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
95.722 MB
Oct 18, 2024 @ 9:04pm
Sep 21 @ 4:07pm
63 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
None currently.

Languages
Localization support for: Czech, Dutch, German, Spanish, French, Italian, Finnish, Danish, Swedish, Hungarian, Polish, Portuguese (Brazil), Slovak, Russian, Chinese, and Japanese.

All translations are through Google translate and may have issues. Feel free to contact me if you are a native speaker and want to try cleaning up the translations for your language.

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 (22)
84
Sep 21 @ 6:48am
Bugs
EthicalObligation
1
Sep 23 @ 6:44am
Teleporting to star's real location when I make its orbit zone too big.
themaguffin
63
Aug 22 @ 4:29pm
Community to-do list: Modded planet proxies.
ABlueHairedFox
977 Comments
Laties-X-Latias 47 minutes ago 
hey there seems to be an issue when entering a surface teleport sphere (?) over 1kms that causes all subgrids to spontaneouly explode off of ships, and it has something to do with the new update,just wondering if this has been looked into
Echthros  [author] 22 hours ago 
If "Affected Region" is set to proxy, then it will affect anything within PROXY space (i.e. not near any planets). If it's set to ORBIT, it will only affect things within the planet's ORBIT zone (unless you set "Also Affects SURFACE", in which case it will affect both ORBIT and SURFACE). If it's set to SURFACE, it will only affect things in the planet's SURFACE zone and will rotate with the planet's surface automatically (if "Also Affect ORBIT" is true, then it will also affect the ORBIT zone). If you use "Also Affects SURFACE/ORBIT" and the zone extends into both the ORBIT and SURFACE regions, make sure that the zone has rotational symmetry around the planet's pole or you may see strange behavior when crossing between ORBIT/SURFACE.
ICT Sep 25 @ 10:39pm 
alright not exactly sure if anything else changed, but setting the zone from affected region PROXY to ORBIT, technically, solves my below problem. But now the zones have to be within a celestial objects SOI inorder to work. I tried making an empty zone, which i would now call a region, because it appears in the celestial objects list and not in the hidden zone lists for each object and the world itself. Then I copied the zone from the star to the region, then however it no longer worked in the same expected way, UNLESS the region itself awkwardly orbits. Maybe thats because this new region is in the stars SOI, maybe moving the region outside of any SOI will make it work as intended without needing to orbit. Either way great mod, will test more lol
ICT Sep 25 @ 9:46pm 
is there a wiki for this? a lot of the info im finding just isnt quite enough beyond a general tutorial. Specifically with zones, they must be somewhat new. I presumed making a child zone of a star set to proxy, with resources enabled, would allow me to fly through it with collectors and collect said resources. How would that be achieved?
GOODYOB Sep 25 @ 2:40pm 
Running into the problem with offset sunlight source. Going exactly by the setup guide, solar system start, sun rotation enabled
Echthros  [author] Sep 24 @ 12:53pm 
There was a bug causing a crash when a gas giant with a ring was deleted (in Real Gas Giants). It should be fixed now. Thanks for the catch!
HNIC Sep 23 @ 9:44pm 
Or it locks it.
HNIC Sep 23 @ 9:44pm 
Why does /DeleteAll just crash my game?
Echthros  [author] Sep 22 @ 1:38am 
As long as the orbit of the grid doesn't cross any zone boundaries it should be fine. Otherwise it will probably fall or get ejected.
Justin Case Sep 22 @ 1:15am 
So I have a question I have previously made orbiting Satellite's even when out of range of me they would still track and stay in orbit would that work with this?