Sologropho (also known as the Fronktosian Marble or Fronktosian Eyeball) sports large seas of Sologrian (an inert substance that doesnt really do anything, same density as water and is cold, melting point is at 200K, freezing point at 190K and Boiling point at 230K.) Mining companies havent really seen any profitable nor interesting things here except for the H2O ice on its mountains which isnt really worth it to them. Galactic tourism has set up a tourism outpost here so you can see sologropho and its unique geography and coastline for yourself! Its largest ocean (Seleletto) is rather deep and some tourists have reported some "Dolphin and whale shaped lifeforms" with photo evidence thatd make a person with 20/2] vision want to wear glasses. Beside that, Sologropho is thought to have formed in an interesting area within the Milkyway. Scientists hypothesize that this world may have been formed as a rogue world before wandering across multiple star systems before finding its permanent residence here in tbe Fronktosian system.
GENERAL INFO
- Created On: Android
- Game Version: 1.3.117.0
CHARACTERISTICS
- Radius: 635 km
- Sea Level: 0 m
- Surface Gravity: 7.0 m/s
- Rotational Period: 11d 1h 7m 26s
- Escape Velocity: 2.98 km/s
- Mass: 4.22E+22kg
Atmosphere
- Height: 63 km
- Scale Height: 9,075 m
- Surface Air Density: 1.200 kg/m3
- Surface Temperature: 214 K
EQUIRECTANGULAR MAP
4 Comments
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13.8k Tallisar
You should learn how to use blank templates @Aludra877. While it may seem daunting, it's easy. To generate basic terrain, use a noise, generate height or a basic arithmetic, and an update height. The noise is the shape, and different kinds give different shapes. I recommend you look at this Wikipedia article for a visualization of the noise. Generate height generates height, but it is quite restrictive, as the terrain may suddenly be cut off and flat. Instead, you can use basic arithmetics with the operation (A * C). What it does is that it can generate the height without the terrain suddenly stopping at a certain altitude. However, you cannot influence where the terrain will start, like if you want it to start at 200m, but it starts at 250m instead. Note: to generate terrain using (A * C), you need to set a value. Higher values lead to stronger terrain, and lower values are much more subtle and flat. It's general logic.
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1,500 Aludra877
@Tallisar welp if im being real I just pessed around with the noise, its terrain uses Value fractal with derivative and GDCSwiss, I fgot the precise numbers but it just worked out
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@Tallisar thanks man will look into it! Thanks for the advice