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- $name : Kerbin Sized Planet Generator
- $author : ibuckshot5
- $description : Generates a random Kerbin sized planet.
- $amount : 4
- $picture : http://piskel-imgstore-b.appspot.com/img/98618e78-34bf-11e6-81b9-8ffc7339c700.gif
- $button : Create!
- $prefixes
- Car
- Fei
- Merc
- Ven
- Ear
- Mar
- Fung
- Cer
- Jup
- Sat
- Ura
- Nep
- Plu
- Hau
- Make
- Eri
- Vino
- Bacterio
- Archaeo
- Macro
- Micro
- Milli
- Kila
- Yotta
- Zeta
- Atto
- Femto
- Histid
- Isoleuc
- Leuc
- Lys
- Methion
- Phenylalan
- Threon
- Trypto
- Val
- Alan
- Argin
- Asparag
- Aspart
- Cyste
- Glutam
- Glyc
- Prol
- Selenocyste
- Ser
- Tyros
- $suffixes
- ron
- rrous
- ury
- us
- th
- s
- es
- iter
- urn
- nus
- tune
- to
- mea
- make
- n
- gex
- um
- klyx
- met
- ine
- phan
- a
- $phrase
- <p></p> <p> Body</p> <p> {</p> <p> name = [prefixes][suffixes]</p> <p> Template</p> <p> {</p> <p> name = Tylo</p> <p> }</p> <p> Properties</p> <p> {</p> <p> radius = [500000-600000]</p> <p> mass = [6-7].[0-9][0-9][0-9][0-9][0-9][0-9][0-9][0-9]e24</p> <p> tidallyLocked = false</p> <p> rotationPeriod = [10000-100000]</p> <p> description = generated planet</p> <p> timewarpAltitudeLimits = 0 3000 3000 6000 12000 240000 80000 600000</p> <p> ScienceValues</p> <p> {</p> <p> landedDataValue = 11.5</p> <p> inSpaceLowDataValue = 10.5</p> <p> inSpaceHighDataValue = 10</p> <p> recoveryValue = 10.5</p> <p> spaceAltitudeThreshold = 216000</p> <p> } </p> <p> }</p> <p> Orbit</p> <p> {</p> <p> referenceBody = Sun</p> <p> color = 0.5,0.5,0.5,1</p> <p> inclination = [0-5].[1-9][1-9][1-9]</p> <p> eccentricity = 0.[0|0|0|0|0|0|0|0|1|1|1|2][0-9][0-9]</p> <p> semiMajorAxis = [3438678016-687735603200]</p> <p> longitudeOfAscendingNode = [0-360]</p> <p> argumentOfPeriapsis = [0-360]</p> <p> meanAnomalyAtEpoch = [0-6].[0-9][0.9]</p> <p> }</p> <p> PQS</p> <p> {</p> <p> Mods</p> <p> {</p> <p> VertexPlanet</p> <p> {</p> <p> seed = [0-2147483646]</p> <p> deformity = [0-10000]</p> <p> colorDeformity = 6000</p> <p> oceanLevel = 0</p> <p> oceanStep = 0</p> <p> oceanDepth = 0</p> <p> oceanSnap = False</p> <p> terrainSmoothing = 0.[0-20]</p> <p> terrainShapeStart = [1-3]</p> <p> terrainShapeEnd = -[1-3]</p> <p> terrainRidgesMin = 0.[1-9]</p> <p> terrainRidgesMax = 1</p> <p> buildHeightColors = False</p> <p> terrainRidgeBalance = 0.1</p> <p> enabled = true</p> <p> order = 100</p> <p> ContinentalSimplex</p> <p> {</p> <p> deformity = [1-3]</p> <p> octaves = [3-12]</p> <p> persistance = 0.[2-8]</p> <p> frequency = [1-3]</p> <p> Noise</p> <p> {</p> <p> octaves = [3-12]</p> <p> persistence = 0.[2-8]</p> <p> frequency = [1-3]</p> <p> }</p> <p> }</p> <p> RuggednessSimplex</p> <p> {</p> <p> deformity = [1-3]</p> <p> octaves = [3-12]</p> <p> persistance = 0.[2-8]</p> <p> frequency = [1-3]</p> <p> Noise</p> <p> {</p> <p> octaves = [3-12]</p> <p> persistence = 0.[2-8]</p> <p> frequency = [1-3]</p> <p> }</p> <p> }</p> <p> SharpnessSimplexMap</p> <p> {</p> <p> deformity = [1-3]</p> <p> octaves = [3-12]</p> <p> persistance = 0.[2-8]</p> <p> frequency = [1-3]</p> <p> Noise</p> <p> {</p> <p> octaves = [3-12]</p> <p> persistence = 0.[2-8]</p> <p> frequency = [1-3]</p> <p> }</p> <p> }</p> <p> SharpnessNoise</p> <p> {</p> <p> seed = [0-2147483646]</p> <p> deformity = 0.00[1-3]</p> <p> octaves = [3-12]</p> <p> persistance = 0.[2-8]</p> <p> frequency = 0.[25-75]</p> <p> Noise</p> <p> {</p> <p> Frequency = 0.[25-75]</p> <p> Lacunarity = 0.[25-75]</p> <p> Quality = High</p> <p> OctaveCount = [3-12]</p> <p> Seed = [0-2147483646]</p> <p> }</p> <p> }</p> <p> TerrainTypeSimplex</p> <p> {</p> <p> deformity = [1-3]</p> <p> octaves = [3-12]</p> <p> persistance = 0.[2-8]</p> <p> frequency = [1-3]</p> <p> Noise</p> <p> {</p> <p> octaves = [3-12]</p> <p> persistence = 0.[2-8]</p> <p> frequency = [1-3]</p> <p> }</p> <p> }</p> <p> LandClasses</p> <p> {</p> <p> Class</p> <p> {</p> <p> startHeight = 0</p> <p> endHeight = 0</p> <p> fractalDelta = 0.00[1-3]</p> <p> name = AbyPl</p> <p> fractalStart = 0</p> <p> fractalEnd = 0.[01-15]</p> <p> baseColor = 0.0, 0.0, 0.0, 1.0</p> <p> colorNoise = 0.[01-99], 0.[01-99], 0.[01-99], 1.0</p> <p> colorNoiseAmount = 0.[1-3]</p> <p> lerpToNext = True</p> <p> SimplexNoiseMap</p> <p> {</p> <p> deformity = [1-3]</p> <p> octaves = [3-12]</p> <p> persistance = 0.[2-8]</p> <p> frequency = [1-3]</p> <p> simplex</p> <p> {</p> <p> octaves = [3-12]</p> <p> persistence = 0.[2-8]</p> <p> frequency = [1-3]</p> <p> }</p> <p> }</p> <p> }</p> <p> Class</p> <p> {</p> <p> startHeight = 0</p> <p> endHeight = 0</p> <p> fractalDelta = 0.[40-50]</p> <p> name = Beach</p> <p> fractalStart = 0.[01-15]</p> <p> fractalEnd = 0.[16-50]</p> <p> baseColor = 0.0, 0.0, 0.0, 1.0</p> <p> colorNoise = 0.[01-99], 0.[01-99], 0.[01-99], 1.0</p> <p> colorNoiseAmount = 0.[1-3]</p> <p> lerpToNext = True</p> <p> SimplexNoiseMap</p> <p> {</p> <p> deformity = [1-3]</p> <p> octaves = [3-12]</p> <p> persistance = 0.[2-8]</p> <p> frequency = [1-3]</p> <p> simplex</p> <p> {</p> <p> octaves = [3-12]</p> <p> persistence = 0.[2-8]</p> <p> frequency = [1-3]</p> <p> }</p> <p> }</p> <p> }</p> <p> Class</p> <p> {</p> <p> startHeight = 0</p> <p> endHeight = 0</p> <p> fractalDelta = 0.[40-50]</p> <p> name = Grass</p> <p> fractalStart = 0.[40-50]</p> <p> fractalEnd = 0.[51-90]</p> <p> baseColor = 0.4, 0.3, 0.2, 1.0</p> <p> colorNoise = 0.[01-99], 0.[01-99], 0.[01-99], 1.0</p> <p> colorNoiseAmount = 0.300000011920929</p> <p> lerpToNext = True</p> <p> SimplexNoiseMap</p> <p> {</p> <p> deformity = [1-3]</p> <p> octaves = [3-12]</p> <p> persistance = 0.[2-8]</p> <p> frequency = [1-3]</p> <p> simplex</p> <p> {</p> <p> octaves = [3-12]</p> <p> persistence = 0.[2-8]</p> <p> frequency = [1-3]</p> <p> }</p> <p> }</p> <p> }</p> <p> Class</p> <p> {</p> <p> startHeight = 0</p> <p> endHeight = 0</p> <p> fractalDelta = 1.[01-20]</p> <p> name = Snow</p> <p> fractalStart = 0.[90-100]</p> <p> fractalEnd = [1-2].[0-9][1-9]</p> <p> baseColor = 0.7, 0.7, 0.7, 1.0</p> <p> colorNoise = 0.[01-99], 0.[01-99], 0.[01-99], 1.0</p> <p> colorNoiseAmount = 0.400000005960464</p> <p> lerpToNext = False</p> <p> SimplexNoiseMap</p> <p> {</p> <p> deformity = [1-3]</p> <p> octaves = [3-12]</p> <p> persistance = 0.[2-8]</p> <p> frequency = [1-3]</p> <p> simplex</p> <p> {</p> <p> octaves = [3-12]</p> <p> persistence = 0.[2-8]</p> <p> frequency = [1-3]</p> <p> }</p> <p> }</p> <p> }</p> <p> }</p> <p> }</p> <p> }</p> <p> } </p> <p> }</p>
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