Space Engineers

Space Engineers

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Real Solar Systems
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Type: Mod
Mod category: Skybox, Asteroid, Planet
File Size
Posted
Updated
93.182 MB
Oct 18, 2024 @ 9:04pm
May 19 @ 12:17am
43 Change Notes ( view )

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Real Solar Systems

In 1 collection by Echthros
Real Solar Systems Proxies
41 items
Description
It's finally time.

This mod allows for the creation of real solar systems with moving planets, gas giants, and stars. There are no limits on scale, speed, hierarchy, or really much of anything else. Supports fully customizable gravity, day cycles, orbit parameters, multiple stars, and much more!

Build as many systems as you want! Order them however you want! The Sun orbits Mars? A dodecanary star system? Gas giant with fifty moons? Why not? Whether you want a scale model of a real system or something more exotic, go right ahead and build it!

The wait is over. It's time to explore a world in motion!

How It Works
Read More

Setting Up a World
1. Download empty world to start: Empty World

1 (Alt). Alternately, start with the vanilla "Star System" scenario with your chosen settings and delete all of the existing planets. Make sure "Sun Rotation" option is enabled or sunlight will not rotate based on camera position. Do not start with the vanilla "Empty World" or the light direction for the stars will be stuck at a weird angle (see "Real Stars" mod page for details).

2. Load world and type "/TSE" in chat to open Solar System Editor.

3. Go into spectator camera mode and use Editor to create the solar system(s) that you want.

How To Use Editor

4. Type "/TSE" to close Editor. Save world.

Running on DS
1. Follow "Setting Up a World" steps above and create your world running locally (single-player, not on DS).

2. Save world and exit.

3. Deploy new world to your DS. Make sure to include all contents of the "Storage" folder.

The Editor does not work on DS or MP in any capacity. You must create the world locally first. If you want to use the Editor to modify a world already deployed to DS, you will need to download it and run locally to make those edits.

NOTE: If you have already created the hierarchy that you want for your world and just want to tweak some settings without modifying the overall structure, you can edit the Config.xml files for RealSolarSystems, RealStars, and RealGasGiants on the server directly without redownloading.

The only changes that strictly require the Editor are:
-Changes to hierarchy, added/removed planets.
-Changes to terrestrial planet size or type.

Preset Worlds
Vanilla Systems
The Solar System (Scale Model)
Trithorne Cluster

Compatible Planets
Only modded planets that have had proxies defined for them will have correct visuals when viewed from a distance. Here is a full list of all currently compatible planets:

Get Proxies!

Planet Exporter
This is a tool for creating proxy definitions so that mod planets can be used with RealSolarSystems. Doing so will require you to create your own mod, export textures in specific formats, and use a custom config to create your proxy definitions, so keep that in mind. The Exporter will give you the textures, but creating the mod and proxy definitions is not automated.

Get the Exporter Here!

Edit Config
How to Edit Config

Console Commands
"/TSE" or "/ToggleSystemEditor" to open the solar system editor.
"/DeleteAll" to completely remove all celestial bodies in the world.
"/RemoveStrayPlanets" to remove all static planets in the world (i.e. un-managed planets that cannot move)
"/AddStrayPlanets" to add all static planets to the RSS system (can be used to convert a world to use RSS)
"/SetupRealOrbits" sets all planets to have GravityFalloff of 2, making them compatible with Real Orbits. You may need to save and reload the world for Real Orbits to work after running this.

Controls
Alt+O to toggle planet orbit lines.

Upcoming Features
-Atmo controls for terrestrial planets

Known Issues (Fix in Progress)
-Small planets may have mountains that poke through their proxy when in ORBIT zone.
-Dramatic drops in sim speed after playing for a few minutes (on certain machines)
-MES spawns may spawn offset from where they should (can be reduced by reducing spawn range of voxel planets with <VoxelPlanetSpawnRange> values)
-Misc crashes on teleport

Many Thanks!
Special thanks to DraygoKorvan, Digi, enenra, and everyone on the KSH Discord for answering various questions about the engine and saving me from a number of hairy hangups. You guys are awesome!

Other Mods:
https://steamcommunity.com/id/adrsquared/myworkshopfiles/?appid=244850

Join My Discord for Mod Discussion and Bug Reports
Mods by Echthros[discord.gg]

Support Future Mods/Updates
[ko-fi.com]
[www.paypal.com]
Popular Discussions View All (19)
75
Feb 25 @ 10:59am
Bugs
EthicalObligation
59
Apr 17 @ 7:41am
Community to-do list: Modded planet proxies.
ABlueHairedFox
14
Apr 29 @ 3:38pm
Real Solar System Worlds
GigaCars
812 Comments
DraRex368 May 21 @ 4:42am 
Well @Echthros Your mod is overlaping with speed mods, like no speed limit
Echthros  [author] May 19 @ 3:43pm 
@natjam2000 Some people have stability issues with subgrids when transitioning zones. You can try setting <EnableGridRotationOnZoneTransition> to false in the ConfigSettings.xml to see if that helps. That will disable the grid rotation that happens when entering/leaving a planet's SURFACE zone.
Echthros  [author] May 19 @ 3:39pm 
There are instructions for how to set up a world for DS in the mod description.

@DraRex368 It shouldn't.
Jonislavas May 19 @ 11:22am 
i try host server but when i want start making solar system i use /TSE but its say you need be host to use it:/
DraRex368 May 19 @ 8:54am 
Its possible your mod affects speed mods?
Echthros  [author] May 19 @ 12:19am 
UPDATE:
-Attempted fix for conflict with "GPS Distance Helper" mod. May also fix the severe performance bug some people were seeing where huge numbers of duplicate GPSs were slowing down the game.
natjam2000 May 15 @ 12:38pm 
I'm having a bug where subgrids detach from the large grid when I jump over 200km. This doesn't happen when I copy the ship into an empty world. Is there a solution to this?
GigaCars May 15 @ 12:02pm 
likely a bug with the gas giant mod loosing precision due to distances, which MES also suffers from

make a upload of the world for testing purposes and include reproduction steps to having it appear in the description of it(as a reminder)
doesn't need to be public, set it to unlisted if you wish
SilverFoxSpectre May 15 @ 9:52am 
One more note: I realize it might not be behaving like the ring, but the gas giant's atmosphere. Doubt this is particularly helpful to clarify but just in case.
SilverFoxSpectre May 15 @ 9:49am 
(Follow up to my last comment)

To clarify:
- This is a direct connect world, not a dedicated server.
- The planet we are on is not a moon of the gas giant.
- The proxy zones of the planet and gas giant do not/can not overlap. (~40 Mm distance between orbits, proxy zones of a total ~20 Mm radius).
- I do not know if this is a bug with the RSS mod, RGG mod, or possibly an artefact of our collective mods list/load order.
- The gas giant ring effect doesn't fix itself, it lasts until I reload the world.
- It didn't start until after we had already built a substantial number of grids/played for around a hundred hours, so I haven't been able to replicate the effect on test worlds in manageable amounts of time, with or without the entire mods list.