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Questions about planet editing + my mod idea.


LadyAthena

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*Spoiler Alert* I will talk about "hidden" things in KSP, I'll blank out everything that's a spoiler in white, so if you want to read everything, please highlight.

Sorry if this is in the wrong section. I wanted to ask if anybody knew how this was done and my mod idea, so I know if its even plausible.

I was planning on making a very large parts pack, but due to my own game development on an indie team, I've had to put that ambitious project aside for the time being. So I decided to take a bit of a smaller one. (I hope) until time opens up.

I was wondering how you can make anomalies on planets. As you know the game developers have put anomalies themselves, such as the black tile like things, the kraken, and the pyramids, and such.

Note: Please do NOT turn this into a flame war or anything. There are alot of interesting things out there, and whether you believe them or not is entirely up to you, but for the sake of enjoyment, mystery and adventure, I'll consider them all 100% real in the Kerbal universe.

There were things I wanted too add for players to find in another mod I wanted to add aside from my star wars extensive, super advanced item pack.

Having played KSP for over a year now, and having started, and restarted about 100 campaigns, its getting.. well a little dull.

The mod is essentially to add anomalies. Anomalies which people have accounted for, seen, or thought exists in our real system.

The anomolies naturally would focus on mainly the Mun, Duna(Mars), of course the Kerbal homeworld.

A few things I wanted too add are.

Kerban

- The Black Knight

- Underwater pyramids

- UFO's under ice

Duna(Mars)

- Pyramids

- Small "ruins" or very tiny square like chunks of rock, looking like possibly 600,000 yr old ruins or "something"

- Many many many many other anomalies reportedly seen in mars photo's

+ Many other idea's I have for other planets or moons, some very obvious, and some, you could miss 10x over before you have the "Eureka" moment of spotting it.

I also wanted the mod to be compatible with another mod which lets you scan the surface of planets, both for anomalies, and high/low area's, helping you spot ridges, or possible "buildings".

I'm not even sure this is possible though. I've looked at Planet Factory, however that seems to be more about creating the planet as a whole, rather than editing the surface in a fine tuned way. (maybe I'm wrong).

I just have no idea how I'd go about adding anything to any of the planets, or where to start.

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Quite good idea you have Lady Athena, but, there is a but sorry, planet editing feature is "locked" I may said and Squad never talk AFAIK about releasing whatever they have used to create the bodies in game.

Kerbtown can be use to put static objects but they will never be count as anomaly by mod like ScanSat and I have look a bit at ScanSat source code, anomalies are quite a "magic" thing, don't know where they comes from at all !

And PF (CE, PF has been burried a while ago for some reasons) is quite too "drafty" (editing text file to add bodies... is a bit ridiculous and there is no way to just take existing stock bodies and add or remove some of them).

Finally underwater things are only viable if we can use some boat parts, as water is not like real water as it is now.

So, unless some magician come and do a magic plug-in that do the job, I'm afraid you'll have to keep your enthusiasm for something else or lower your expectations a little bit. Or I'm totally wrong and I'll be more than happy in this case cause it would open a brand new world of amazing things to do.

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Quite good idea you have Lady Athena, but, there is a but sorry, planet editing feature is "locked" I may said and Squad never talk AFAIK about releasing whatever they have used to create the bodies in game.

Kerbtown can be use to put static objects but they will never be count as anomaly by mod like ScanSat and I have look a bit at ScanSat source code, anomalies are quite a "magic" thing, don't know where they comes from at all !

And PF (CE, PF has been burried a while ago for some reasons) is quite too "drafty" (editing text file to add bodies... is a bit ridiculous and there is no way to just take existing stock bodies and add or remove some of them).

Finally underwater things are only viable if we can use some boat parts, as water is not like real water as it is now.

So, unless some magician come and do a magic plug-in that do the job, I'm afraid you'll have to keep your enthusiasm for something else or lower your expectations a little bit. Or I'm totally wrong and I'll be more than happy in this case cause it would open a brand new world of amazing things to do.

I was hoping that wasn't the case....

For the underwater stuff, there are a few mods that do let you go underwater, and or at least float ontop and move. The places I was going to put them were again, in places you could see them from the surface, and you' dhave to use scansat to find them, but alas... guess it doesn't matter..

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There actually is a mod that allows you to change planet terrain, so you can remove or add stuff like mountains, plains, rivers/valleys... I believe it's Kittopia's Terraforming Mod.

Kerbtown is indeed the only way to place static objects like monoliths at this time. Unfortunately, it has only received compatibility hotfixes since the creator left it back in 0.22, so it's extremely outdated and is very finicky.

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It would be a bit kludgy, but I wonder if you couldn't make the anomaly a vessel that's pre-placed where you want it, then make the game think it's an asteroid. That way they will show up on the stock map, but the player won't be able to view them without physically going there.

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