body nodes in ParallaxTerrain, then adding new ones with the new filepaths and new altitude limits and so on. Not sure which is better. 2. Give OPX's original bodies their own configs bundled and run with OPX. This would be even more work! I might be interested in writing configs for some OPX original bodies at some point, but that's dependent on my time and energy. Good to know. For now, the list you gave is it, although I have a half-finished Hale remaster in the works and I'm toying with how to do Eeloo. I do not know how to do Parallax configs, and the last time we tried the entire mod broke. Some sort of skeleton example of such a process would be helpful for me to reverse-engineer from. Your offer to write Parallax configs would be very helpful, if you have the time. Thank you! Failing that, I'll probably buckle down and reverse-engineer how to write them from the stock ones the mod comes with at some point when my time is more consistently available. 19 hours ago, modus said: So I was staying away from opx Jool because I thought parallax continued wouldn't work with it, but you are saying it does? The shrunk Laythe, for example, will still be nicely parallaxified? I don't believe that the object's scaledspace radius has an effect on Parallax, but even if it did, JoolPlus has always came with a setting to turn the revised radii off and on ever since I figured out how settings work. On 3/29/2025 at 7:56 PM, DragonRoco said: Thank you for adding these bodies and making these systems into the busy and chaotic gas giant systems we see in our solar system. Thank you for playing! I'm glad that it's living up to expectations. Quote Link to comment Share on other sites More sharing options...
IntellectualTortoise Posted 3 hours ago Share Posted 3 hours ago Hey, I'm currently playing OPM+MPE and came across this modpack. I agree that the OPM gas giants could use additional moons to make them more realistic and I really like the looks of some of the new bodies in these mods. I even downloaded InnerWorlds just to check it out and it looks great! Can't wait to explore all of those small asteroids. I'm a bit on the fence about installing JoolPlus, SarnusPlus, etc. because of the changes they make to the stock or default OPM layout of the systems. Is it possible to disable these changes somehow so that only the entirely new bodies are added? Please don't take this as criticism - I appreciate the thought and effort behind making these changes and I'm just curious if there's a way to do this. Quote Link to comment Share on other sites More sharing options...
arbsoup Posted 3 hours ago Share Posted 3 hours ago (edited) 2 hours ago, IntellectualTortoise said: Hey, I'm currently playing OPM+MPE and came across this modpack. I agree that the OPM gas giants could use additional moons to make them more realistic and I really like the looks of some of the new bodies in these mods. I even downloaded InnerWorlds just to check it out and it looks great! Can't wait to explore all of those small asteroids. I'm a bit on the fence about installing JoolPlus, SarnusPlus, etc. because of the changes they make to the stock or default OPM layout of the systems. Is it possible to disable these changes somehow so that only the entirely new bodies are added? Please don't take this as criticism - I appreciate the thought and effort behind making these changes and I'm just curious if there's a way to do this. As far as I know, this can't be done nicely. At least in Sarnus' case, the OPM objects have to be moved at least somewhat, to account for Sarnus' greater size and mass. It's possible to edit configs to place original bodies in the new orbits; for these, you just keep the Orbit{} section of the .cfg and use % to target existing fields. For example, here's one that moves old OPM Ovok to OPX's position for it: //using old OPM ovok with OPX orbit @Kopernicus:FOR[OPX-SarnusPlus] { @Body[Ovok] { %Orbit { %referenceBody = Sarnus %color = 0.690196,0.768627,0.870588,1 %inclination = 0.507 %eccentricity = 0.002 %semiMajorAxis = 19470000 %longitudeOfAscendingNode = 55 %argumentOfPeriapsis = 0 %meanAnomalyAtEpoch = 1.72 %epoch = 751.7 } } } But it's not convenient or patch-friendly, and with the changes to the planets and new bodies in new, potentially-conflicting orbits, I feel like that's kind of inevitable. Edited 1 hour ago by arbsoup Quote Link to comment Share on other sites More sharing options...
IntellectualTortoise Posted 46 minutes ago Share Posted 46 minutes ago 2 hours ago, arbsoup said: As far as I know, this can't be done nicely. At least in Sarnus' case, the OPM objects have to be moved at least somewhat, to account for Sarnus' greater size and mass. It's possible to edit configs to place original bodies in the new orbits; for these, you just keep the Orbit{} section of the .cfg and use % to target existing fields. For example, here's one that moves old OPM Ovok to OPX's position for it: //using old OPM ovok with OPX orbit @Kopernicus:FOR[OPX-SarnusPlus] { @Body[Ovok] { %Orbit { %referenceBody = Sarnus %color = 0.690196,0.768627,0.870588,1 %inclination = 0.507 %eccentricity = 0.002 %semiMajorAxis = 19470000 %longitudeOfAscendingNode = 55 %argumentOfPeriapsis = 0 %meanAnomalyAtEpoch = 1.72 %epoch = 751.7 } } } But it's not convenient or patch-friendly, and with the changes to the planets and new bodies in new, potentially-conflicting orbits, I feel like that's kind of inevitable. Thanks for the info. I counted everything up today and unless I'm mistaken, I now have a total of 62 bodies in my game between stock, OPM, MPE and OPX Inner Worlds, so I think I'll have plenty to explore for a while without any additional mods. Still appreciate the response! Quote Link to comment Share on other sites More sharing options...
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