I make custom Playfields. Tell me what you would like to see and I'll make it, add it to Tinkercity server and send you a copy so you can use it yourself.
how about a smog planet. low visibility while flying and things spewing gas out of the ground. also would like green acid water that glows. Dead tree forests with ugly barren areas. Are you seeing what im looking for? just an ugly planet. Thanks!
I've got one similar to a smog planet: Lava planet covered in ash with steam vents all over the place and a very thick ash cloud (fog bank) covering everything except the mountain peaks. I can easily do the same thing for smog. Ugly planet: Like a temperate planet after global warming, I like it. Sure, I'll post both as soon as I finish making them. Probably tomorrow.
Wow. Surprised there are so few threads for playfield customization. Ah well, one is enough! -=-=- So! I opened up some "YAML" files, (never heard of such a thing, but doesn't look too bad . . .), made a back up copy of "Temperate 1" and started fiddling with numbers. So far I'm: 1. Very pleased with how easy it is to mod the game. 2. Stunned at how much better Akua looks with an extra zero behind the size numbers. 3. Impressed by how much better I like it when all mineral deposits are at least "1" deep. 4. Loving the more "dark clouds" that look like they are full of tropical rains I gave my alternate Akua 5. Wondering if the higher drone counts, higher "difficulty" etc. will actually do anything . . . Thinking I might just create a backup of my entire Playfield directory and mod every single one of them so that they are all an order of magnitude bigger . . . to start with . . . then make additional changes from there. Interested to chit chat with other tinkerers about what they are doing. I think Eleon has been way too cautious with the planet size so far; I suppose I cannot blame them on that ,but WOW! Akua is SOOOOO MUCCHH Better at size 13,000 instead of 1300. The progression of time even seems better (I suppose the sun actually transits the distance of the planet surface so even without the "day length" field changed a bigger planet will have longer cycles). Few of these variables / data types are a bit obscure. Looking forward to putting heads together with other tinkerers and getting some cool stuff going.
Ugly Dead Planet http://images.akamai.steamuserconte...511/21526D9B3D9D595F0112868C87671F8CD5CCF097/ Code: --- # Playfield Configuration # IMPORTANT: YAML files use spaces as indentation. Please don't use TABs - tab indentation is forbidden: http://yaml.org/faq.html # For more detailed explanations of the different parameters, see examples in Empyrion\Content\Playfields\ExamplePlanet and ExampleSpace # Playfield Characteristics RealRadius: 1303.797294 # Please don't change ScaledRadius: 1300 # Please don't change Gravity: -8.25 # Gravity on planet AtmosphereDensity: 1.217 # Please don't change AtmosphereO2: 0.1 # Oxygen level of atmosphere AtmosphereBreathable: False # If player can breathe without helmet Temperature: 30 # No functionality yet TemperatureDay: 50 # No functionality yet TemperatureNight: 11 # No functionality yet DayLength: 24 # No functionality yet PlanetType: Barren # No functionality yet Moons: 1 # No functionality yet Water: WaterBrown # WaterBlue, WaterGreen, WaterBrown SeaLevel: 42 # Sea level of planet PvP: False # Set to True to allow PvP in this playfield, default is False #Seed: 123456 # If set overwrites main Seed #UseFixed: False # If set uses fixed POIs + resources # Playfield difficulty (has impact on experience gains) Difficulty: 2 # Between 2 and 5: larger values indicate higher difficulty # Planet or Space PlayfieldType: Planet # Please don't change Description: Akua is a temperate planet with vast oceans, volcanic islands and large continents with mountain ranges. It has a breathable atmosphere. Choose this planet as the survival start if you are a beginner. # Sun # SunFlareBlue, SunFlareWhite, SunFlareWhite2, SunFlareWhite3, SunFlareYellow, SunFlarePurple SunFlare: EnvironmentalEffects/SunFlareWhite # Special Effects # Please don't change SpecialEffectsLocal: SpecialEffectsGlobal: - Name: Grime Biome: [ Ocean, Islands ] Time: Day InitialDelay: 1 # in game hours Delay: 4 # in game hours Lifetime: 600 # in realtime seconds PlyDist: 100 SpawnY: 30 Struct: True # Atmosphere and Sky AtmosphereEnabled: True # Atmosphere True or False AtmosphereColor: ".88, .9, .85" # Color of atmosphere seen in space, default is white "1,1,1" SkyColor: ".88, .9, .85" # Color of skybox, default is white "1,1,1" # LightZenithColor: "1, 0.95, 0.92" # Color of light if sun is in zenith, default is almost white "1,0.95,0.92" # LightHorizonColor: "1, 0.6, 0" # Color of light if sun is on horizon, default is orange "1,0.6,0" # Light DayLightIntensity: 1.2 # Between 0 and 1: larger values = brighter, default is 0.6 NightLightIntensity: 0.25 # Between 0 and 1: larger values = brighter, default is 0.6 DayShadowStrength: 0.95 # Between 0 and 1: larger values = stronger # Fog AtmosphereFog: 0.5 # Distant fog, between 0 and 1: larger values = stronger FogCloudIntensity: 1 # Waft of mist in air, between 0 and 1: larger values = stronger FogIntensity: 0.5 # Near Fog/Atmospheric Scattering Intensity, between 0 and 1: larger values = stronger FogStartDistance: 1 # Near Fog/Atmospheric Scattering Start Distance, in m GroundFogIntensity: .5 # Ground Layer Fog, between 0 and 1: larger values = stronger GroundFogHeight: 0 # Ground Layer Fog Height # Clouds CloudsDensity: 0.4 # Between 0 and 1: larger values = more clouds (coverage) CloudsSharpness: 0.9 # Between 0 and 1: larger values = less dense clouds CloudsBrightness: 0.3 # Between 0 and 2: larger values = brighter clouds # CloudsOpacity: 0.9 # Between 0 and 1: larger values = more opaque, default is 0.9 # CloudsZenithColor: "0.87, 0.92, 1" # Color of clouds if sun is in zenith, default is light blue "0.87,0.92,1" # CloudsHorizonColor: "1, 0.76, 0.56" # Color of clouds if sun is on horizon, default is light orange "1,0.76,0.56" # Wind Speed WindSpeed: 7 # Between 0 and 10: larger values = faster moving clouds ### Fixed Resources for Seed=0 # No functionality in Seed>0 games # pos, radius, name FixedResources: # - Name: IronResource # Pos: [ -1132, 55, -425 ] # Radius: 6 ### Randomly distributed resources # For Seed>0 games # Please don't change RandomResources: - Name: IronResource CountMinMax: [ 3, 3 ] # range of number of resources to distribute on planet SizeMinMax: [ 5, 5 ] # range of sizes of resource depots DepthMinMax: [ 1, 2 ] # Range of how deep to bury depots below terrain surface (e.g. 0 = partly visible, 3 = top of depot starts 3m below surface) DroneProb: 1 # probability that the resource is defended by drones MaxDroneCount: 1 # if at all, 1..n drones will defend the resource [default = 1] - Name: CobaltResource CountMinMax: [ 3, 3 ] SizeMinMax: [ 5, 5 ] DepthMinMax: [ 1, 2 ] DroneProb: 1 - Name: CopperResource CountMinMax: [ 3, 3 ] SizeMinMax: [ 5, 5 ] DepthMinMax: [ 1, 2 ] DroneProb: 1 - Name: SiliconResource CountMinMax: [ 3, 3 ] SizeMinMax: [ 5, 5 ] DepthMinMax: [ 1, 2 ] DroneProb: 1 - Name: GoldResource CountMinMax: [ 10, 10 ] SizeMinMax: [ 5, 5 ] DepthMinMax: [ 1, 2 ] DroneProb: 1 - Name: SathiumResource CountMinMax: [ 3, 3 ] SizeMinMax: [ 5, 5 ] DepthMinMax: [ 1, 2 ] DroneProb: 1 ### Resource Asteroids AsteroidResources: - Name: IronResource Threshold: 0.5 Amount: 0.3 - Name: CobaltResource Threshold: 0.5 Amount: 0.3 - Name: CopperResource Threshold: 0.5 Amount: 0.3 - Name: SiliconResource Threshold: 0.5 Amount: 0.3 - Name: GoldResource Threshold: 0.5 Amount: 0.1 - Name: SathiumResource Threshold: 0.5 Amount: 0.1 ### Terrain and Decorations # Terrain and Local Decoration Terrain: Name: Temperate2b PoleLevel: 30 # Pole level of planet NoiseStrength: 0.1 ColorChange: YFadeCenter: 80 YFadeRange: 20 YFadeMin: 0.1 YFadeMax: -0.0 MainBiome: Textures: - [ CliffBrown, 1 ] - [ Cliff, 4 ] - [ RockBrown01, 0 ] - [ Bedrock, 2 ] Decorations: - [ RocksmallA02, 0.35 ] - [ RocksmallC01, 0.35 ] - [ RockA01, 0.25 ] - [ RockB01, 0.25 ] SubBiomes: - Altitude: 25 Textures: - [ Grass01BrownCliff, 23 ] Decorations: - [ RocksmallA02, 0.2 ] - Altitude: 80 Textures: - [ RockBrown01, 74 ] - [ SandBeach, 1 ] Decorations: - [ RocksmallA02, 1 ] - [ RocksmallC01, 1 ] - [ RockA01, 0.5 ] - [ RockB01, 0.5 ] # Biome Definition and Main Decoration Biome: # Underwater - Altitude: [ 10, 40 ] Slope: [ 0, 45 ] BiomeClusterData: - Name: "Ocean" Id: 1 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ RealRock8Water, 0.5] - [ RealRock9Water, 0.5] - [ CrystalsPyramidBlue, .1] - Altitude: [ 65, 75 ] Slope: [ 0, 35 ] BiomeClusterData: - Name: "Ocean" Id: 1 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ RealRock1Water, 0.2] - [ RealRock5Water, 0.2] Grass: - Name: "GrassBrown02" Density: 12 YScale: .2 Preset: "GrassDense" - Name: "GrassGreen01" Density: 5 YScale: .1 Preset: "GrassPatches" - Altitude: [ 75, 88 ] Slope: [ 0, 35 ] BiomeClusterData: - Name: "Ocean" Id: 1 ClusterSize: 0 NbOfClusters: 0 Decorations: - Altitude: [ 0, 96 ] Slope: [ 0, 180 ] BiomeClusterData: - Name: "Ocean" Id: 1 ClusterSize: 0 NbOfClusters: 0 Decorations: # Flat Beach - Altitude: [ 75, 106 ] Slope: [ 0, 12] BiomeClusterData: - Name: "Ocean" Id: 1 ClusterSize: 30 NbOfClusters: 80 Decorations: - [ CoralStone04-03, 1] - [ AridRockBrown01, 0.01] - [ AridRockBrown02, 0.01] - [ FingerSponge03-01, 0.5] - [ RealRock1, 0.05] - [ RealRock10, 0.05] - [ Boulder1, 0.05] - [ RealRock5, 0.05] Grass: - Name: "GrassBrown02" Density: 8 YScale: 0.1 Preset: "GrassDense3a" - Altitude: [ 75, 106 ] Slope: [ 0, 180 ] BiomeClusterData: - Name: "Ocean" Id: 1 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ SeaWeed02-04, 0] # Higher altitude flat - Altitude: [ 80, 135 ] Slope: [ 0, 12 ] BiomeClusterData: - Name: "Islands" Id: 2 ClusterSize: 150 NbOfClusters: 30 Decorations: - [ RealRock10, 0.05] - [ RealRock3, 0.05] - [ DeadTree02b, 3] - [ RealRock5, 0.05] - [ DeadTree01, 4] Grass: - Name: "GrassBrown02" Density: 10 YScale: .3 Preset: "GrassDense5" - Name: "GrassGreen01a" Density: 8 YScale: 0.2 Preset: "GrassPatches5" - Name: "Islands" Id: 2 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ Cactus1, 0.3] - [ DeadTree01, 4] - [ RealRock5, 0.05] - [ AridRockBrown01, 1] - [ AridRockBrown02, 1] - [ AridRockBrown03, 1] - [ RealRock10, 0.05] - [ AlienPlantThorn1, 0.5] - [ SkeletonMammothTorso, 0.05] - [ RealRock5, 0.05] Grass: - Name: "GrassBrown02a" Density: 8 YScale: 0.2 Preset: "GrassDense1" - Name: "Plant01Brown" Density: 2.5 YScale: .4 Preset: "GrassPatches3a" # Higher altitude steep (only grass) - Altitude: [ 75, 135 ] Slope: [ 0, 25 ] BiomeClusterData: - Name: "Islands" Id: 2 ClusterSize: 0 NbOfClusters: 0 Decorations: Grass: - Name: "GrassBrown02a" Density: 8 YScale: 0.3 Preset: "GrassDense1" - Name: "Plant01Brown" Density: 2.5 YScale: .2 Preset: "GrassPatches3a" - Altitude: [ 80, 135 ] Slope: [ 0, 180 ] BiomeClusterData: - Name: "Islands" Id: 2 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ DeadTree01, 1] # Higher altitude steep (no grass) - Altitude: [ 135, 250 ] Slope: [ 0, 180 ] BiomeClusterData: - Name: "Mountains" Id: 3 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ AlienPlantPod1, 0.5] ### POIs POIs: Random: - GroupName: Albatros CountMinMax: [ 4, 6 ] # range of number of POIs of this group to distribute on planet DroneProb: 1.0 # probability that a POI is defended by drones DronesMinMax: [ 1, 2 ] # range of number of drones that defend POI ReserveCount: 3 TroopTransport: True # if troop transport will be sent - GroupName: Albatros CountMinMax: [ 10, 11 ] DroneProb: 1.0 DronesMinMax: [ 2, 2 ] ReserveCount: 5 TroopTransport: True FixedPlayerStart: - Mode: Debug Pos: [ -596, 104, -1063 ] RotY: 125 ### Drones DroneBaseSetup: # PresetStyle: # -> 0 = no drone attack base, # 1 = day + 2 triggers, # 2 = night + 2 triggers, # 3 = at once + 2 triggers, # 4 = night + turret trigger Random: - GroupName: DroneBaseAkua DronesMinMax: [ 2, 3 ] # range of number of drones that defend drone base ReserveCount: 3 # number of drones that will be replaced when defending drones got killed DroneProb: 1.0 # probability that drones will defend drone base Difficulty: 5 # 0..4 -> 0 = no drone attack base ... 4 = max difficulty level (5, 6, 7 = low, medium, high difficulty but with infinite drone waves) PresetStyle: 3 # 0..4 -> see comment above # BaseAttack: DroneSmallAttackBase Stock: - Name: DroneSmallFast01Plasma Amount: 20 Extra: 0 - Name: DroneLargeSlow01Plasma Amount: 20 Extra: 0 - Name: EnemyDroneV2Minigun Amount: 30 Extra: 0 - Name: DroneSmallFast01Plasma # Base attack drones Amount: 60 Extra: 1 - Name: EnemyDroneV2Minigun # Base attack drones Amount: 40 Extra: 1 - Name: DroneTroopsTransport Amount: 1 Extra: 2 - Name: ZiraxMale Amount: 100 Extra: 3 - Name: AlienAssassinGrey Amount: 50 Extra: 3 - Name: Overseer Amount: 50 Extra: 3 DroneSpawning: Random: - DronesMinMax: [ 5, 10 ] CenterX: -2500 Radius: 1500 - DronesMinMax: [ 5, 10 ] CenterX: 2500 Radius: 1500 ### Creatures CreatureSpawning: - Biome: Islands Entities: - Name: TotalHorrors Period: Day # Night / Day / Always Amount: 2 Delay: 0 - Name: Hexapods Period: Day Amount: 2 Delay: 0 - Name: AlienBug04 Period: Night Amount: 2 Delay: 0 - Biome: Mountains Entities: - Name: GolemsDesert Period: Night Amount: 2 Delay: 0 - Biome: Ocean Entities: - Name: AlienAssassinGrey Period: Night Amount: 2 Delay: 0
Smog Planet all life died off due to the smog http://images.akamai.steamuserconte...093/4713D38532979A7CFFE30713504E63137C76F7BB/ Code: --- # Playfield Configuration # IMPORTANT: YAML files use spaces as indentation. Please don't use TABs - tab indentation is forbidden: http://yaml.org/faq.html # For more detailed explanations of the different parameters, see examples in Empyrion\Content\Playfields\ExamplePlanet and ExampleSpace # Playfield Characteristics RealRadius: 1303.797294 # Please don't change ScaledRadius: 1300 # Please don't change Gravity: -11.21 # Gravity on planet AtmosphereDensity: 1.425 # Please don't change AtmosphereO2: 0.05 # Oxygen level of atmosphere AtmosphereBreathable: False # If player can breathe without helmet Temperature: 53 # No functionality yet TemperatureDay: 62 # No functionality yet TemperatureNight: 44 # No functionality yet DayLength: 24 # No functionality yet PlanetType: Smog # No functionality yet Water: WaterBrown # Water / Lava SeaLevel: 27 # Sea level of planet Emissive: False # True if planet has emissive texture (e.g. Lava) PvP: False # Set to True to allow PvP in this playfield, default is False #Seed: 123456 # If set overwrites main Seed #UseFixed: False # If set uses fixed POIs + resources # Playfield difficulty (has impact on experience gains) Difficulty: 4 # Between 2 and 5: larger values indicate higher difficulty # Planet or Space PlayfieldType: Planet # Please don't change # Sun # SunFlareBlue, SunFlareWhite, SunFlareWhite2, SunFlareWhite3, SunFlareYellow, SunFlarePurple SunFlare: EnvironmentalEffects/SunFlareYellow # Special Effects # Please don't change SpecialEffectsLocal: - Name: SnowLight Biome: [ Lake, Beach ] MaxHeight: 250 - Name: SnowMedium Biome: [ Lake, Beach ] MaxHeight: 250 - Name: FireFliesOrange Biome: [ Lake, Beach ] Time: Night MaxHeight: 80 SpecialEffectsGlobal: - Name: Grime Biome: [ Lake, Beach ] Time: Day InitialDelay: 3.5 # in game hours Delay: 5 Lifetime: 60 PlyDist: 200 SpawnY: 100 Struct: Avoid - Name: ThunderAndLightningPurple Biome: [ Lake, Beach ] Time: Night InitialDelay: 1.5 Delay: 4 Lifetime: 300 PlyDist: 100 SpawnY: 500 Struct: Avoid # Atmosphere and Sky AtmosphereEnabled: True # Atmosphere True or False AtmosphereColor: "1,0,0" # Color of atmosphere seen in space, default is white "1,1,1" SkyColor: "0.2,0.2,0.2" # Color of skybox, default is white "1,1,1" # LightZenithColor: "1, 0.95, 0.92" # Color of light if sun is in zenith, default is almost white "1,0.95,0.92" # LightHorizonColor: "1, 0.6, 0" # Color of light if sun is on horizon, default is orange "1,0.6,0" # Light # DayLightIntensity: 0.5 # Between 0 and 1: larger values = brighter, default is 0.6 # NightLightIntensity: 0.45 # Between 0 and 1: larger values = brighter, default is 0.6 DayLightIntensity: 0.35 # Between 0 and 1: larger values = brighter, default is 0.6 NightLightIntensity: 0.3 # Between 0 and 1: larger values = brighter, default is 0.6 DayShadowStrength: 0.95 # Between 0 and 1: larger values = stronger NightShadowStrength: 0.5 # Between 0 and 1: larger values = stronger # Fog AtmosphereFog: 0.4 # Distant fog, between 0 and 1: larger values = stronger FogCloudIntensity: 0.5 # Waft of mist in air, between 0 and 1: larger values = stronger FogIntensity: 0.4 # Near Fog/Atmospheric Scattering Intensity, between 0 and 1: larger values = stronger FogStartDistance: 40 # Near Fog/Atmospheric Scattering Start Distance, in m GroundFogIntensity: 0.4 # Ground Layer Fog, between 0 and 1: larger values = stronger GroundFogHeight: 80 # Ground Layer Fog Height # Clouds CloudsDensity: 1 # Between 0 and 1: larger values = more clouds (coverage) CloudsSharpness: 1 # Between 0 and 1: larger values = less dense clouds CloudsBrightness: 0.2 # Between 0 and 2: larger values = brighter clouds CloudsOpacity: 0.3 # Between 0 and 1: larger values = more opaque, default is 0.9 # CloudsZenithColor: "0.87, 0.92, 1" # Color of clouds if sun is in zenith, default is light blue "0.87,0.92,1" # CloudsHorizonColor: "1, 0.76, 0.56" # Color of clouds if sun is on horizon, default is light orange "1,0.76,0.56" # Wind Speed WindSpeed: 8 # Between 0 and 10: larger values = faster moving clouds ### Fixed Resources for Seed=0 # No functionality in Seed>0 games # pos, radius, name FixedResources: - Name: IronResource Pos: [ -333, 72, -552 ] Radius: 10 - Name: CobaltResource Pos: [ 1859, 94 ,1042 ] Radius: 9 - Name: MagnesiumResource Pos: [ 86, 32, 638 ] Radius: 6 ### Randomly distributed resources RandomResources: - Name: IronResource CountMinMax: [ 13, 13 ] SizeMinMax: [ 5, 5 ] DepthMinMax: [ 1, 2 ] DroneProb: 1 - Name: SathiumResource CountMinMax: [ 13, 13 ] SizeMinMax: [ 5, 5 ] DepthMinMax: [ 1, 2 ] DroneProb: 1 - Name: PromethiumResource CountMinMax: [ 13, 13 ] SizeMinMax: [ 5, 5 ] DepthMinMax: [ 1, 2 ] DroneProb: 1 - Name: GoldResource CountMinMax: [ 13, 13 ] SizeMinMax: [ 5, 5 ] DepthMinMax: [ 1, 2 ] DroneProb: 1 ### Resource Asteroids AsteroidResources: - Name: IronResource Threshold: 0.5 Amount: 0.1 - Name: SathiumResource Threshold: 0.5 Amount: 0.1 - Name: PromethiumResource Threshold: 0.5 Amount: 0.1 ### Terrain and Decorations # Terrain and Local Decoration Terrain: Name: Alien PoleLevel: 28 # Pole level of planet NoiseStrength: 0.3 ColorChange: YFadeCenter: 80 YFadeRange: 40 YFadeMin: -0.05 YFadeMax: 0.2 MainBiome: Textures: - [ RockBrown01, 1 ] - [ RockBrown03, 4 ] - [ Stone, 0 ] - [ BedrockLava, 2 ] Decorations: - [ RocksmallA02, 0.3 ] - [ RocksmallC01, 0.3 ] - [ Rocks05, 0.1 ] SubBiomes: - Altitude: 40 Textures: - [ RockBlack, 1 ] Decorations: - [ Boulder3, 0.1 ] - [ Boulder4, 0.1 ] - [ Boulder5, 0.1 ] # Biome Definition and Main Decoration Biome: # Plains - Altitude: [ 40, 95 ] Slope: [ 0, 20 ] BiomeClusterData: - Name: "Beach" Id: 1 ClusterSize: 0 NbOfClusters: 0 Decorations: # - [ "AlienPlant11", 0.2] - [ "AlienPlantThorn2", 0.5] - [ "BrainFungusSnow", 0.2] - [ "DimpleDome", 0.2] - [ "GasEmitter1", 0.02] - [ "RealRock2Dark", 0.02] - [ "RealRock4Dark", 0.02] - [ "RealRock10Dark", 0.01] - ClusterSize: 0 NbOfClusters: 0 Decorations: - [ "AlienPlantPod2", 3] - [ "MushroomBellBrown01", 3] - [ "MushroomTallBlue02", 3] - [ "AlienPlantReef2", 3] - [ "AlienPlantSpike1", 3] - [ "AlienPlantSpike1", 0.3] - [ "AlienPlantMushroom2", 0.3] - [ "ConfettiMoss", 0.2] - [ "AlienPlantThorn2", 0.5] - [ "AridRock01", 0.015] - [ "AridRock02", 0.01] - [ "AridRock03", 0.015] - [ "GasEmitter1", 0.05] - [ "GasEmitter2", 0.03] - [ "RealRock4Dark", 0.02] - Altitude: [ 40, 95 ] Slope: [ 0, 180 ] BiomeClusterData: - Name: "Beach" Id: 1 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ "AridRock01", 0] # Mountains - Altitude: [ 95, 150 ] Slope: [ 0, 20 ] BiomeClusterData: - Name: "Mountains" Id: 3 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ "AlienPlantThorn2", 0.7] - [ "GasEmitter2", 0.05] - [ "CrystalsPyramidBlue", .8] - Altitude: [ 95, 250 ] Slope: [ 0, 180 ] BiomeClusterData: - Name: "Mountains" Id: 3 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ "RealRock1", 1] # Lava Area - Altitude: [ 0, 40 ] Slope: [ 0, 180 ] BiomeClusterData: - Name: "Lake" Id: 2 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ "AridRock01", 4] ### POIs POIs: Random: - GroupName: Albatros CountMinMax: [ 10, 30 ] # range of number of POIs of this group to distribute on planet DroneProb: 1.0 # probability that a POI is defended by drones DronesMinMax: [ 10, 12 ] # range of number of drones that defend POI ReserveCount: 3 TroopTransport: True # if troop transport will be sent ### Drones DroneBaseSetup: # PresetStyle: # -> 0 = no drone attack base, # 1 = day + 2 triggers, # 2 = night + 2 triggers, # 3 = at once + 2 triggers, # 4 = night + turret trigger Random: - GroupName: DroneBaseAestus DronesMinMax: [ 4, 5 ] # range of number of drones that defend drone base ReserveCount: 6 # number of drones that will be replaced when defending drones got killed DroneProb: 1.0 # probability that drones will defend drone base Difficulty: 7 # 0..4 -> 0 = no drone attack base ... 4 = max difficulty level (5, 6, 7 = low, medium, high difficulty but with infinite drone waves) PresetStyle: 3 # 0..4 -> see comment above # BaseAttack: DroneSmallAttackBase Stock: - Name: DroneSmallFast01Plasma Amount: 20 Extra: 0 - Name: DroneLargeSlow01Plasma Amount: 20 Extra: 1 - Name: EnemyDroneV2Minigun Amount: 30 Extra: 0 - Name: DroneLargeSlow02Cannon Amount: 20 Extra: 1 - Name: DroneLargeSlow01Plasma # Base attack drones Amount: 60 Extra: 1 - Name: EnemyDroneV2Plasma # Base attack drones Amount: 20 Extra: 1 - Name: DroneTroopsTransport Amount: 1 Extra: 2 - Name: ZiraxMale Amount: 100 Extra: 3 - Name: Crawler Amount: 50 Extra: 3 - Name: TotalHorror Amount: 50 Extra: 3 DroneSpawning: Random: - DronesMinMax: [ 50, 100 ] CenterX: -2500 Radius: 1500 - DronesMinMax: [ 50, 100 ] CenterX: 2500 Radius: 1500 ### Creatures CreatureSpawning: - Biome: Beach Entities: - Name: AlienBug02 Period: Day # Night / Day / Always Amount: 5 Delay: 0 - Name: AlienBug03 Period: Night Amount: 5 Delay: 0 - Biome: Mountains Entities: - Name: GolemsIce Period: Always Amount: 5 Delay: 0 - Biome: Lake Entities: - Name: AlienBug04 Period: Always Amount: 5 Delay: 0
I don't know the extent of whats possible, but I'd like to see a planet completely covered with a dense tree canopy.
Yeah, ideally the trunks don't overlap all that much and there is enough room to walk around on the planet surface, but maybe it's darker and or foggy or something down there. Landing a ship should be problematic... hence landing platforms and structures extend above the canopy.
I've done a lot of playfield.yaml editing, albeit more geared towards Drones and Drone Base stuff, making things MUCH harder. I didn't realise the size setting actually worked though! I've wanted larger planets since like day two of getting the game but, unless I did something wrong, thought that playing around with the size parameter broke things. I'm off to edit the .yamls for planet yet unvisited in my current SP game... Scoob.
Curious what impact the planet size (and the billion of other things that go along with it) has on performance, both server side and client.
I am not ready to go there with as many players as I have in and out of our server on a regular basis. In order to do it right, you would have to increase everything else too. Resources, POI's, etc. I think you can have many varied planets, or fewer larger planets, without bogging down your server. If someone out there increased every planet by a factor of 10 and has 16 people playing, please enlighten us.
Would you? Why not just have a bigger planet with the same resources, or even fewer resources, sure, things would be sparse, but it might lend itself to a little different game-play?
If you wanted more real estate and an environment for pilots to fight over fewer resources it would be perfect I suppose. There's always meteors.
I smell what you're stepping in. I'd like to see biomes completely devoid of resources, and others rich. Atmosphere that requires massive amounts of fuel such that flying around in a space ship all day just isn't possible. In PvP, ships could do a bombing run or two on a POI, but then be forced to land, and/or head back into space to re-fuel. ... make HV's fuel efficient and heavy weapons REALLY heavy. HV's would then be more useful to explore and carry resources like fuel around.
Looking forward to seamless planets (no red zone) and larger sizes, as well as more variation as you suggest.