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seworldgenplugin's Introduction

SEWorldGenPlugin

This is a plugin for the game Space Engineers, which adds random star system generation to worlds aswell as some other neat features. More info in the wiki

Installation

For installation instructions, please refer to the wiki here

Important info for servers

This plugin is not really optimised for server usage. The planetary generation function will always work, however the custom asteroid generation can cause problems, if you have high player counts on that server. It is possible to run the plugin on those servers, however it will be very performance intensive, since it uses a slight hack to get asteroids to generate. You can see the details of the issue with large player counts and servers in the issues #109 and #80. You can always disable the asteroid generation and use the vanilla one, if you only want to generate the planets and gps for them.

Troubleshooting

Crash on startup

Some people encounter an issue on startup, that the game crashes, when this plugin is loaded. A fix for that is to right click the .dll and go into properties, and there unblock it. The field for that is at the bottom of the properties window.

Crash due to full ram

This is probably caused by a memory leak that is present in space engineers, where it does not clean up voxel storage, that was closed or deleted. It only happens, because the plugin uses a much higher density for asteroid rings and fields by default. However, you can set the density in the configuration or in the world settings of the plugin.

More Info

This readme only contains some information about the installation. The wiki contains more help and info. Wiki

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seworldgenplugin's Issues

Asteroid rings?

Are asteroid rings probability based? I've been trying to get one to generate but have had none such luck so far. If they are probability based would it be possible to modify this within the config in the same way moons are spawned?

No way to spawn a empty map?

Maybe I've overlooked a setting but there seems to be no way to load up a game with the Plugin without it spawning at least one planet. I want to load the plugin so I can spawn a single planet and ring manually.

Update: I've learnt that I can't place rings on manually spawned planets anyway so this plan wasn't going to work for me anyway. I've posted a different issue that is now more relevant to me.

Graphics card crash during system generation

I have had this issue a couple of times now when initializing a new system and using this plugin, not sure what causes them though or even if it is the mod or just the planet generator getting overtaxed or something else entirely. This time I remembered to grab the crash logs, though, maybe you there is some info in there I just don't know to look for. It always says there was a problem with my graphics card, I should update the drivers (which I did after the first time) or that I should stop overclocking (which I am not doing).

SpaceEngineers_20200828_010531730.log

Hardcoded asteroid surface, core, and deposite materials

Hey, loving the plugin so far. Works really great. I was wondering however if you could modify MyCompositeShapes fillmaterials() to not be hard coded to stone, iron, uranium, and ice. Idea would be that others myself included could create non vanilla voxel definitions and assign them tags core, surface, and deposit. that way asteroids can be composed in many different variations. Thanks =D

Small enhancement to planet rings

Thank you very much for the all-axis rotation! it is absolutely amazing. Currently it's only possible to rotate by +-45 degrees. Would it be possible to improve this to +- 180 degrees? Thanks for all your work!

Tell people to lift block

when downloading DLL's windows does this fun thing where it marks dlls downloaded from the internet/network locations and you cant use them or load them untill you have the user right click it and check "unblock". might need to add this to the installation instructions. ( not doing this will mean the game just crashes instantly cuz it cant load your plugin dll.)

Disable Planet GPS Markers

I don’t know if this is the right spot for this but oh well.

I enabled the GPS markers for the planets when I created my world, but I’ve organised them now with better names. Whenever I spawn into my game again, it creates a new set of coordinates, which lags my game when I load in, and is annoying to delete each time. Is there any way to disable this? There’s no option in the settings in the edit save.

Feature Request: Coordinate spawning

As much as I don't envy you adjusting the gui again, would it be possible to add an option to spawn planets through admin tools and etc with a given xyz coordinate?

P.s. new updates have been amazing, crazy to think how much has changed/ improved/ expanded on since you first released this. Anyways thanks for all your hard work.

Overriding max objects BUG

Not sure how to replicate this issue, but it appears that generator will ignore the max object value and spawn in 200+ objects, regenerating with same settings usually resolves issue.

Feature request: Options to not use planets/moons more than once

Separate true/false options, if a planet or moon can be used more than once in a given world for the automatic generation. Manual spawning should be excluded from that. Separate options for planets/moons would be even better, as you might have different preferences/ sample sizes available for each.

I have had several cases where I got multiple versions of the same planet in a world even though the list of loaded planets was not exhausted. E.g. I wanted to generate 5-6 planets with some moons and out of the 20+ planets (not moons) I loaded, I got 3x the planet, 2x another and one final one. Basically remove a planet or moon from the available pool when the next one is picked by chance. More lottery-style than just truly random.

Feature request: randomize asteroid belt location

I noticed that all asteroid belts spawn on a straight line away from the center, all on the x-axis of the system. Is that by design? Or would it be possible to randomize the coordinates for them, so that they are a bit more spread out over a generated system?

Crash on spawning modded planet

I attempted to spawn one of the Paradise mods planets with your planet spawning tool set at 1200 km's and i got this crash.

2020-06-25 18:15:26.575 - Thread: 1 -> Exception occured: System.IndexOutOfRangeException: Index was outside the bounds of the array.
at VRage.Voxels.Clipmap.MyVoxelClipmap.ApplySettings(Boolean invalidateCells)
at VRage.Voxels.Clipmap.MyVoxelClipmap..ctor(Vector3I voxelSize, MatrixD worldMatrix, MyVoxelMesherComponent mesher, Nullable`1 spherizeRadius, Vector3D spherizePosition, String settingsGroup)
at Sandbox.Game.Components.MyRenderComponentPlanet.CreateLodController()
at Sandbox.Game.EntityComponents.Renders.MyRenderComponentVoxelMap.AddRenderObjects()
at Sandbox.Game.Components.MyRenderComponentPlanet.AddRenderObjects()
at VRage.Game.Components.MyRenderComponentBase.UpdateRenderObject(Boolean visible, Boolean updateChildren)
at VRage.Game.Entity.MyEntity.OnAddedToScene(Object source)
at Sandbox.Game.Entities.MyPlanet.OnAddedToScene(Object source)
at Sandbox.Game.Entities.MyEntities.Add(MyEntity entity, Boolean insertIntoScene)
at Sandbox.Game.World.MyWorldGenerator.CreatePlanet(String storageName, String planetName, Vector3D& positionMinCorner, Int32 seed, Single size, Int64 entityId, MyPlanetGeneratorDefinition& generatorDef, Boolean addGPS, Boolean userCreated, Boolean fadeIn)
at SEWorldGenPlugin.Generator.ProceduralGen.ProceduralPlanetModule.GeneratePlanets()
at SEWorldGenPlugin.Generator.ProceduralGen.ProceduralGenerator.UpdateBeforeSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
2020-06-25 18:15:26.576 - Thread: 1 -> Showing message
2020-06-25 18:15:27.682 - Thread: 1 ->
================================== CRASH INFO ==================================
AppVersion: 01_195_019
GameName: Space Engineers
IsOutOfMemory: False
IsGPU: False
IsNative: False
IsTask: False
IsExperimental: True
ProcessRunTime: 131
PCUCount: 0

Change name of GPS signals to something more sensible, if using default planet names.

At the moment, the GPS generator will use the definition of the planet and add "belt" to it.

It does however give some rather long GPS signal names like: "Moon-1353915701d19000 Ring"
For some servers, just changing the core planet definition is not an option, as other mods and plugins can depend on it.

What i suggest is implementing some regex, that'll change "Moon-1353915701d19000 Ring" to "Moon Ring"
In the cases where ppl have used default planet generation.

Ring generation doesn't seem to work

Hello, first of all thank you for this plugin, it's got a lot of promise.
When generating a world with 1.0 asteroid density, Plugin asteroid generation, 0% belt and moon chance, 100% ring chance, maximum planet size multiplier and cap, I still have not seen a single ring. Is there a way to tell whether a belt is "supposed" to have spawned around a planet? And are they visible from a distance, or only up close? If it's the latter, as unlikely as it might be, I might have just missed the rings.

Feature request

Hey was wondering if you could add a moon definition tag to this. Idea would be that planets defined as moons will only spawn as such. Also a whitelist tag would be handy aswell. Idea would be that planets in whitelist are guaranteed to be generated and then after 1 of each planet in whitelist is generated it is random between the min max objects

Feature Request: Sphere of asteroids

Let me know if this is already possible with the current code -

Request: The ability to generate a sphere of asteroids around a planet, at variable radius. The sphere could have inner and outer radius setting, with the inner radius minimum clamped to the planet surface

The aim is to create a planet with "floating" asteroids, like: This

Bug: moons belonging to planet 0

After using the plugin for the first time since the 1.7.6 update I got a bunch of moons that belong to the non-existent planet 0 according to the naming scheme. I did not go through them all to check what planet they actually belong to.

image

Feature request

Would it be possible to add a whitelist/blacklist to planets that the plugin generates, and maybe a toggle for only planets or only roids

feature request. First planet on 0,0,0 option

Can we get a override option that attempts to place the first planet at the dead center of the map. Players can re spawn on the surface of planets easy enough but if they want a space start and the only asteroids are ringed around the planet then they're in for a very long flight when they spawn.

Plugin won't load in DS

In DS, under the plugins tab, clicking add and selecting SEWorldGen does nothing. No error, just doesn't show up in the list. Editing the DS cgf and manually adding a line for the dll worked, until I tried updating to the latest version of the game and plugin and starting a new game. Now I can't get the plugin to show up in DS at all, 1.7.4.1, or trying to go back to 1.7.4.

I have no idea if this is a problem with the plugin or DS

e:Forgot about having to unblock the dll in Windows

(Asteroids) Ability to control which ores spawn where and in which quantities

A big limiting factor in modding SE is not having proper control over where ores can be found, and in what quantities.

Equinox's procedural world mod had the ability to somewhat influence this by immediately despawning asteroids that contained ores in areas where that ore should not occur. That kind of worked but I hope that with a plugin, the possibilities are much greater.

Ideally the following options would be available on a per field / ring / soup basis:

  • Define ores
  • Define ore deposit frequency (overall)
  • Define ore deposit size (per ore)
  • Define asteroid base voxel
  • Define maximum deposits per asteroid

This is purely from the top of my head though.

Bug: Planet poles are misaligned with sun rotation

Hello, it appears that planet poles are not aligned at all with the sun. This makes ice and snow caps looks very misplaced. Either a correction to the alignment, or the ability for users to change the planet axis would be great! I tested this in a new world with multiple planets.

20200316095818_1

Possible Out of Bounds exception with Asteroid Rings ?

Hey I've been hitting this crash three times in a row now on my world after using your plugin (which is awesome btw.)
I have attached my most recent crash log on this ticket, from my understanding it's coming from the plugin but I might be wrong too :)

Cheers and thanks again for your work over the plugin.

SpaceEngineers.log

Broken with New Update?

Just updated to the latest SE (01_195_018) and now getting errors when starting. Updated to the latest version (v1.7.3.1) of this plugin.

Part of my error log file:
`2020-06-24 19:03:56.790 - Thread: 20 -> CreateDeviceInternal Steam Overlay integration
2020-06-24 19:03:56.865 - Thread: 20 -> CreateDeviceInternal Steam Overlay OK
2020-06-24 19:03:56.865 - Thread: 20 -> CreateDeviceInternal create swapchain
2020-06-24 19:04:02.141 - Thread: 1 -> Exception occured: System.IO.FileLoadException: Could not load file or assembly 'file:///D:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers\Plugins\SEWorldGenPlugin.dll' or one of its dependencies. Operation is not supported. (Exception from HRESULT: 0x80131515)
File name: 'file:///D:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers\Plugins\SEWorldGenPlugin.dll' ---> System.NotSupportedException: An attempt was made to load an assembly from a network location which would have caused the assembly to be sandboxed in previous versions of the .NET Framework. This release of the .NET Framework does not enable CAS policy by default, so this load may be dangerous. If this load is not intended to sandbox the assembly, please enable the loadFromRemoteSources switch. See http://go.microsoft.com/fwlink/?LinkId=155569 for more information.
at System.Reflection.RuntimeAssembly._nLoad(AssemblyName fileName, String codeBase, Evidence assemblySecurity, RuntimeAssembly locationHint, StackCrawlMark& stackMark, IntPtr pPrivHostBinder, Boolean throwOnFileNotFound, Boolean forIntrospection, Boolean suppressSecurityChecks)
at System.Reflection.RuntimeAssembly.InternalLoadAssemblyName(AssemblyName assemblyRef, Evidence assemblySecurity, RuntimeAssembly reqAssembly, StackCrawlMark& stackMark, IntPtr pPrivHostBinder, Boolean throwOnFileNotFound, Boolean forIntrospection, Boolean suppressSecurityChecks)
at System.Reflection.RuntimeAssembly.InternalLoadFrom(String assemblyFile, Evidence securityEvidence, Byte[] hashValue, AssemblyHashAlgorithm hashAlgorithm, Boolean forIntrospection, Boolean suppressSecurityChecks, StackCrawlMark& stackMark)
at System.Reflection.Assembly.LoadFrom(String assemblyFile)
at VRage.Plugins.MyPlugins.RegisterFromArgs(String[] args)
at Sandbox.MySandboxGame.RegisterAssemblies(String[] args)
at Sandbox.MySandboxGame..ctor(String[] commandlineArgs, IntPtr windowHandle)
at SpaceEngineers.Game.SpaceEngineersGame..ctor(String[] commandlineArgs)
at SpaceEngineers.MyProgram.Main(String[] args)

2020-06-24 19:04:02.141 - Thread: 1 -> InnerException:
2020-06-24 19:04:02.141 - Thread: 1 -> Exception occured: System.NotSupportedException: An attempt was made to load an assembly from a network location which would have caused the assembly to be sandboxed in previous versions of the .NET Framework. This release of the .NET Framework does not enable CAS policy by default, so this load may be dangerous. If this load is not intended to sandbox the assembly, please enable the loadFromRemoteSources switch. See http://go.microsoft.com/fwlink/?LinkId=155569 for more information.
2020-06-24 19:04:02.142 - Thread: 1 -> Showing message
2020-06-24 19:04:02.763 - Thread: 1 ->
================================== CRASH INFO ==================================
AppVersion: 01_195_018
GameName: Space Engineers
IsOutOfMemory: False
IsGPU: False
IsNative: False
IsTask: False
IsExperimental: False
ProcessRunTime: 12
PCUCount: 0
================================== OFNI HSARC ==================================

2020-06-24 19:04:02.763 - Thread: 1 -> Log Closed`

Sorry I have no idea what I'm looking at here.

Request

Have you given any thought into adding procedural economy stations?

feature request: limit map size when generating a new one

so apparently, there is an issue with the game that gets more pronounced the further away from the center of a map you are; which causes grids and projections to misalign. when i create a randomized map with this and include a couple modded planets as well, i easily reach distances of hundreds of thousands of kilometers between them.
i then tried to limit the world size before generating a map, but keens ridiculous presets only allow a map size of 100 km which is obviously way too small. then i tried making an empty map without the plugin, to limit the world size in the .sbc files to 15k km, but the plugin apparently cannot retroactively populate this map.

my request is this: an option in the plugin config to use a max distance from the map center when populating a new map.

Bug: Numbers ontop of numbers

When you try to make a ring for a planet, the numbers overlap since the default just stays
https://ibb.co/1mH4Zcy
Additionally, it would be cool if we could precisely set values with ctrl+click like in vanilla settings (for the most part) idk if this is possible easily however, since none of the admin screens have it, only grid controls

Exception occured: System.Collections.Generic.KeyNotFoundException

Running the plugin on a dedicated server. After loading the world i teleport to a planet that had a ring generated. Do the math to find where it should be and set a way point. I move in that direction but when i get to within 15k of where it SHOULD start to appear the client completely crashes with the following error. I've lowered the view distance to 15k and 10k and still the same result.

this is the latest build as of writing this.

2019-09-24 18:45:19.119 - Thread: 1 -> GC Memory: 2,812,055,648 B 2019-09-24 18:45:30.535 - Thread: 1 -> MyVoxelReplicable.OnLoad - isUserCreated:False isFromPrefab:True contentChanged:False data?: True 2019-09-24 18:45:30.546 - Thread: 1 -> Exception occured: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.ThrowHelper.ThrowKeyNotFoundException() at System.Collections.Generic.Dictionary2.get_Item(TKey key)
at Sandbox.Engine.Voxels.MyOctreeStorage.ReadDataProvider(Stream stream, ChunkHeader header, Boolean& isOldFormat, IMyStorageDataProvider& provider)
at Sandbox.Engine.Voxels.MyOctreeStorage.LoadInternal(Int32 fileVersion, Stream stream, Boolean& isOldFormat)
at Sandbox.Engine.Voxels.MyStorageBase.Load(Stream stream, MyStorageBase& storage, Boolean& isOldFormat)
at Sandbox.Engine.Voxels.MyStorageBase.Load(Byte[] memoryBuffer)
at Sandbox.Game.Replication.MyVoxelReplicable.OnLoad(BitStream stream, Action1 loadingDoneHandler) at Sandbox.Game.Replication.StateGroups.MyStreamingEntityStateGroup1.CreateReplicable(Int32 uncompressedSize)
at Sandbox.Game.Replication.StateGroups.MyStreamingEntityStateGroup1.ProcessRead(BitStream stream) at Sandbox.Game.Replication.StateGroups.MyStreamingEntityStateGroup1.Serialize(BitStream stream, Endpoint forClient, MyTimeSpan serverTimestamp, MyTimeSpan lastClientTimestamp, Byte packetId, Int32 maxBitPosition, HashSet1 cachedData) at VRage.Network.MyReplicationClient.OnServerStateSync(MyPacket packet) at Sandbox.Engine.Multiplayer.MyTransportLayer.ProcessMessage(MyPacket p) at Sandbox.Engine.Multiplayer.MyTransportLayer.HandleMessage(MyPacket p) at Sandbox.Engine.Networking.MyReceiveQueue.Process(NetworkMessageDelegate handler) 2019-09-24 18:45:30.546 - Thread: 1 -> Packet processing error, disconnecting 90129282769542152 2019-09-24 18:45:30.554 - Thread: 1 -> Exception occured: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.ThrowHelper.ThrowKeyNotFoundException() at System.Collections.Generic.Dictionary2.get_Item(TKey key)
at Sandbox.Engine.Voxels.MyOctreeStorage.ReadDataProvider(Stream stream, ChunkHeader header, Boolean& isOldFormat, IMyStorageDataProvider& provider)
at Sandbox.Engine.Voxels.MyOctreeStorage.LoadInternal(Int32 fileVersion, Stream stream, Boolean& isOldFormat)
at Sandbox.Engine.Voxels.MyStorageBase.Load(Stream stream, MyStorageBase& storage, Boolean& isOldFormat)
at Sandbox.Engine.Voxels.MyStorageBase.Load(Byte[] memoryBuffer)
at Sandbox.Game.Replication.MyVoxelReplicable.OnLoad(BitStream stream, Action1 loadingDoneHandler) at Sandbox.Game.Replication.StateGroups.MyStreamingEntityStateGroup1.CreateReplicable(Int32 uncompressedSize)
at Sandbox.Game.Replication.StateGroups.MyStreamingEntityStateGroup1.ProcessRead(BitStream stream) at Sandbox.Game.Replication.StateGroups.MyStreamingEntityStateGroup1.Serialize(BitStream stream, Endpoint forClient, MyTimeSpan serverTimestamp, MyTimeSpan lastClientTimestamp, Byte packetId, Int32 maxBitPosition, HashSet1 cachedData) at VRage.Network.MyReplicationClient.OnServerStateSync(MyPacket packet) at Sandbox.Engine.Multiplayer.MyTransportLayer.ProcessMessage(MyPacket p) at Sandbox.Engine.Multiplayer.MyTransportLayer.HandleMessage(MyPacket p) at Sandbox.Engine.Networking.MyReceiveQueue.Process(NetworkMessageDelegate handler) at Sandbox.Engine.Networking.MyNetworkReader.Process() at Sandbox.MySandboxGame.Update() at Sandbox.Engine.Platform.Game.UpdateInternal() at Sandbox.Engine.Platform.Game.RunSingleFrame() at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0() at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback) at Sandbox.Engine.Platform.Game.RunLoop() at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen) at SpaceEngineers.MyProgram.Main(String[] args) 2019-09-24 18:45:30.556 - Thread: 1 -> Hiding window 2019-09-24 18:45:30.556 - Thread: 1 -> Hiding window done 2019-09-24 18:45:30.556 - Thread: 1 -> Showing message 2019-09-24 18:45:33.292 - Thread: 1 -> Analytics session closed.

Ring density

Hey got your plugins setup on our server and its working perfectly =D one question I did have tho, is there a way to set the density of the asteroid rings?

Bug: SEWorldGen update note keeps you hostage

If you use an outdated version of the plugin, it notifies you on exiting a save that an update is available. This is nice, but it doesnt let you go. Whether you click no, yes or press escape, it just pops right back up

Planets Generation error | Torch

Using the plugin directly on Torch, generates an error in the generation of the Planets, making it impossible to perform any interaction. It seems as if the visualization of the Voxel is shifted with respect to the collisions.
https://imgur.com/cpAcmw3

Feature request: Option to exclude vanilla planets from generator

Simple new boolean setting to remove all vanilla planets and moons from their respective definition lists via the FilterDefinitions() method. This is a comfort feature to create wholly modded systems without having to manually exclude the vanilla stuff via blacklists. All modded planets can be excluded simply by not loading the mod, no blacklist needed.

Players jumping inside asteroids with coordinates near spawned asteroids

This has started occurring surprisingly frequently considering we use a density of 0.1 although density might not matter. We've had 3 reports in the past week of players jumping inside asteroids and the ship immediately and getting stuck and/or exploding. When we were using vanilla asteroids, we never had any issues of this problem.

The issue happened when users jumped to a GPS coord that was very close to an asteroid.

  • GPS coord within a few hundred meters from asteroid.
  • Normally, upon jumping to coord, the ship appears about 900m from the jump coord (presumably from some collision avoidance caluclation)
  • Rare occurrences of collision avoidance no happening, thus placing ship under 100m from jump coord, coincidentally was inside an asteroid.

feature request: semi-randomized generation

i really love this, makes maps actually explorable. however i would prefer an option to use every available planet once, instead of true randomization like it is right now. the plugin often uses moons or planets 2-3 times on 15 objects and skips on some others completely.

edit: also having an annoying issue with the gps that are being created. they are very useful for first setup, but even though i deleted some generated objects the gps are being recreated on every reload.

Feature Request: Moons shouldnt generate as planets

I have added many moons to the Moons tag in the configuration, however i still see the "Moons" be used as planets in the system. Is it possible to make the specified planets within the moons tag only be generated as moons and not planets?
While im mentioning that it would be nice to have a tag that specified the size of the moons by itself instead of relying on planet global size.

[Feature Request] Custom Planet Name format

Please add a way to add custom planet formats. Instead of <PlanetOrMoon>_<ObjectNumber>_<PlanetId>, it'd be nice if server owners could customize it to e.g. <PlanetId>_<ObjectNumber> or even just <PlanetId> if they have single-gen enabled.

seworldgenplugin.xml

I want this to work more than just about anything right now.

I have been trying to run it locally, through the SE dedicated server, and through torch. The only one of the 3 that yielded the SEWorldGenPlugin.xml file was running it locally. However, once got it, edited it, and reloaded the world it seemed to do nothing. No new planets, no roids, no rings etc.

Please you please tell me where i went wrong ?

Ring generation question

Hey thank you for this plugin !

  • When it generates a ring around a moon or planet, what ores does it put in it ?
    Vanilla ores ? Or does it take in consideration modded ores too ?
  • Is there a way to tweak this to either allow certain ores or ban certain ores of the generation in asteroids ?

Thank you

Crash upon game startup

I followed the installation instructions as shown, however, the game crashes upon startup each time. The crash log indicated an issue with the element. Specifically, it reads:

"System.NotSupportedException: An attempt was made to load an assembly from a network location which would have caused the assembly to be sandboxed in previous versions of the .NET Framework. This release of the .NET Framework does not enable CAS policy by default, so this load may be dangerous. If this load is not intended to sandbox the assembly, please enable the loadFromRemoteSources switch."

In case it is of any value, I am running the .NET Framework 4.8 release from May 2019.

Thanks for your help and this amazing plugin!

Feature request: Generate rings around already placed planets

As far as I am aware, currently the only way to get rings and belts is to generate the world completely with the plugin. Both the distances and sizes of planets are things I would really like to control myself however, mainly for server design.
So I was wondering if there was a way for you to implement more specific generation of rings and belts

Game crashing after using plugin

Hello, my game is crashing after trying to use the plugin. When plugin is in the folder, I can see it loading up in game, but when creating a new world to test it will give an error message on world loading. Tried to verify files, no luck. Plugin enabled or disabled, same thing.

Then after removing the plugin from SE folder and verifying files the game instant crashes on startup, since it can't find the .dll.

Edit: forgot to remove -plugin from launch parameters, now the game works and can load a new world. Added log file.
SpaceEngineers_20200516_202928861.log

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