Your awesome, I followed the link on playfields and it was layer 0 and other issues with that. I was able to fix all the effected planets. My only other issue left if getting double or floating terrain. It look almost like the planet is generating 2 or 3 different terrains only when entering the planet. If you log in on the planet it loads the playfield fine. I am looking closer at the biome code but any help would be great. Thanks again for all your help so far.
Here is the biome code for one of the planets with the overlapping biome textures when entering from orbit. MainBiome: Textures: - [ SandBeach, 1 ] - [ SandYellow03Clay, 3 ] - [ RockGrey08, 0 ] - [ BedrockLava, 2 ] Decorations: - [ RocksmallA02, 0.1 ] - [ RocksmallC01, 0.1 ] SubBiomes: - Altitude: 49 Textures: - [ StoneBeach, 27 ] - Altitude: 62 Textures: - [ SandBeach, 20 ] Decorations: - [ OmicronPalm, .2 ] - [ RocksmallA02, 0.2 ] - [ RocksmallC01, 0.2 ] - Altitude: 255 Textures: - [ Grass02Cliff, 255 ] # Biome Definition and Main Decoration Biome: # Water - Altitude: [ 3, 31 ] Slope: [ 0, 25 ] BiomeClusterData: - Name: "SmallLake" Id: 1 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ CoralBig01, 1] - [ Hydrilla2, 3] - [ SeaWeed02-04, 3] - [ RealRock1Water, 2] - [ RealRock5Water, 1] - [ CrystalStraight, 0.5] Grass: - Name: "GrassGreen01" Density: 500 YScale: 1 Preset: "GrassDense" - Name: "GrassGreen01" Density: 500 YScale: 1.5 Preset: "GrassPatches" - Altitude: [ 21, 42 ] Slope: [ 0, 20 ] BiomeClusterData: - Name: "SmallLake" Id: 1 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ OmicronPlant, 5] Grass: - Name: "GrassGreen01a" Density: 800 YScale: 0.8 Preset: "GrassDense2" - Altitude: [ 32, 45 ] Slope: [ 0, 25 ] BiomeClusterData: - Name: "SmallLake" Id: 1 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ RealRock1Water, 0] Grass: - Name: "GrassGreen03a" Density: 800 YScale: 0.8 Preset: "GrassDense2" - Altitude: [ 0, 45 ] Slope: [ 0, 180 ] BiomeClusterData: - Name: "SmallLake" Id: 1 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ RealRock1Water, 0] # Lower Plains - Altitude: [ 45, 60 ] # Altitude between which biome lays Slope: [ 0, 50 ] # Slope for biome BiomeClusterData: - Name: "DesertLowPlains" # Name of biome Id: 2 # ID of biome ClusterSize: 0 NbOfClusters: 0 Decorations: - [ OmicronPalm, .7] - [ OpuntiaCactus, .3 ] - [ WeepingPalm1, 1] - [ EggPlant, .5] - [ InsanityPepper, 0.5] - [ CobraLeavesPlant, 0.5] - [ CattailWinter, 0.8] Grass: - Name: "GrassBrown02a" Density: 500 YScale: 0.8 Preset: "GrassDense2" - Altitude: [ 60, 75 ] Slope: [ 0, 20 ] BiomeClusterData: - Name: "DesertLowPlains" Id: 2 ClusterSize: 70 NbOfClusters: 35 Decorations: - [ EggPlant, .5] - [ InsanityPepper, 0.5] - [ CobraLeavesPlant, 0.5] - [ CattailWinter, 0.8] Grass: - Name: "GrassGreen03a" Density: 500 YScale: 0.8 Preset: "GrassDense2" - Name: "DesertThicket" Id: 2 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ Cactus1, .5] - [ Cactus2, .5] - [ Cactus3, .35] - [ BulbShroom, 1] - [ DesertPlant20, 0.5] - [ ClusterShroom, 1] - [ CoralStone04-03, .25] - [ DesertRockLarge, 0.01] - [ DesertRockMedium1, 0.01] - [ DesertRockMedium2, 0.01] Grass: - Name: "GrassBrown02a" Density: 400 YScale: 0.8 Preset: "GrassDense2" - Altitude: [ 45, 75 ] Slope: [ 0, 25 ] BiomeClusterData: - Name: "DesertLowPlains" Id: 2 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ RealRock1, 0] - Altitude: [ 35, 55 ] Slope: [ 0, 180 ] BiomeClusterData: - Name: "DesertLowPlains" Id: 2 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ Cactus1, 0.25] - [ RealRock1, 0, 1] # Higher Plains - Altitude: [ 55, 80 ] Slope: [ 0, 20 ] BiomeClusterData: - Name: "DesertHighPlains" Id: 3 ClusterSize: 60 NbOfClusters: 20 Decorations: - [ Cactus1, 1] - [ AlienPalmTree, 1] - [ AlienPalmTreeHarvested, 2] - [ AlienPlantTube1, 1] - [ DesertRock1, 1] Grass: - Name: "GrassBrown02a" Density: 800 YScale: 0.65 Preset: "GrassPatches4" - Name: "DesertHighPlains" Id: 3 ClusterSize: 30 NbOfClusters: 6 Decorations: - [ Boulder1, 0.1] - [ Cactus1, 0.1] - [ DesertRock1, .5] - [ DesertRock2, 0.5] - [ AlienPlantReef2, 5] - [ AlienPlantSpike1, 3] - [ AlienPlant05, 3] Grass: - Name: "GrassBrown02a" Density: 800 YScale: 0.65 Preset: "GrassPatches4" - Name: "DesertHighPlains" Id: 3 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ Cactus1, 0.03] - [ AlienBushRedFronds, 0.015] - [ DesertPlant20, 0.03] - [ Snakeweed, 0.1] - [ Cactus1, 0.03] - [ OpuntiaCactus, 0.03] - [ ScalyPods, 0.08] - [ AlienPlantTube1, 0.1] - [ Boulder1, 0.003] - [ Boulder2, 0.003] - [ Boulder3, 0.003] - [ Boulder4, 0.003] - [ Boulder5, 0.003] Grass: - Name: "GrassBrown02a" Density: 200 YScale: 0.8 Preset: "GrassPatches4a" - Altitude: [ 55, 80 ] Slope: [ 0, 27 ] BiomeClusterData: - Name: "DesertHighPlains" Id: 3 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ Cactus1, 0.1] - [ RealRock1, 0] Grass: - Name: "GrassGreen01" Density: 300 YScale: 0.65 Preset: "GrassPatches4" - Altitude: [ 55, 80 ] Slope: [ 0, 180 ] BiomeClusterData: - Name: "DesertHighPlains" Id: 3 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ RealRock1, 0] # Mountains - Altitude: [ 80, 140 ] Slope: [ 0, 25 ] BiomeClusterData: - Name: "Mountains" Id: 4 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ AlienPlantPod2, 1] - [ DesertPlant20, 0.5] - [ OpuntiaCactus, 0.5] - Altitude: [ 80, 250 ] Slope: [ 0, 180 ] BiomeClusterData: - Name: "Mountains" Id: 4 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ Cactus2, 2] Grass: - Name: "GrassGreen01" Density: 100 YScale: 0.65 Preset: "GrassPatches4"
I am pretty sure it is an issue with deco layers overlapping I am just not familiar enough with the coding to see the error. I am just making minor changes in hopes I find the error. I had a poi spawn in the sand layer down a deep square hole in the middle of a mountain range biome.
I have isolated the issue with multiple biomes overlapping. When I remove the following lines the planet looks normal upon entering. Howerver my original issue with the hollow planets returns. This fix was adding the layer 0 which was missing originally. Is there addition code required to go with the added layer 0 and or 3? - [ SandYellow03Clay, 3 ] - [ RockGrey08, 0 ]
if this is in the main texture section layer zero is mandatory. so is layer two. two is the bedrock zero is the default texture to be used when nothing else is in any particular area.
Any word if this is 5.1.1 compatible? I host a server with a few friends on it and we'd love to add these planets to expand our game! Regardless, it's an awesome project and I applaud your efforts, Vexray. So much promise in this game!
Joe! Would you mind sharing what ram usage your server runs at? In this thread, a previous post stated that it was taking 30gigs of ram to run all of the Vexray planets. As I'm using a hosting provider (Citadel) I don't believe I'll have the ability to use that large of a pool. Thanks again for your answer and sharing your experience, Joe! - Sumptin
Thanks for the info, Joe! I've been able to get your fixed version of the planets working on a local game (thank you), but the map is very...odd...using Vexray's sector.yaml file. Many of the planets are within 5AU of each other. There may be some map size limitation I'm just not aware of so perhaps that's the reason. I'm looking to move things around a bit and we'll see if I can get something workable. In the mean time, if anyone has a few of these planets added and cares to share their Sector file, I'd appreciate it. Our group (8ish players) are really enjoying the game and are hounding me to add the new planets so they can explore a bit more.
I don't use Vexray's sector file. I modified a pre 5.x sector file by adding the Vexray planets and adding them in their own places. Takes a little time and patience, but it does work in the end. You can also try using the EPG tool to help.
Exactly what I'm doing now. A bit tedious but I certainly have a better understanding of the sector file thanks to editing it by hand and using the EPG to visualize placement.
Thanks for the config, I just loaded them on a new server. Gave proper creds in the comments section. Nice Work!!
The first image represents the map of the planet in the game and by default, I do not see which planet it can match because I do not recognize Akua. Have you made your own map (raw format) and if yes, how did you do it ? What software do you use to open the file and edit it ?
Would there be a reason why the in game Auto Miner couldn't be placed over an ore deposit on Andromida?
I might know why. I believe Andromeda is the playfield with a thin layer of Erestrum. This might need to be removed to let AMDs work properly.
Yes Andromeda is the planet with a layer of erestrum. Was the ore deposit depleted? Did you already have a autominer down? Did you try a relog?