#Astra Terra

27 messages · Page 1 of 1 (latest)

full swallow
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This is a thread for Astra Terra, a "scientific (?) " reworking of the sky and celestial bodies, and instrumentation to map it, and leverage to replace calendar and map, for a more ... imeeeersive... experience (if you want) We use stellarium's database for star and celestial body positions, comets, use kepler dynamics to map planets day by day, and simulate known meteor showers, along 50+ deep sky images for telescope use.

We also aim provide an api to replace them all with your own creatiions. Instrumentation should also be able to work with new sky objects.

Books can hold constelation database and are needed to save constelation and the rendering. Books can be shared, or even pre generated as loot. (books can go on offhand now too.)

Oh also you can lay down in a relaxed pose, to watch the skies.

See https://mods.vintagestory.at/show/mod/50376 for a complete list.

full swallow
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btw def looking for help with the models, everything is placeholder or "borrowed" if they have an appropriate license. Also feedback, checks for accuracy, suggestions , always welcome

blissful steppe
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Question, how does this game calculate longitude in both a limited and unlimited world?

fickle sinew
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Well, one, there is no unlimited world. Though 8 million blocks might as well be.

fickle sinew
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I'm like, actually supportive of your work btw Leandro...

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I meant to post more, but got sidetracked. Sorry.

full swallow
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@fickle sinew merci! 🥹

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@blissful steppe currently the latitude system in vanilla was made to focus on temperature so it is "infinite" in the same that lattidue 45 north and south from equator follow a sinusoidal curve, so you can have multiple equators as you go south (and multiple north/south poles etc) it does cause a bit of issue but since we have about 1 million limit in the game is not much of a prob. But longitude is going to be a bit of pain. Since we need "local" time/daylight. I think we have a path forward and hopefully can make it work. I just hate when it diverges too much from vanilla since it means more potential issues in the future. But from the @devs notes seems they are not focus on this yet. so plenty of room to play.

full swallow
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just updated the longitude system, havent tested the borders yet.

blissful steppe
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I am extremely curious as to the technicals on the longitude system. I run a small server ≈12 people, one of does actual navigation, and we play on a limited world(25km NS 51km EW) and we kinda just ran into the problem that it’s not super possible to calculate longitude on this world, just because we don’t know how the system works lol

An update, saw the local time stuff, still curious as to whether or not lines of longitude are basically straight up, or if they converge in some way. And how does the daylight cycle work with longitude.

This mod is super fun.

naive junco
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Hello, big fan of the mod. I am just wondering with the inclusion of local solar time, will there be the addition of a chronometer-type item that can save the local solar time of a particular place to use in other places as a reference in the calculation of longitude?

fast trail
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Basically VS world works as a latitude/longitude map projection (equirectangular projection for the map nerds here), latitude and longitude are straight lines at right angle

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(this is an illustration of the evolution of daylight at 12pm GMT throughout the year)

fast trail
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now you have to take into account the fact that in VS you can have repeating patterns of latitudes and longitudes so you have to think about it as if it was a mosaic of the daylight patterns

fast trail
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Here is an illustration of how the daylight pattern should look like over a day in (northern) summer if you could dezoom over a VS world map with the pole-to -equator distance equal to 1/4 of the size of the map (of course you have to imagine a VS map instead of the repeated/reflected world map)

odd rivet
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made a world to test and identify lag spikes and i got a huge ringed planet next to me omg

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just crazy to have that in the sky at all times

blissful steppe
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I’ll have to actually dig into the code to check out how the sun longitude system works, because I am extremely curious as to how that was even achieved lol.

fast trail
fast trail
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(And to round things out, here’s how midday sunshine (server time) changes over the course of the year on a map where the distance from the pole to the equator is 1/4 of the map’s size—at least according to my understanding of the model. Note that VS maps are square, not rectangular, so I’m not sure about the scale in terms of longitude. I just stitched together some GIFs I found online; I didn’t create the map myself.)

full swallow
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I still need to add instrumentation for the longitude, as long as you stay in the same latitude you should be able to use an astrolabe to figure out the hour by comparing constellation. I will work on next.

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You wont be able to travel faster than the sun, ... i think... time is still sped up as in vanilla.... and you can set the world size, i ignore the width and use the pole distance as a measure of the "planet" size. I will do my best to document corner cases.

full swallow
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updated documentation a bit, but what @fast trail said is on point. that is currently how vintage story does lattitudes so we just extended, so not much differnte but you do get one-to-many mappins. Right now i dont think you get more than one planet unless you set the pole to equators distance too low. essentail width should be 2 times the pole to equator distance. at one point will take the challenge to do a east/west loop and see how far i can take it, i think ti would be very fun for extra extera if we get very small planets (still in O(1k) circumference)