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Asteroids are procedurally generated and the density can be adjusted by a single value in the save file. If you don't have any, then you have managed to remove that setting (or set it to 0).
In my playthrough I started on Cuprum (Pertam), and I know for sure the ores are much deeper than usual.
The reason I ask it cause on the redistributed ores mod page the author mentions this "This mod does not work with other mods that replace the planet generator sbc files, height maps or material maps. It only modifies the planets that come with the game." so was curious if you half to do anything special for it to work properly.
Build a large block ore detector as soon as you can (only needs resources that can be refined from stone in the survival kit). A couple of the components need to be found/purchased or manufactured in a basic assembler though.
For hints on where to find stuff on Lantha, check the description for the original version of Orlunda. You should be able to find some of them only using hand tools.
also another point is there a way to stop the greyed out settings on the preset without having to load it up first?
You can't really follow the usual playbook for this system due to this fact. Ships might need some nonstandard adaptions to cope or you get stranded out there. Gets even more interesting with real orbits.
Thanks for your work on this mod btw.
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░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
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▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO, HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE WORKSHOP
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I also replaced Teal and Alien with a variant with water. Seems to work fine so far. Now I just need to figure out how to limit MES from spawning spiders everywhere (I want to exclude Teal) and maybe spawn cows and sheep on Trelan. Not sure if it's possible.
The tip on Economy stations works quite well. Some will probably spawn in weird places, but those can be ignored.
1. By default, Lantha is very far away from everything. I had to do Recreate Planet to get it all back.
2. By default, the sun has no damage, you can't burn. Until I set the sun damage manually, I couldn't burn at all. And the gravity at 1.5G is strange at the sun.
3. By default, there is no datapad in the capsule. I have to do GenerateFactionsOnStart true
For example, I took a delivery mission that indicated it was 49,000 km away but ended up being 280,000 km away. Once I made it there, it was not a deep-space outpost but a planet-based outpost in deep space.
I imagine when I did the reset of the economy it started on a planet but for some reason, it did not stick to it or when I took the mission it fixed the GPS in place and the planet just moved away
1. Open your Sandbox.sbc and delete the entire <Factions> block (the outer one!)
2. Find the line "<GenerateFactionsOnStart>false</GenerateFactionsOnStart>", and set it to "true".
3. Load back in and you should start seeing datapads spawn in respawn pods near planets.
I'm not sure if that will fix everything, but I was able to get the datapads to spawn sometimes with this. Also, you may want to make a backup of the Sandbox.sbc before making any changes, just in case it breaks.
you're really doing a great job
@jarhead I do paid commissions if you're interested (details on my Discord).
I was wondering if you could make a star system for me?
binary star at center + 1 star at edge (real stars mod)
(inner planets) 4 planets with moons and #3-#4 have water (water mod)
asteroid belt (after planet #4)
(middle planets) 2 planets with moons before 1 gas giant with 3 moons (planets) each +2 moons
asteroid belt (after gas giant)
(outer planets) 2 planets + 2 gas giants then outer star
The only downside I have seen yet is the double GPS markers. When you create a GPS marker, a second one with the same name appears but with an extra " ' ". Is it to keep the GPS relative to the closest planet or something similar?
could you put a better description in it than "PROXY_DO_NOT_EDIT" so we know which one to use when using a jumpdrive? or at least in the description of the map/mod
Also, when you want to change the colour, you need to change it to the original marker to apply to the one you see on the hud.
You can also look for the RealGasGiants Config.xml and make the change to gravity there if you'd prefer (but you'll need to set <OverrideFromConfig> to true as well if you make changes in the Config).
Setting the root position of Trithorne to (0, 200000, 0) or setting its gravity strength to 7 should resolve the overlap issue.
@Nirrtix Yes, half is always dark and half is always light since the planet is tidally locked.