Space Engineers

Space Engineers

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Planetary Asteroid Rings
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Type: Mod
File Size
Posted
Updated
384.215 KB
Dec 1, 2023 @ 1:17pm
Apr 17 @ 2:53pm
23 Change Notes ( view )

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Planetary Asteroid Rings

Description
Overview

This is a mod to add procedural asteroids to the rings of planets.

Initially it was only for Bylen in the Paradiso system, but other planets should now be able to be configured to have asteroid rings.

Asteroids are generated within visual range of players and sync distance of grids, by default being cleaned up if untouched once out of range of any player or grid. Asteroids within sync range of any player or grid on save will be persisted, and an option is available to disable this cleanup such that all asteroids generated by this mod will persist after the mod is removed.

TLDR Configuration using chat commands

With the mod loaded into the world:

  1. Look at the planet you are wanting to add a ring to, and in chat type: /ringast select @lookat. Perpendicular rings should appear around the planet.
  2. Find the brown ring, and if necessary, adjust to the desired size using the /ringast ir size and /ringast or size commands
  3. If the ring is tilted from where it should be, use the /ringast lan deg command to rotate the ring until the crossing of the red and blue planes coincide with the graphical ring, then use the /ringast inc deg to tilt the ring until it coincides with the graphical ring
  4. Enable the ring using the /ringast enable true command. The brown ring should turn aqua.
  5. Commit the changes using the /ringast commit command. Asteroids should now appear in the aqua ring as you approach with your player character or in a ship
  6. Dismiss the coloured rings using /ringast close

Note that in multiplayer the /ringast commit command will require at least Space Master in your world.

Configuration

Rings are configured using xml files in the mod storage directory in the world save directory. The settings from these files are also stored in the world Sandbox.sbc file, with the future idea of being able to configure these settings from within the game.

Default settings are stored in ringDefaults.xml, and individual planet ring settings are stored in xml files named by the planet's StorageName - e.g. for Bylen-12345d120000.vx2 will be stored in Bylen-12345d120000.xml.

Default settings exist for the following planets:
  • Bylen (from e.g. Paradise)
  • Bylen as it is in Ares at War
  • Demus

These are disabled by default, and need to be enabled by editing and renaming the planetname.xml.example configuration file(s) that are written in the mod storage directory, changing Enabled from false to true

Configuration settings

A separate guide has been created for configuration settings: Planetary Asteroid Rings configuration options

Future ideas

  • Add the ability to boost the chance of ice asteroids from the default 1% (Note that adding or removing a mod after generating asteroids with this could convert those asteroids to normal asteroids)
Popular Discussions View All (7)
1
Jul 10 @ 10:24pm
NullRefException on dedicated server
Jayx20
3
Jun 7 @ 5:38pm
Asteroid fields not generating in DS but generate in solo
Ruizbros
8
Feb 11 @ 6:58am
Missing files
Sh4dock
116 Comments
Bravada Cadelanne  [author] Jul 16 @ 2:33am 
@xxShadowNinjaXx If the Real Gas Giants mod uses voxel planets, then it should be able to put asteroids around them. Otherwise I would need to determine what type of object the planets are spawned as.

@WindUpHero7 I could potentially add a AsteroidFilterAPIPriority setting to zone the asteroids created by this mod and classify them as valid ( Asteroid Filter: Clusters applies to all voxel maps not present at load time, regardless of whether they are normal procedural asteroids, boulders, asteroids created by other mods, or asteroids created by admins).
WindUpHero7 Jul 15 @ 2:57pm 
Is it possible to integrate this with Asteroid Filter API so that ring asteroids aren't removed by the cluster filter? I'm trying to create a world where there's a dense asteroid belt and only very sparse clusters outside of the belt
xXShadowNinjaXx Jul 11 @ 12:30pm 
Does this mod have compatibility with the real gas giants mod?
Bravada Cadelanne  [author] Jul 5 @ 2:52am 
@Puding Statočný at the moment, no, there can only be one ring, though zones can be used to create gaps can be created in the ring.
@GermanGinger you should be able to use MinAsteroidSize / MaxAsteroidSize to adjust the asteroid sizes, and MaxAsteroidsPerSector to change the density.
GermanGinger Jun 30 @ 11:51am 
Is there any plans in the future to make it to where users can increase the density of the ring and/or the size of the asteroids within
Puding Statočný Jun 24 @ 7:32am 
Can multiple rings be made on one planet?
monstrodav Jun 21 @ 1:43am 
Хрень консольная, хоть бы пример рабочий привели... Короче не работает как надо.
Voight-Kampff Jun 12 @ 4:36pm 
(In single player or on a dedicated server)
Voight-Kampff Jun 12 @ 4:35pm 
Asteroids don't appear after running the commands. The coloured rings work as intended, but no asteroid ring appears
Scanner Jun 7 @ 4:35pm 
My ring colors wont go away with close or deselect! What am I doing wrong here?