Hi! Can't really answer that easily- It depends of what you want to add as your planet: How different should it be from the existing planets? If you want to clone an existing body, then that's a rather quick change. If you want something new, really individual, prepare for some reading and tinkering... To clone a planet, try this: https://empyrion.gamepedia.com/Customizing_Solar_Systems For a 'new and different' planet to work you'll have to (ex)change -at least- two other files: - A 'playfield.yaml', that defines most of the planet. For this JMCburn's Playfield designer is a massive help: https://empyriononline.com/threads/tool-empyrion-playfield-designer-v1-36-1.9789/ - and a terrain file... (Either a .dll, .xml or .raw) There is the distinction between 'classic' procedural planets (.dll, .xml), and the new heightmap (.raw) ones. All of those use different technologies, and there is a huge difference in how you can change those and how easily that is done. The planets in alpha 7.0 use heightmaps. They are a bit tricky to work with, at the moment. If you are interested in procedural planets, check out the terrain generator thread, and the documentation.
Hi @lalan47! (I'm answering your question here in your own thread, because it seems not directly linked to the creation of xml terrain. - Probably slightly off-topic.) >In a sectors.yaml or a playfield.yaml you can disable things with the '#' symbol. The game will ignore anything that follows that symbol, for the rest of that line. The '#'-lines are kept there, to enable an easy switch between the 'classic' planets and the heightmap ones. Check out the pinned thread in the planets and playfield section: https://empyriononline.com/threads/howto-swap-handmade-procedural-playfields.22000/ (Alternatively, you can always mess with lines, and see what will happen. That's the way I learned some stuff. - In the worst case, the game will throw a 'continue or quit' / 'CoC' -error. Most of the time just click continue, hit ESC, exit to main menu. Then you can change the line and then reload your save to try again.) Heightmap-terrain uses names that contain the word 'New'. E.g. 'NewTemperate' is a heightmap terrain, 'Temperate' the old procedural one. Snippet from your sectors.yaml: - ['0, 0, 0', Akua Orbit, SpaceAsteroidFieldRingAkua] # - ['0, 0, 0', Akua, Temperate, 'Human:1'] # - ['-6500, 5000, 6500', Akua Moon, Moon] - ['0, 0, 0', Akua, New akua, 'Human:1'] - ['-6500, 5000, 6500', Akua Moon, NewMoon2] The red highlighted name points the game to a different terrain that isn't shipped with the game. You'll have to supply the game with a terrain file with that name - E.g. 'New Akua.xml' (File ending isn't important here) This new terrain has to be in the (EGS)/content/terrains -folder. Without this, the game will crash. The terrain will also have to be named in the playfield.yaml. If you only want to name a planet differently, use the blue name. In this case, your planet will be also called 'Akua'. If the standard Akua is still somewhere in the sectors.yaml, better use a different name. The game may run into problems if you have two planets called the same.
Glad to hear that. - Sorry, can't help you further with this. I am only a single player. My guess is, that on the server there is a file structure, which mirrors to some point the one of your single player - Kind of how the scenario folders contain the same stuff as the main ones. If you put your changes there (=modified sector file and the additional playfield data), on your server, it might work. -- Just a word of warning: Custom terrain - especially for .xml worlds- has to be installed separately by all the players of that server. It doesn't download automatically, since it seems to be stuck in the main game 'content/terrains'-folder.
To add a planet to an already existing game you need to edit stuff in the save folder. To actually see the planet on the map first the Sector file needs editing to have the new planet and its co-ords on it. The planets playfield yaml does not need to be added to the save folder. The new planet yaml goes inside the main game folder, not the save folder, when you visit the planet for the first time the game will then put the new planet into the save folder for you. So new planet goes here C /programfiles86 / steam / steamapps / common / Empyrion Galactic Survival / content / scenarios / YOUR SCENARIO FOLDER / playfields. And the Sector file that needs editing is here. C / programfiles86 / steam / steamapps / common / Empyrion Galactic Survival / saves / games / YOUR GAME NAME SAVE / sectors So add an entry to the sector file, TAKE A BACKUP OF EVERYTHING FIRST. Just copy whole folder to a different drive or the like. Then add new planet Template to playfields folder. Start game should have a new planet on the sector map and when you visit for first time it will put all the right files into the save folder for you. All planets added MUST have a different name or game will crash. If you have two Akua's, it needs to be Akua1 or AkuaA or anything but must be different to the first Akua.