@@echthros91 Heh... Nice! Ive been wondering for so long why the SE devs never took this approach. Its kinda simple and you wont be able to tell the diference until you get close anyway.
@@JMAssainatorz Presumably because there are no actual load zones or ways to properly partition space in an SE world. With this approach you can technically find the real planet out in the world. I'll have to obfuscate the real planet somehow so you can't find it without going through the proxy.
It's pretty cheap to run, actually (constant 120 fps on my end). It's only a few models and particle effects moving around. The most expensive part is actually spawning in the real planets that correspond to the proxies. Any comp that can run SE should be able to run the mod without issue.
@@bennigek7196 Both. When you approach one of the moving/spinning proxies, you will enter that planet's zone and teleport to the real planet and be able to land on it. When on the surface, you will see the skybox and all other proxies spin above you.
Your mods are on my "must have" list for making this game so much more fun.
ive played this mod and its AWESOME ingame, well done
I feel like my pc will crash if I use this mod but this is awesome. Now we just need real orbits for grids.
There is a mod called Real Orbits if I remember correctly XD
@@kaminofox6853 true. I totally forgot about that mod. Its quite old.
@@kaminofox6853 Echthros (the maker of this mod) is the very person who created that Real Orbits mod you're referring to.
Give us a line of planets that all roll into one planet. Every planet has 0.1 gravity.
you acthually moving the voxels? Or did you find a nice little loophole for the sake of all performance?
No voxels move. They are just fakes made to look like planets so they can be moved. You teleport to the real planet when you get close.
@@echthros91 Heh... Nice! Ive been wondering for so long why the SE devs never took this approach. Its kinda simple and you wont be able to tell the diference until you get close anyway.
@@JMAssainatorz Presumably because there are no actual load zones or ways to properly partition space in an SE world. With this approach you can technically find the real planet out in the world. I'll have to obfuscate the real planet somehow so you can't find it without going through the proxy.
what are the specs of your rig if you don't mind me asking? Did this affect your performance in a notable way? really impressive stuff!
It's pretty cheap to run, actually (constant 120 fps on my end). It's only a few models and particle effects moving around. The most expensive part is actually spawning in the real planets that correspond to the proxies. Any comp that can run SE should be able to run the mod without issue.
@@echthros91 do the orbiting planets have voxels or collision? Or is it actually the skybox that rotates?
@@bennigek7196 Both. When you approach one of the moving/spinning proxies, you will enter that planet's zone and teleport to the real planet and be able to land on it. When on the surface, you will see the skybox and all other proxies spin above you.