Hey, so I'm trying to change the space orbit over a custom planet. I've got a planet, an orbit playfield, a moon and a sun. The planet I've figured out how to make changes to, the sun I can change as well, and I'm able to change POI/resources/temperature for the orbit, but no matter what I try, in whatever syntax, the game won't recognize/use specified skybox or sun flare. I would like the skybox to be black (no colored nebula) and the sun flare to be yellow (this is an earthlike planet) but if I try to change those parameters using the Empyrion Playfield Designer I get an error and the scenario won't launch. Looks like the designer is borking the code and deleting the playfield. That's a bug. If I manually change the paramters using: PlayfieldType: Space # Ignore (do not change for space playfield) PlanetType: Space # Ignore (do not change for space playfield) Skybox: - [SunFlareWhiteSpace, SkyboxStarsBlack, PrefabNebulaOrange] [/CODE] The scenario loads but nothing changes. I googled extensively and didn't find anything much. How does this command work syntactically? I understand A12 led to some nebula/skybox changes, am I now no longer able to change this in the dynamic or static .yaml? I've been tearing my hair out over this really niche problem. Please help! //Cheers
Is your space play field a space_dynamic.yaml file or a playfield.yaml? Are you using the galaxy mode in your scenario? Is the sun close enough that you see the actual model of it or is it just appearing as a sun flare?
It's a space_dynamic.yaml. The default scenario (Akua-Omicron) orbit doesn't seem to have a playfield.yaml in the folder and none of the documentation I've read seems to indicate that will be a problem? Do I need to replace the space_dynamic.yaml with a playfield.yaml? Is this why the Solar System Generator hasn't been able to load any of my orbits? :/ Thanks for responding so quickly!
By using a galaxyconfig.ecf you can customize the amount, size and color of nebulas, as well as many other things. Then you don't need the "solarsystemconfig.ecf" and your game/ scenario will simply use your starting sector inside the galaxy presets you made/ chose. Here is my galaxyconfig part for "nebulas and stars" with less stars and much, much fainter nebulas (inserted just after the long explanations at top of the file) : #=========================== # General Galaxy Settings #=========================== { GalaxyConfig, Name: General StarCount: "1500, 2000" # random value between these two <<< edit here Radius: "0, 5000" # inner and outer radius of galaxy in LY (no random!) <<< edit here NebulaCount: "2, 10" # random value min/max <<< edit here # Nebula Colors (only temporary until we add better support for it): 3 color gradients are supported, you need to set at least two colors but can use any number of colors for the gradients NebulaColors1: "0.1,0.1,0, 0.1,0,0" # yellow <-> red <<< edit here NebulaColors2: "0.1,0,0, 0.1,0,0.1, 0.1,0,0.1" # red <-> purple <-> blue <<< edit here NebulaColors3: "0,0.1,0, 0,0.1,0.1, 0.1,0.1,0.1" # green <-> cyan <-> dark green <<< edit here StarterSystemLYCoord: "134, 25, 126" # X, Z, Y StarterSystemName: Ellyon StarterSystemStarClass: G # Do not change; Note: does NOT load a custom solarsystemconfig for a different sun class! #RestrictGalaxyDisplayRadius: 500 # you can restrict the display the galaxy (this will not break savegames). f.e. for server owners that want to uncover the galaxy step by step GalaxyMode: Regions # Regions, None (compatibility mode to old savegames) SectorsPerLY: 100000 # Note: the old was 10000 but this was based on a wrong calculation #=========================== # Region definitions #=========================== ------------------------------------------------------------- You can see up here the "colors" being numbers for RGB (Red - Green - Blue) and just play with these and test in game for results. Putting less stars (StarCount) and playing with the "radius" (first lines in the config) makes the sky look more natural with more distance between stars. In fact stars are drawn so big that it's the only way to make it a bit more "realistic" without playing with the size of stars themselves (I did not touch that). ------------------------------------------------------------ The galaxyconfig.ecf goes into your scenario\Content\Configuration folder. Your sectors.yaml file needs to be set up a bit differently with the galaxy. Here is what I did with the "Tutorial" scenario as a starting base for the "sun" and I added my playfields below : GalaxyMode: true Sectors: [] SolarSystems: - Name: Ra Coordinates: [0, 0, 0] StarClass: G Sectors: - Coordinates: [0, 0, 0] SectorMapType: None Playfields: - ['0,0,0', Ra, Sun, ''] - Coordinates: [2, 0, 0] SectorMapType: WarpTarget Playfields: - ['0,0,0', 'Ra [Sun Right]', SpaceWarpTarget, ''] - Coordinates: [-2, 0, 0] SectorMapType: WarpTarget Playfields: - ['0,0,0', 'Ra [Sun Left]', SpaceWarpTarget, ''] - Coordinates: [0, 2, 0] SectorMapType: WarpTarget Playfields: - ['0,0,0', 'Ra [Sun Top]', SpaceWarpTarget, ''] - Coordinates: [0, -2, 0] SectorMapType: WarpTarget Playfields: - ['0,0,0', 'Ra [Sun Bottom]', SpaceWarpTarget, ''] - Coordinates: [0, 0, 2] SectorMapType: WarpTarget Playfields: - ['0,0,0', 'Ra [Sun Front]', SpaceWarpTarget, ''] - Coordinates: [0, 0, -2] SectorMapType: WarpTarget Playfields: - ['0,0,0', 'Ra [Sun Back]', SpaceWarpTarget, ''] - Coordinates: [7, 0, 0] <<< adjust distance from the sun (here sun is close and big seen from planet!) SectorMapType: Planet Playfields: - ['0, 0, 0', Space start, MySpaceStart, 'Human:1'] - ['3000, 0, 3000', Some Planet, Playfield2] # end of file ------------------------------------------------------------------------------------------ Hopefully at some point we will get some kind of "galaxy editor" to replace the "solar system generator"... or this will be adapted for the new galaxy mode... .