KCreator Posted February 25, 2014 Author Share Posted February 25, 2014 Just wanted to show some cool stuff I did, it has some potential for entertainment. In this case I did some reverse terraforming:Polluted/destroyed/post apocalyptic Kerbin!Javascript is disabled. View full albumIf requested I will upload the save file / configuration file so you can see this rather simple example.In this case, I just offset the terrain above "sea level" and replace the green grass with a brownish colour, then set the atmosphere to a more suitable appearance.Simple, but effective. Link to comment Share on other sites More sharing options...
rasheed Posted February 26, 2014 Share Posted February 26, 2014 How to change terrain color? Link to comment Share on other sites More sharing options...
KCreator Posted February 27, 2014 Author Share Posted February 27, 2014 Look for "PQSLandControl", or PQSMod_VertexPlanet, there should be a function on it called "Mod land classes", from there, you can select an "area" (Like Beach, Ground, Mountains, Poles, ect) to modifyThe colour variables are the main thing of importance. Link to comment Share on other sites More sharing options...
braininator Posted March 3, 2014 Share Posted March 3, 2014 Hi, thank you for developing this! For a while now I have been making my own galaxy/mini-star cluster, so I used PF CE to make a new identical sun, and then made more planets for the old sun. As I could not get RSS to work, I have tried to use this to permanently move stock PF and normal planets over to my new sun meanwhile adjusting some of the PF ones to fit slightly better. To do this, I have used this plugin, which during a particular instance of KSP works amazing BTW!!! However, for some reason even though I used save data, the adjustments I make to the planets disappear when I reload the game, is there something I am missing?Also, if and when I do manage to get this to save and load perfectly, how do I share it, when I feel it is ready to be released?Thanks Link to comment Share on other sites More sharing options...
skykooler Posted March 3, 2014 Share Posted March 3, 2014 How do you add an ocean? I tried adding one to Duna, but it didn't seem to work, and I was probably doing it wrong. Link to comment Share on other sites More sharing options...
KCreator Posted March 4, 2014 Author Share Posted March 4, 2014 (edited) Ocean tools seem a bit broken, something about not copying textures I guess, as I was able to clone a custom texture ocean I made for my test plugin... As for orbits, I think I forgot to save/load them correctly, new version will be up soon to attempt to remedy both problems.edit: Fixed orbits, was a silly mistake in loading. I will try fixing oceans. Edited March 4, 2014 by KCreator Link to comment Share on other sites More sharing options...
KCreator Posted March 12, 2014 Author Share Posted March 12, 2014 I have hit a rather annoying obstacle... How should I save and load "Generic" data... At this point, saving "Generic" requires one to copy and paste a few .cfgs, renaming them. This is not ideal. The per-save system is fine, and needs no further modification.However, saving globally (So people can actually give out custom terraformed planets) needs heavy work. I had some idea's, but I would like some end-user feedback as to what would be easier...Also, scaledspace saving is needed. As well as a really simple form of texture loading...("Generic" meaning it will load, regardless of save-file.)Here are my ideas:-Saving to "GenericLoadPlanets/<Name of terraform pack>_PlanetName.cfg", option to load planet customisation on a per-planet basis-Saving to a single file "<Name of terraform pack>_Planets.cfg", option to load planet customisation on a pack-style basis-Easier saving to current system, only one "Terraformed" pack per installAny ideas? or suggestions? Link to comment Share on other sites More sharing options...
Cooly568 Posted March 12, 2014 Share Posted March 12, 2014 Okay I don't entirely know if this is even possible, but is it possible to take a cfg. from this pack, and put it into a Planetfactory .cfg, and load that planet just with Planetfactory? Link to comment Share on other sites More sharing options...
KCreator Posted March 12, 2014 Author Share Posted March 12, 2014 That is certainly the scope... At this point, there are a few manual changes that need to be made in order to allow full compatibility, and some features (such as atmo colour settings) will not be loaded by PF, just yet anyway. I will study the PlanetFactory cfg formatting to create a fully compatible cfg generator. The entire point of this tool is to help with the fine tuning process of planets, and allowing users to change existing planets. Link to comment Share on other sites More sharing options...
Cooly568 Posted March 13, 2014 Share Posted March 13, 2014 (edited) That's good to hear.Another little question, how did you raise the lowest terrain point in your apocalyptic Kerbin?Also I'm having reloading troubles, but I think it's isolated at the moment, and I want to look further into it.Edit: Just wondering another thing, how would you go about changing ocean textures? Edited March 13, 2014 by Cooly568 Link to comment Share on other sites More sharing options...
KCreator Posted March 13, 2014 Author Share Posted March 13, 2014 For the time being, I am having a problem with ocean textures not loading correctly, the tool was a proof of concept, that seems to have stopped working... Next update I plan to have fixed it.As for raising the lowest point: there is one of the PQS mods, I think it was something like PQSMod_VertexHeightMap, that has a value of heightMapOffset. Changing that to a higher number will "raise" the terrain of the entire planet.And reloading is a rather problematic thing, attempting to reload scaledspace in particular will hang the game. but some PQSMods will also hang, especially when the camera is close to the surface Link to comment Share on other sites More sharing options...
Cooly568 Posted March 13, 2014 Share Posted March 13, 2014 I haven't been able to reload any planetary save files.This is my save file for the mod, and I can't get it to reload on start up.// CustomDataPlanetKerbin{ AdditionalData { Stock = True AddAtmoFx = False AtmoWaveColour = RGBA(0.800, 0.800, 0.780, 1.000) AddOceanFx = False } Orbit { semiMajorAxis = 13599840256 eccentricity = 0 inclination = 0 meanAnomalyAtEpoch = 3.14000010490417 epoch = 0 argumentOfPeriapsis = 0 LAN = 0 } CelestialBody { bodyName = Kerbin bodyDescription = A unique world, Kerbin has flat plains, soaring mountains and wide, blue oceans. Home to the Kerbals, it has just the right conditions to support a vast, seemingly undepletable population of the eager green creatures.Reaching a stable orbit around Kerbin is one of the first things budding space programs strive for. It is said that he who can get his ship into orbit is halfway to anywhere. GeeASL = 1 Radius = 600000 Mass = 5.29157926281091E+22 gravParameter = 3531600000000 sphereOfInfluence = 84159288 hillSphere = 196414704 gMagnitudeAtCenter = 3531600000000 use_The_InName = False ocean = True atmosphere = True staticPressureASL = 1 atmosphereScaleHeight = 5 atmosphereContainsOxygen = True maxAtmosphereAltitude = 70000 altitudeMultiplier = 1.4285 altitudeOffset = 0 atmoshpereTemperatureMultiplier = 0 useLegacyAtmosphere = True atmosphereMultiplier = 1 pressureMultiplier = 0 rotates = True rotationPeriod = 21600 initialRotation = 90 rotationAngle = 104.858999999991 directRotAngle = -139.999359130859 tidallyLocked = False inverseRotation = True inverseRotThresholdAltitude = 100000 angularV = 0.000290888208665722 atmosphericAmbientColor = RGBA(0.242, 0.253, 0.298, 1.000) } PQS { PQSMod_VertexSimplexHeightAbsolute { seed = 453453440 deformity = 485 octaves = 8 persistence = 0.600000023841858 frequency = 24 modEnabled = True order = 20 } PQSMod_VertexHeightNoiseVertHeightCurve2 { deformity = 4000 ridgedAddSeed = 1384047744 ridgedAddFrequency = 48 ridgedAddLacunarity = 4 ridgedAddOctaves = 6 ridgedSubSeed = 2113370752 ridgedSubFrequency = 32 ridgedSubLacunarity = 4 ridgedSubOctaves = 6 simplexHeightStart = 800 simplexHeightEnd = 4600 simplexSeed = 248775056 simplexOctaves = 4 simplexPersistence = 0.600000023841858 simplexFrequency = 32 modEnabled = True order = 32 } PQSMod_VertexRidgedAltitudeCurve { deformity = 750 ridgedAddSeed = 1384047744 ridgedAddFrequency = 140 ridgedAddLacunarity = 2.5 ridgedAddOctaves = 3 ridgedMinimum = -0.7 simplexHeightStart = 0 simplexHeightEnd = 6000 simplexSeed = 248775056 simplexOctaves = 2 simplexPersistence = 0.100000001490116 simplexFrequency = 50 modEnabled = True order = 16 } PQSMod_AltitudeAlpha { atmosphereDepth = 4000 invert = False modEnabled = False order = 1000000000 } PQSLandControl { useHeightMap = False vHeightMax = 3500 createColors = True createScatter = True altitudeBlend = 0.01 altitudeSeed = 212121 altitudeOctaves = 2 altitudePersistance = 0.6 altitudeFrequency = 12 latitudeBlend = 0.05 latitudeSeed = 47373 latitudeOctaves = 4 latitudePersistance = 0.6 latitudeFrequency = 4 longitudeBlend = 0.05 longitudeSeed = 768453 longitudeOctaves = 4 longitudePersistance = 0.6 longitudeFrequency = 4 modEnabled = True order = 9999991 Landclass[] { Landclass { landClassName = BaseBeach color = RGBA(1.000, 1.000, 1.000, 1.000) noiseColor = RGBA(0.604, 0.582, 0.454, 1.000) latitudeDouble = True coverageBlend = 1 coverageSeed = 121214 coverageOctaves = 4 coveragePersistance = 0.5 coverageFrequency = 2 noiseBlend = 0.5 noiseSeed = 453737 noiseOctaves = 4 noisePersistance = 0.5 noiseFrequency = 8 minimumRealHeight = 0 alterRealHeight = 0 alterApparentHeight = 0 altDelta = 0.246773135188351 latDelta = 1 lonDelta = 1 delta = 0.298071003260765 } Landclass { landClassName = BaseLand color = RGBA(0.539, 0.545, 0.551, 1.000) noiseColor = RGBA(0.151, 0.201, 0.085, 1.000) latitudeDouble = True coverageBlend = 1 coverageSeed = 14554 coverageOctaves = 8 coveragePersistance = 0.5 coverageFrequency = 6 noiseBlend = 0.75 noiseSeed = 44445 noiseOctaves = 3 noisePersistance = 0.9 noiseFrequency = 14 minimumRealHeight = 0 alterRealHeight = 0 alterApparentHeight = 0 altDelta = 1 latDelta = 1 lonDelta = 1 delta = 0.701928996739235 } Landclass { landClassName = BaseMountains color = RGBA(0.142, 0.142, 0.142, 1.000) noiseColor = RGBA(0.149, 0.141, 0.128, 1.000) latitudeDouble = False coverageBlend = 0.7 coverageSeed = 454545 coverageOctaves = 4 coveragePersistance = 0.6 coverageFrequency = 2 noiseBlend = 1 noiseSeed = 1 noiseOctaves = 4 noisePersistance = 0.6 noiseFrequency = 12 minimumRealHeight = 0 alterRealHeight = 0 alterApparentHeight = 0 altDelta = 0 latDelta = 1 lonDelta = 1 delta = 0 } Landclass { landClassName = BaseSnow color = RGBA(0.418, 0.418, 0.418, 1.000) noiseColor = RGBA(0.478, 0.474, 0.474, 1.000) latitudeDouble = True coverageBlend = 0 coverageSeed = 1247389 coverageOctaves = 4 coveragePersistance = 0.5 coverageFrequency = 1 noiseBlend = 0.25 noiseSeed = 973572 noiseOctaves = 4 noisePersistance = 0.6 noiseFrequency = 18 minimumRealHeight = 0 alterRealHeight = 0 alterApparentHeight = 0 altDelta = 0 latDelta = 0 lonDelta = 1 delta = 0 } Landclass { landClassName = Tundra color = RGBA(0.333, 0.440, 0.297, 1.000) noiseColor = RGBA(0.350, 0.425, 0.344, 1.000) latitudeDouble = True coverageBlend = 1 coverageSeed = 121221 coverageOctaves = 4 coveragePersistance = 0.5 coverageFrequency = 6 noiseBlend = 1 noiseSeed = 8687 noiseOctaves = 4 noisePersistance = 0.6 noiseFrequency = 34 minimumRealHeight = 0 alterRealHeight = 0 alterApparentHeight = 0 altDelta = 0.325968047300238 latDelta = 0 lonDelta = 1 delta = 0 } Landclass { landClassName = DesertGround color = RGBA(0.642, 0.535, 0.411, 1.000) noiseColor = RGBA(0.582, 0.491, 0.417, 1.000) latitudeDouble = False coverageBlend = 0.1 coverageSeed = 44473 coverageOctaves = 4 coveragePersistance = 0.6 coverageFrequency = 3 noiseBlend = 0.8 noiseSeed = 6858 noiseOctaves = 2 noisePersistance = 0.6 noiseFrequency = 14 minimumRealHeight = 0 alterRealHeight = 0 alterApparentHeight = 0 altDelta = 1 latDelta = 1 lonDelta = 0 delta = 0 } Landclass { landClassName = DesertMountains color = RGBA(0.328, 0.299, 0.290, 1.000) noiseColor = RGBA(0.246, 0.229, 0.214, 1.000) latitudeDouble = False coverageBlend = 0.5 coverageSeed = 44473 coverageOctaves = 4 coveragePersistance = 0.6 coverageFrequency = 1 noiseBlend = 0.5 noiseSeed = 6858 noiseOctaves = 4 noisePersistance = 0.6 noiseFrequency = 28 minimumRealHeight = 0 alterRealHeight = 0 alterApparentHeight = -0.8 altDelta = 0 latDelta = 1 lonDelta = 0.496677393847542 delta = 0 } Landclass { landClassName = RockyGround color = RGBA(0.478, 0.472, 0.472, 1.000) noiseColor = RGBA(0.322, 0.302, 0.275, 1.000) latitudeDouble = False coverageBlend = 1 coverageSeed = 44473 coverageOctaves = 4 coveragePersistance = 0.6 coverageFrequency = 2 noiseBlend = 0.5 noiseSeed = 17857 noiseOctaves = 4 noisePersistance = 0.6 noiseFrequency = 32 minimumRealHeight = 0 alterRealHeight = 0 alterApparentHeight = 0 altDelta = 0 latDelta = 1 lonDelta = 1 delta = 0 } Landclass { landClassName = IceCaps color = RGBA(0.948, 0.948, 0.948, 1.000) noiseColor = RGBA(0.540, 0.682, 0.761, 1.000) latitudeDouble = True coverageBlend = 0 coverageSeed = 44473 coverageOctaves = 4 coveragePersistance = 0.7 coverageFrequency = 5 noiseBlend = 1 noiseSeed = 17857 noiseOctaves = 4 noisePersistance = 0.6 noiseFrequency = 4 minimumRealHeight = 20 alterRealHeight = 10 alterApparentHeight = 100 altDelta = 1 latDelta = 0 lonDelta = 1 delta = 0 } Landclass { landClassName = Ocean Bottom color = RGBA(1.000, 1.000, 1.000, 1.000) noiseColor = RGBA(0.147, 0.296, 0.418, 1.000) latitudeDouble = True coverageBlend = 0 coverageSeed = 44473 coverageOctaves = 4 coveragePersistance = 0.7 coverageFrequency = 5 noiseBlend = 0.5 noiseSeed = 17857 noiseOctaves = 4 noisePersistance = 0.6 noiseFrequency = 16 minimumRealHeight = 0 alterRealHeight = 0 alterApparentHeight = 0 altDelta = 0 latDelta = 1 lonDelta = 1 delta = 0 } Landclass { landClassName = Savannah color = RGBA(0.279, 0.328, 0.162, 1.000) noiseColor = RGBA(0.500, 0.465, 0.263, 1.000) latitudeDouble = False coverageBlend = 0.2 coverageSeed = 4563456 coverageOctaves = 4 coveragePersistance = 0.7 coverageFrequency = 5 noiseBlend = 1 noiseSeed = 435345 noiseOctaves = 2 noisePersistance = 0.6 noiseFrequency = 16 minimumRealHeight = 0 alterRealHeight = 0 alterApparentHeight = 0 altDelta = 1 latDelta = 0.506546762792625 lonDelta = 0 delta = 0 } } } PQSMod_AerialPerspectiveMaterial { globalDensity = -1E-05 heightFalloff = 6.75 atmosphereDepth = 150000 DEBUG_SetEveryFrame = True cameraAlt = 401.504900833475 cameraAtmosAlt = 0.002676699 heightDensAtViewer = 0.9820945 modEnabled = True order = 100 } PQSMod_UVPlanetRelativePosition { modEnabled = True order = 999999 } PQSMod_VertexHeightMap { heightMapDeformity = 10000 heightMapOffset = -1500 scaleDeformityByRadius = False modEnabled = True order = 10 } PQSMod_QuadEnhanceCoast { coastLessThan = 0 oceanFactor = 1 coastFactor = 2 modEnabled = True order = 9999 } PQSMod_CelestialBodyTransform { deactivateAltitude = 160000 forceRebuildOnTargetChange = False forceActivate = False modEnabled = True order = 0 } PQSMod_MaterialSetDirection { valueName = _sunLightDirection modEnabled = True order = 100 } PQSCity { debugOrientated = False frameDelta = 1 repositionToSphere = True repositionToSphereSurface = False repositionToSphereSurfaceAddHeight = False repositionRadial = (157000.0, -1000.0, -570000.0) repositionRadiusOffset = 42.7000007629395 reorientToSphere = True reorientInitialUp = (0.0, 1.0, 0.0) reorientFinalAngle = -15 modEnabled = True order = 100 } PQSMod_MapDecalTangent { radius = 7500 position = (157000.0, -3000.0, -570000.0) angle = 220 heightMapDeformity = 70 cullBlack = False useAlphaHeightSmoothing = True absolute = True absoluteOffset = 0 smoothHeight = 0 smoothColor = 0 removeScatter = True DEBUG_HighlightInclusion = False modEnabled = True order = 99999 } PQSCity { debugOrientated = False frameDelta = 1 repositionToSphere = True repositionToSphereSurface = True repositionToSphereSurfaceAddHeight = False repositionRadial = (-468960.4, 211164.7, -310261.7) repositionRadiusOffset = 201 reorientToSphere = True reorientInitialUp = (0.0, 1.0, 0.0) reorientFinalAngle = -117.65 modEnabled = True order = 10000 } PQSMod_MapDecal { radius = 2000 position = (-468960.0, 211164.7, -310261.0) angle = 220 heightMapDeformity = 100 cullBlack = False useAlphaHeightSmoothing = True absolute = True absoluteOffset = 400 smoothHeight = 0.1 smoothColor = 0.2 removeScatter = True DEBUG_HighlightInclusion = False modEnabled = True order = 99999 } PQSMod_QuadMeshColliders { maxLevelOffset = 0 modEnabled = True order = 100 } PQSMod_AerialPerspectiveMaterial { globalDensity = -7.5E-06 heightFalloff = 0.2 atmosphereDepth = 5000 DEBUG_SetEveryFrame = False cameraAlt = 401.504900833475 cameraAtmosAlt = 0.08030098 heightDensAtViewer = 0.9840681 modEnabled = True order = 100 } PQSMod_UVPlanetRelativePosition { modEnabled = True order = 100 } PQSMod_RemoveQuadMap { mapDeformity = 0 minHeight = 0 maxHeight = 0.1 modEnabled = False order = 100 } PQSMod_OceanFX { framesPerSecond = 10 spaceAltitude = 0 blendA = 0 blendB = 0 waterMainLength = 8 txIndex = 4 texBlend = 0.1925049 angle = -0.0009446515 specColor = RGBA(1.000, 1.000, 1.000, 1.000) oceanOpacity = 0 spaceSurfaceBlend = 1 modEnabled = True order = 100 } PQSCity { debugOrientated = False frameDelta = 1 repositionToSphere = True repositionToSphereSurface = True repositionToSphereSurfaceAddHeight = False repositionRadial = (126710.0, 349600.0, -472140.0) repositionRadiusOffset = 997.5 reorientToSphere = True reorientInitialUp = (0.0, 1.0, 0.0) reorientFinalAngle = 15 modEnabled = True order = 100 } PQSCity { debugOrientated = False frameDelta = 1 repositionToSphere = True repositionToSphereSurface = True repositionToSphereSurfaceAddHeight = False repositionRadial = (96716.0, -6735.0, -594956.0) repositionRadiusOffset = 2803 reorientToSphere = True reorientInitialUp = (0.0, 1.0, 0.0) reorientFinalAngle = -56 modEnabled = True order = 100 } PQSCity { debugOrientated = False frameDelta = 1 repositionToSphere = True repositionToSphereSurface = True repositionToSphereSurfaceAddHeight = False repositionRadial = (513856.0, -290549.0, -122798.0) repositionRadiusOffset = 2948.5 reorientToSphere = True reorientInitialUp = (0.0, 1.0, 0.0) reorientFinalAngle = 45 modEnabled = True order = 100 } PQSCity { debugOrientated = False frameDelta = 1 repositionToSphere = True repositionToSphereSurface = True repositionToSphereSurfaceAddHeight = True repositionRadial = (-468635.9, -68111.2, -370297.6) repositionRadiusOffset = 95 reorientToSphere = True reorientInitialUp = (0.0, 1.0, 0.0) reorientFinalAngle = 0 modEnabled = True order = 100 } PQSMod_FlattenArea { outerRadius = 1000 innerRadius = 400 position = (-468635.1, -68111.1, -370297.1) flattenTo = 1300 DEBUG_showColors = False smoothStart = 0 smoothEnd = 0 modEnabled = True order = 99999 } PQSCity { debugOrientated = False frameDelta = 1 repositionToSphere = True repositionToSphereSurface = True repositionToSphereSurfaceAddHeight = False repositionRadial = (-52304.6, 594232.5, -65713.6) repositionRadiusOffset = 140 reorientToSphere = True reorientInitialUp = (0.0, 1.0, 0.0) reorientFinalAngle = 80 modEnabled = True order = 100 } PQSCity { debugOrientated = False frameDelta = 1 repositionToSphere = True repositionToSphereSurface = True repositionToSphereSurfaceAddHeight = False repositionRadial = (186253.6, -16135.7, -570176.8) repositionRadiusOffset = 28 reorientToSphere = True reorientInitialUp = (0.0, 1.0, 0.0) reorientFinalAngle = 150 modEnabled = True order = 100 } PQSMod_MapDecalTangent { radius = 1200 position = (186100.0, -15810.0, -570000.0) angle = 110 heightMapDeformity = 200 cullBlack = True useAlphaHeightSmoothing = True absolute = True absoluteOffset = -85 smoothHeight = 0.2 smoothColor = 0.125 removeScatter = True DEBUG_HighlightInclusion = False modEnabled = True order = 9999 } }} Link to comment Share on other sites More sharing options...
KCreator Posted March 13, 2014 Author Share Posted March 13, 2014 Tried it out, and found the cause... In my rush to push out a new version, I neglected to thoroughly test... I will hotfix it and edit the OP as soon as I find a fix Link to comment Share on other sites More sharing options...
Cooly568 Posted March 15, 2014 Share Posted March 15, 2014 I'll definitely play around with the plug-in some more when this fix comes out Link to comment Share on other sites More sharing options...
antgeth Posted March 25, 2014 Share Posted March 25, 2014 so this is totally cool and exciting, but i find myself unable to add an atmosphere. adding all the characteristics of atmospheres work (tylo shows a atmospheric height, etc), but no matter what i do, the in-game ASL pressure value always remains 0. Link to comment Share on other sites More sharing options...
KCreator Posted March 26, 2014 Author Share Posted March 26, 2014 (edited) Try to set "use legacy atmosphere" (Forgot the exact variable) in celestialbody to true, it uses a different algorithm to generate the actual pressure than the animation curves... I still don't exacly understand how the animcurves work...The "Atmo" tools are used to create the neat shader, to prevent confusion. I should really make a tutorial...Still cant seem to figure out why saving/loading it breaks, but I have a temporary fix. Will upload it ASAP. Sadly I haven't worked on this for a while, recently got back in to HL2 modding Edited March 26, 2014 by KCreator Link to comment Share on other sites More sharing options...
wasmic Posted March 31, 2014 Share Posted March 31, 2014 Does this allow us to clone a planet, or only terraforming? Link to comment Share on other sites More sharing options...
KCreator Posted April 14, 2014 Author Share Posted April 14, 2014 Does this allow us to clone a planet, or only terraforming?I's sorry for this rather obscenely late reply.Cloning planets is not within the scope of this plugin, and I am not quite sure how to "create" planets after the function: 'PSystemSpawn' (Or something) is called, previous attempts have been inconclusive.On a side note, is there anyone interested in partnering with me? The first stage of the part-based terraformers (And yes, I fully plan for a career-friendly, part-based, "hard sci-fi" way of reshaping planets) will be atmospheric reconditioning, I can easily set up the module code, but since I cannot model or texture for the life of me, I will need help... And someone else helping me program a better saving and loading system will help this plugin greatly... Link to comment Share on other sites More sharing options...
skykooler Posted April 14, 2014 Share Posted April 14, 2014 I's sorry for this rather obscenely late reply.Cloning planets is not within the scope of this plugin, and I am not quite sure how to "create" planets after the function: 'PSystemSpawn' (Or something) is called, previous attempts have been inconclusive.On a side note, is there anyone interested in partnering with me? The first stage of the part-based terraformers (And yes, I fully plan for a career-friendly, part-based, "hard sci-fi" way of reshaping planets) will be atmospheric reconditioning, I can easily set up the module code, but since I cannot model or texture for the life of me, I will need help... And someone else helping me program a better saving and loading system will help this plugin greatly...I am! I started on a terraforming mod but got stuck due to issues with the PQS code. Link to comment Share on other sites More sharing options...
me3 Posted April 14, 2014 Share Posted April 14, 2014 I would get this solely for fixing the light problem with alternate stars. I would certainly like to see that feature implemented. Link to comment Share on other sites More sharing options...
KCreator Posted April 16, 2014 Author Share Posted April 16, 2014 I am! I started on a terraforming mod but got stuck due to issues with the PQS code.That would be awesome!I would get this solely for fixing the light problem with alternate stars. I would certainly like to see that feature implemented.It will likely be implemented in the next version, right now the fix I came up with its a bit of a hardcoded mess... Link to comment Share on other sites More sharing options...
NathanKell Posted April 16, 2014 Share Posted April 16, 2014 Sorry, just saw the post about atmospheres. Are they still confusing or have you figured them out? Link to comment Share on other sites More sharing options...
KCreator Posted April 18, 2014 Author Share Posted April 18, 2014 (edited) Some big news for PlanetFactory users! The "Starlight Fix" module is almost ready for deployment! I am performing tests now and will upload the version ASAP.Edit: Done, works well enough for release, I'm sure there are improvements I could make, though. Please be patient for the upload to finish.Also, to all users having loading errors, could you please post some information about what fails? I would like to remedy as many bugs as possible. Edited April 18, 2014 by KCreator Link to comment Share on other sites More sharing options...
Starwaster Posted April 18, 2014 Share Posted April 18, 2014 Ok, what exactly is 'Starfix'Maybe update the OP explaining this? And/or put it in the 'readme'? Please? Link to comment Share on other sites More sharing options...
landeTLS Posted April 18, 2014 Share Posted April 18, 2014 (edited) Seems things are slowing to a halt with the pf thread. Krag has not posted for months afik. And its still quite buggy(science archives broken and nullrefs). Are you concidering turning this into a fully functional planet api(aka planetfactory alternative) in the future? Nevertheless i really like the tools youwe providedEdit: O i see youre makin an update for pf. Looks nice to get extra suns to work as proper light sources Edited April 18, 2014 by landeTLS Link to comment Share on other sites More sharing options...
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