It's set to have 1-2 moons but probably not visible behind the thick clouds. Having no moon would be interesting. I'll have to play around with it. My brother helped me test this earlier and that was one of the things I kept telling him "We have to keep moving, keep exploring to find more resources!" So one of the neat tricks with POI turrets is they obey their targeting settings. You can configure them to shoot at hover vessels only, for example. One of my early ideas (before this turned into a starter planet) were old automated anti-vessel defense turrets that would shoot at vessels but not the players themselves, so you'd have to go in on foot to disable or destroy the turrets first. Not sure if I'll add any turrets here, the idea is that the environment is your enemy, but it is an idea.
I was able to replicate this issue and it's a game bug. The problem seems to be that the YAML POI property "MapDistance" is currently bugged. Right now any MapDistance setting is causing the POI to show up on the whole planet, when it's supposed to only show it from the distance specified. So for example, many wrecks on the Swamp starter planet are set to only show up on the map at 40 meters, but this causes them to show up at any distance. It's not limited to the swamp planet, it'll affect several of my custom planets too. I'll file a bug report tomorrow when I get home from work. Thanks for catching this!
And you hold down a job too! Where in the world do you find the time to do what you do? Do you even sleep?
Plentak (Orbit) gives a warning that there are too many structures (290+) upon arriving in the Orbit. This is utterly annoying, because otherwise it's an awesome looking system! I ported there on the test Server, so i have a place FAAR away of the Players, so i can build and test @ASTIC 's Empyrion Scripting (formerly known as LCDInfo) mod.
I think the max structure limit needs to be raised for the server in EAH by a server admin. They actually added a "copy structure limit" function for this. I set the structure limit to 1000 in the included game options, but I think EAH overrides that. The game itself is capable of having many hundreds of POIs on a planet or orbit due to dynamic structure loading.
@Sephrajin Not sure how exactly that works, I haven't used EAH myself, but setting it to 1,000 should be more than plenty for all playfields in the scenario on the server. Hope this helps.
Here is "Malfunctioning Turret" The last image serves to highlight the diagonal that can be used as a jumping puzzle to take the thing out - supposing the player even wants to. The turret on its side will limit the firing arc and make the area near to it something to be maneuvered around but not avoided. Comes in three different types A.1, A.2, A.3. Where .1 is a pulse laser turret, .2 is flak, and .3 is rocket. Since it is the corner of a structure I thought it might be fun to make them anti-aircraft theme'd. Either way, BP's attached.
Here is "Malfunctioning Turrets" Similar theme here; the last image illustrates the potential for the player to turn this into a jumping puzzle to reach the core at the top. This is much tricker though as the arc to reach the thing is much more challenging and once close the puzzle is guarded by the lone sentry turret. Only one variant to this one. BP attached.
Been enjoying myself, here are two more thingys "Military Supply Cache" "Military Supply Cache 2" The doors are locked with the code "4256" but both have alternate entrances - the first by shooting through the grating. The second a jumping puzzle through the roof. BP's attached.
You're going crazy with those! Thank you! Those turrets would be a nasty surprise for someone to stumble upon. Can't promise I'm add them to this starter planet or not but there's plenty of other planets they could fit perfect on even so.
@ravien_ff I am really enjoying the dead planet starter, thank you. But I can't build (illness related, not laziness). Arguably, if people don't like the blueprint system because they believe it's a cheat, they don't have to use it (and it probably is). Is there a way I can turn on blueprints, via a config, say part way thru the game? Edit: Nevermind, I worked out how to do it by changing values in the starter planet yaml file. Not sure yet if I could have used blueprints in other playfields, once I leave the planet, which may be a better option.
Glad you got it figured out! That is currently the only planet that disables the use of the blueprint factory. There are a couple planets that disable use of certain vessels as well but they are high difficulty and rare planets.
I guess it's related to this from the RC patch notes :- - Fixed: Playfield parameters MapDistance, HudDistance don't work further than 500m