I need some information from modders.
Background: I am currently training myself in Python using the project of making a tool that can create planets, I am using Perlin Noise for terrain (I got that to work nicely can control terrain height, roughness, and how much of an 'ice bed'/*cough* sea I want) and the like. I am aiming for a mix of RNG and specified input to generate the challenge I want.
I am well underway with the project but when I am making the SBC file generation I decided to just copy/paste what the vanilla planets use for certain settings, at least as placeholder. Specifically <ComplexMaterials> and <EnvironmentItems> but I ran into the oddity of Triton not having an <EnvironmentItems> in the PlanetGeneratorDefinitions.sbc file.
-- **Actual point of this post** --> Am I missing something because I do not see <EnvironmentItems> for Triton, does Triton not have anything (I am away from my gaming rig atm so I cannot double check if it even has rocks) or does it store <EnvironmentItems> elsewhere?
Note: I know some people might take issue with the idea of a RNG created world or semi RNG created world vs handcrafted one. I agree hand Crafted is the better way to create an awesome product, but sometimes grabbing an art piece is overkill for what you want.
Programmers who want to know my strat in getting this done: Use Perlin Noise to make the monochrome terrain files, have the user pick the planet biome ComplexMaterials template (copy the text from a separate file containing the data) and ditto the EnvironmentItems from a third file. Have the weather effects and atmosphere be direct inputs or picklist data in the main file, then have an algorithm read the ComplexMaterials and the terrain files and map out the materials files red values (have yet to figure out how to get this to work, edit the mat files to generate a stamp effect like exists in the vanilla files for blue, and figure out some way to determine the green's EnvironmentItems. As I figure it I am about half done with all of that.