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[0.90][Plugin/WIP][Discontinued indefinitely] KittopiaTech Ingame Terraforming Tools V0.192


KCreator

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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!

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If 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.

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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 modify

The colour variables are the main thing of importance.

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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 :)

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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 by KCreator
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  • 2 weeks later...

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 install

Any ideas? or suggestions?

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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.

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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 by Cooly568
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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

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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.

// CustomData

PlanetKerbin
{
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
}
}
}


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  • 2 weeks later...

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.

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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 :P

Edited by KCreator
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  • 2 weeks later...
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...

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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.

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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...

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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 by KCreator
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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 provided

Edit: O i see youre makin an update for pf. Looks nice to get extra suns to work as proper light sources

Edited by landeTLS
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