We can configure planets, any manner of available planets, rather easily. We can also configure moons, dry, dead, airless moons, for these planets. But is it possible to configure a moon for a planet that is not a dry, dead, airless hunk of rock? Let's say I want to put a planet right very near the "Goldilocks Zone" of a star (not too hot, not too cold), but only right near it. Now, I want to put a moon in orbit of that planet, but far enough from that planet to actually fall into that zone. Can I configure that Moon to be a Temperate Planet, even a very small one, instead of the standard-issue grey, dead ball of airless rock we call moons? If so, what's the trick? --- Something else that just came to mind, and this one might actually not be feasible, but I have to ask: Is it possible to Tidally Lock a planet or moon (so that one side is perpetually in daylight and the other perpetually in darkness? If not, can this be looked into as a future option?
Pretty sure @ravien_ff has done this all over Project Eden. So it's definitely possible to have a temperate moon and a non-temperate planet. Though Tidal Locking of planets probably isn't possible at this time since planets all turn at the same speed and adjusting speed to 0 will affect all planets.
Yes honestly that is realy easy to do , i done it with my random star wars scenario those have moons like Oceanic , temperate , desert moons with atmosphere "like mini tatooine planets" , lava worlds with little isles like a scorched oceanic with lava instead of water and a dark , red and cloudy atmosphere , and mutch more . But the short answer is : yes , no problem ^^
Yes absolutely. You can use planets as moons no problem. Can't tidally lock them though as there's no way to control their rotation speed.
Kind of figured Tidal Lock would be tough, at least not without some code-base modifications, unless there was a a way to pass time control commands from the command line to continually reset the time of day in a play field. Of course, you'd also need a way to get the time of day just before entering that playfield, store that as a variable, and pass it back when leaving that play field. So what's the trick to creating non-dead moons? Just change the assignment?
there is no big trick to creating livefull moons , the playfield of a moon will be exactly handled like a planet , in a random generated system it will only declared in a different way . for example in a static system with the sectors.yaml - Coordinates: [90, 5, 115] Color: 0.04, 0.3, 0.37 Icon: Circle Playfields: - ['0, 0, 0', Akua Orbit, SpaceAsteroidFieldRing] - ['0, 0, 0', Akua, Temperate, 'Human:1'] - ['-6500, 5000, 6500', Akua Moon, Moon] <- if you cange here the last moon to Desert you will get a desert planet as a moon with a random system file it must be done a little bit different , if you want the desert planet smaller so that it looks more like a moon you need to change the size in the playfield_dynamic.yaml but for that i recommend to use a copy and not the original , the name that is needet in the sectors.yaml is the folder name of the playfield
To be honest I just use planets as 'moons' by just using a planet playfield in the same area as an existing one, and nerf planet size accordingly. There are playfield templates in SSG for non-dead moons already, like swamp and ocean. Might be worth looking again after A12 to see new moon templates to make your life easier.