Space Engineers

Space Engineers

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Frostnova Star System
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Type: World
Mod category: Exploration, Experimental
File Size
Posted
Updated
393.259 MB
Sep 25 @ 7:19am
Oct 14 @ 6:11am
8 Change Notes ( view )

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Frostnova Star System

In 2 collections by Pitohui.DS
Darkspot Corporation
57 items
Darkspot Series Mods/Objects
77 items
Description
The Frostnova Star System.
From the mini series " Darkspot " adapted into a full system.

This system is located 2000 light-years away from SOL in the Arctus Nebula.

The Frostnova Star System is designed to be adaptive for whatever you want to it.
Whether it be a simple alternative starting system or a world ready for PvP, the choice is up to you.

Update 1.3.2 is the last content update for this version of the star system.

Starting Point
You can start your journey in this system wherever you want. All planets and moons are designed to be manageable starting points. However, the default point is the Archon Station. At the Archon Station, you will find the Blue Corvette, which will be your starting ship. Additionally, you get the UT-47 Kodiak Valkyrie as a shuttle for short travels and the Argos Miner at the Ice Mining Site, which is located on the ice asteroid near the Archon Station.

Exploration
Exploration is a huge factor in this system. There are countless destinations waiting for you to explore. Debris fields, crash sites, and [Redacted] can be found all over the system. All of these locations have a bit of a story on top of that. Most of the locations have in common that they will grant you a great amount of resources for your troubles getting there.

Economy
Economy is enabled in this system. Unfortunately, there are no stations on the planets/moons or in their orbit. The nearest Economy Stations are located a little less than 1000 km away. Thus, it is recommended to use the Archon Station spawn to get access to a jump drive early on.

Planet Description
The system contains a total of four main planets and a total of seven moons.

Information Frostnova 1 Solaris:
  • Radius: 120km
  • Oxygen Level: None
  • Temperature: Freezing
  • Gravity: 0.90g = 8.82m/s²
  • (Base Model: Mars)

Information Frostnova 1a Sirocco:
  • Radius: 19km
  • Oxygen Level: Low
  • Temperature: Cold to Warm, occasionally Hot to Inferno during storms.
  • Gravity: 1.20g = 11.77m/s²
  • (Base Model: Pertam)

Information Frostnova 1b Elysium:
  • Radius: 19km
  • Oxygen Level: None
  • Temperature: Freeze
  • Gravity: 0.25g = 2.45m/s²
  • (Base Model: Titan)

Information Frostnova 2 Terranova:
  • Radius: 120km
  • Oxygen Level: High, occasionally low at poles or in storms
  • Temperature: Freezing to Warm, occasionally Hot
  • Gravity: 1.0g = 9.81m/s²
  • (Base Model: EarthLike)

Information Frostnova 2a Avalon:
  • Radius: 19km
  • Oxygen Level: None
  • Temperature: Freezing
  • Gravity: 0.25g = 2.45m/s²
  • (Base Model: Moon)

Information Frostnova 2b Eos:
  • Radius: 19km
  • Oxygen Level: Low on surface, None on mountains
  • Temperature: Freezing
  • Gravity: 1.10g = 10.78m/s²
  • (Base Model: Alien)

Information Frostnova 3 Gehenna:
  • Radius: 120km
  • Rings: 264km
  • Oxygen Level: None
  • Temperature: Freezing
  • Gravity: 2.8g = 27.46m/s²

Information 3a Menae:
  • Radius: 19km
  • Oxygen Level: None
  • Temperature: Freezing
  • Gravity: 0.25g = 2.45m/s²
  • (Base Model: Moon)

Information Frostnova 3b Sirius:
  • Radius: 19km
  • Oxygen Level: None
  • Temperature: Freeze
  • Gravity: 0.25g = 2.45m/s²
  • (Base Model: Europa)

Information Frostnova 3c Celestra:
  • Radius: 19km
  • Oxygen Level: Low
  • Temperature: Cold to Warm, occasionally Hot to Inferno during storms.
  • Gravity: 1.20g = 11.77 m/s²
  • (Base Model: Pertam)

Information Frostnova 4 Glacial:
  • Radius: 120km
  • Oxygen Level: High on surface, Low to None on mountains
  • Temperature: Freezing
  • Gravity: 1.00g = 9.8m/s²
  • (Base Model: Triton)

Mods
The mods I used in this world are mostly just visuals.
The only mods you should keep are the "gas giant" since this is the mod for Gehenna, and the "Nebula Mod (3D)" since this is the Arctus Nebula mod.
17 Comments
Wanuboi Oct 28 @ 10:21am 
Now after 30 hours of game around your system in local, as i said serverwise your modded world is really complicate to make it work with mods but in local it works fine. So after all those hours i realized that there is no POI on Earth, or so rare that is close to impossible to detect them. I though Earth would function as vanilla with multiple POI around, but after exploring around, with radar antenna that go up to 50 000 meters i detected and saw nothing. Pretty disapointed, have to say you sold a big speech with the description but after 30 hours of experience in this world me and i'm friends were disapointed. Hope there will be an update on POI side in the future cause the setup of your world, the starting point on the spatial station, the factions and the system is awesome.
Wanuboi Oct 23 @ 1:19pm 
Yeah so everytime i'm trying to change a setting in Sandbox_config.sbc it doesn't save and i think it's why it was impossible to run in on a server with any change to it. Automatic Ore Pickup which is a MUST HAVE is then not available. That's sad i want to play on your world so bad :'(
Wanuboi Oct 23 @ 10:46am 
Automatic Ore Pickup seems not compatible and is creating server problems
UMB694 Oct 16 @ 7:42am 
for some reason i cannot use a different respawn pod. ive always hated the EEM pods.
Pitohui.DS  [author] Oct 15 @ 6:58pm 
The new special encounters work perfectly fine. I'm not sure if the normal encounters work, couldn't test it that much yet.
Soapy Sloth Oct 15 @ 1:49am 
Is this system compatible with the new global PVE encounters added with the latest update? Specifically, do the encounters spawn so that the new prototech blocks can be gotten
Pitohui.DS  [author] Oct 14 @ 6:20am 
Hinge locks are now added.
TheRefinedOne Oct 13 @ 4:22pm 
I love the mod so far, have a little gripe with the ships with hinges, could you consider adding hinge locks on for future playthroughs of this star system
Pitohui.DS  [author] Oct 13 @ 5:29am 
Thank you for the report!
I'm not sure how you got these issues with the Miner and Blue Corvette. I tested it in different versions and had a friend test it too and neither of us encountered anything unusual.
I've now set the Blue Corvette as a ship and moved it slightly away from the station.
The sun rotation is also working properly now.

The button in the Kodiak is meant as an emergency blowout but don't really work with closed doors due to the design. Until I found a solution without changing the design too much, it will remain mostly useless for now.
theMisteryDE Oct 12 @ 1:51am 
Hey, so far I found following issues:

- Ice Miner was buggy. Hydro got only to the Thrusters after removing one of the tanks. Still worked after placing a new one.
- Blue Corvette is kinda stuck. It is weirdly connected (for my interpretation) to the Station. After removing some parts, the Corvette moves but is stuck in place. As if something invisible is holding it locked in place. Basically the Thrusters move the Nose up and down around 90° in every direction. Nothing more.
- The Sun doesn't move, even with the Creative Mode Tools.

Also I can't figure out what the Button inside the Kodiak is supposed to do. It dettaches the doors, but they are stuck in the Frame and can get reattached.