Just like this one. Where possible , please quote the galaxy also.
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Galaxy 1
164,"Ribilebi"," (252","11)",6," Human Colonials"," Communist"," The planet Ribilebi is most famous for its vast oceans and its fabulous goat soup. ",
Moderators: winston, another_commander
Just like this one. Where possible , please quote the galaxy also.
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Galaxy 1
164,"Ribilebi"," (252","11)",6," Human Colonials"," Communist"," The planet Ribilebi is most famous for its vast oceans and its fabulous goat soup. ",
I have been feeding the planet rendering macros using data from a spreadsheet I downloaded from the wiki. It includes information like description and tech level which I had planned to apply heuristics to for determining some planet features.Eric Walch wrote:Probably it also will help when looking at the planetinfo.plist for the planet overrides. It contains all kind of systems were the description describes the planet. Internally the plist is used to modify the generated planets to match the descriptions.
Those are a very useful starting point - thanks! I have also noticed that the spreadsheet I have been using does not detail the Industrial/Agricultural nature of the planets, only "Planet #","Name","X","Y","Tech Level","Inhabitants","Government","Description"Eric Walch wrote:Probably it also will help when looking at the planetinfo.plist for the planet overrides. It contains all kind of systems were the description describes the planet. Internally the plist is used to modify the generated planets to match the descriptions.
If you press '!' on a long range chart, it'll dump the galaxy information to files in the same folder as Oolite. That'll give you a list of the planet numbers, and some other information about each planet for the given galaxy.
That function is removed after version 1.65. The info provided is the same as now is available on the wiki. I will remove that claim as it is no longer valid.submersible wrote:It is claimed thatIf you press '!' on a long range chart, it'll dump the galaxy information to files in the same folder as Oolite. That'll give you a list of the planet numbers, and some other information about each planet for the given galaxy.
If anyone has managed to make this work or find the file being dumped - please let me know , or post an example of that data.
I've been doing similar heuristic work for New Cargoes. In addition to the above, and possibly visible from orbit, I've been using:submersible wrote:I have started building a list of key features which could be used to make a more informed choice of planet texture.
Criteria Description Keywords:
For the most part - presence of these imply the 'Continental/Blue Marble' planet type.Criteria Production Type:
- oceans . This is seen with a modifier pink/vast/unusual
- mountains.
- volcanoes
- earthquakes
- plantations
- tropical
- forests
I would say these contribute to the likelyhood of a planet being Rocky/Barren vs Continental. Also to impact the choice of colour maps - Industrial implies smog.I will update this list as required. Still looking .
- Industrial
- Agricultural
- Mainly Industrial
- Mainly Agricultural
{population} has adjective "Furry" AND {solar radius} < 4000km
to indicate an icy world{population} has adjective "Fierce" AND {hub count} >= 10
to indicate a world with a harsh climate (high winds, acid rain, etc.){hub count} >= 13
to indicate a system with a large asteroid belt (and therefore maybe more crater impacts on the planet below?)There may be some useful things on the [wiki]Oolite planet list[/wiki] page. There are a few spreadsheets there, although looking at them, I think you're using the first, and the second, PhantorGorth's, while it has ind/agri data and most other stuff, doesn't have the planet descriptions.submersible wrote:I have also noticed that the spreadsheet I have been using does not detail the Industrial/Agricultural nature of the planets, only "Planet #","Name","X","Y","Tech Level","Inhabitants","Government","Description"
It's not too difficult a job to copy this data and reformat it into something that can be used.# 0. Tibedied (2,90), {19,71,75} within 7.0 LY. Radius 4610 km.
Feudal, Poor Ind. Pop. 3.6 B, Prod. 11520 MCr. HC: 3, TL: 9, Human Colonials.
This planet is most notable for Tibediedian Arma brandy but scourged by deadly edible grubs.
# 1. Qube (152,205), {40,74,159,187,194,240,242,251} within 7.0 LY. Radius 5528 km.
Corporate State, Rich Agri. Pop. 3.7 B, Prod. 16280 MCr. HC: 8, TL: 7, Human Colonials.
Qube is reasonably well known for its great dense forests but scourged by deadly civil war.
# 2. Leleer (77,243), {6,94,128,132,146,153,196} within 7.0 LY. Radius 3149 km.
Dictatorship, Mainly Ind. Pop. 3.5 B, Prod. 13720 MCr. HC: 7, TL: 8, Human Colonials.
The world Leleer is very noted for its pink Leleerian Er plant plantations but beset by frequent civil war.
Again, with a bit of regex matching to remove the prefix, this data (and anything else that can be accessed/calculated from script) can be written into whichever format is necessary, potentially more quickly than processing the data on the wiki page, as I can determine how I want the output to be printed.22:35:48.250 []: 0, Tibedied, Poor Industrial, Feudal, 9, 3.6, Human Colonials, 11520, 4610, 3, This planet is most notable for Tibediedian Arma brandy but scourged by deadly edible grubs.
22:35:48.265 []: 1, Qube, Rich Agricultural, Corporate State, 7, 3.7, Human Colonials, 16280, 5528, 8, Qube is reasonably well known for its great dense forests but scourged by deadly civil war.
22:35:48.265 []: 2, Leleer, Mainly Industrial, Dictatorship, 8, 3.5, Human Colonials, 13720, 3149, 7, The world Leleer is very noted for its pink Leleerian Er plant plantations but beset by frequent civil war.
They're very rare (which suggests they deserve special treatment, perhaps?).Mauiby de Fug wrote:I'm also not aware of any "exuberant" forests".
Yes. They were among the easier cargoes to derive from planetinfoMauiby de Fug wrote:Does it include the food/drinks mentioned in the planet descriptions?
Given the current work I see happening on trunk to support auto-shader generation , I am hopeful that planets too will get some first classcim wrote:"night life" might well be visible from orbit, but would need shader support to implement.
My first impression was certainly WOW - it looks really nice to see city lights on the dark side of a planet.Smivs wrote:Just allowing emission_maps to be applied to planets would be a big step forward, and would be more universally useful.
If you mean specular highlights - then yes and it does appear to give a good effect, bright shiny ocean and rivers while the land is matte.Amaranth wrote:WOuld it be possible to add reflectance maps too, to allow ocean reflectance?