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ibuckshot5

Planet Generator orteil

Jul 5th, 2016
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  1. $name : Kerbin Sized Planet Generator
  2. $author : ibuckshot5
  3. $description : Generates a random Kerbin sized planet.
  4. $amount : 4
  5. $picture : http://piskel-imgstore-b.appspot.com/img/98618e78-34bf-11e6-81b9-8ffc7339c700.gif
  6. $button : Create!
  7.  
  8. $prefixes
  9. Car
  10. Fei
  11. Merc
  12. Ven
  13. Ear
  14. Mar
  15. Fung
  16. Cer
  17. Jup
  18. Sat
  19. Ura
  20. Nep
  21. Plu
  22. Hau
  23. Make
  24. Eri
  25. Vino
  26. Bacterio
  27. Archaeo
  28. Macro
  29. Micro
  30. Milli
  31. Kila
  32. Yotta
  33. Zeta
  34. Atto
  35. Femto
  36. Histid
  37. Isoleuc
  38. Leuc
  39. Lys
  40. Methion
  41. Phenylalan
  42. Threon
  43. Trypto
  44. Val
  45. Alan
  46. Argin
  47. Asparag
  48. Aspart
  49. Cyste
  50. Glutam
  51. Glyc
  52. Prol
  53. Selenocyste
  54. Ser
  55. Tyros
  56.  
  57. $suffixes
  58. ron
  59. rrous
  60. ury
  61. us
  62. th
  63. s
  64. es
  65. iter
  66. urn
  67. nus
  68. tune
  69. to
  70. mea
  71. make
  72. n
  73. gex
  74. um
  75. klyx
  76. met
  77. ine
  78. phan
  79. a
  80.  
  81. $phrase
  82. <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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