Esempio n. 1
0
        public GalaxyFactory(bool initToDefault = false, int rngSeed = -1)
        {
            if (initToDefault)
            {
                Settings = SystemGenSettingsSD.DefaultSettings;
            }
            if (rngSeed != -1)
            {
                SeedRNG = new Random(rngSeed);
            }
            else
            {
                SeedRNG = new Random();
            }

            StarSystemFactory = new StarSystemFactory(this);
        }
Esempio n. 2
0
 internal void Store(SystemGenSettingsSD settings)
 {
     SystemGenSettings = settings;
 }
        private static SystemGenSettingsSD GetDefaultSettings()
        {
            SystemGenSettingsSD settings = new SystemGenSettingsSD();

            settings.RealStarSystems = false;

            settings.NPRGenerationChance = 0.3333;

            #region Advanced Star Generation Parameters

            // Note that the data is this section is largely based on scientific fact
            // See: http://en.wikipedia.org/wiki/Stellar_classification
            // These values SHOULD NOT be Modified if you want sane star generation.

            settings.StarTypeDistributionForRealStars = new WeightedList <SpectralType>
            {
                { 0.00003, SpectralType.O },
                { 0.13, SpectralType.B },
                { 0.6, SpectralType.A },
                { 3, SpectralType.F },
                { 7.6, SpectralType.G },
                { 12.1, SpectralType.K },
                { 76.45, SpectralType.M },
                { 0.11997, SpectralType.M } // reserved for more exotic star types
            };

            settings.StarTypeDistributionForFakeStars = new WeightedList <SpectralType>
            {
                { 0, SpectralType.O },
                { 0, SpectralType.B },
                { 5, SpectralType.A },
                { 15, SpectralType.F },
                { 50, SpectralType.G },
                { 15, SpectralType.K },
                { 10, SpectralType.M },
                { 5, SpectralType.M } // reserved for more exotic star types
            };

            // note Do Not Modify these values as they are based on SCIENCE!!! See: http://en.wikipedia.org/wiki/Stellar_classification
            settings.StarRadiusBySpectralType = new Dictionary <SpectralType, MinMaxStruct>
            {
                { SpectralType.O, new MinMaxStruct
                  {
                      Min = 6.6 * GameConstants.Units.SolarRadiusInAu,
                      Max = 250 * GameConstants.Units.SolarRadiusInAu
                  } },
                { SpectralType.B, new MinMaxStruct
                  {
                      Min = 1.8 * GameConstants.Units.SolarRadiusInAu,
                      Max = 6.6 * GameConstants.Units.SolarRadiusInAu
                  } },
                { SpectralType.A, new MinMaxStruct
                  {
                      Min = 1.4 * GameConstants.Units.SolarRadiusInAu,
                      Max = 1.8 * GameConstants.Units.SolarRadiusInAu
                  } },
                { SpectralType.F, new MinMaxStruct
                  {
                      Min = 1.15 * GameConstants.Units.SolarRadiusInAu,
                      Max = 1.4 * GameConstants.Units.SolarRadiusInAu
                  } },
                { SpectralType.G, new MinMaxStruct
                  {
                      Min = 0.96 * GameConstants.Units.SolarRadiusInAu,
                      Max = 1.15 * GameConstants.Units.SolarRadiusInAu
                  } },
                { SpectralType.K, new MinMaxStruct
                  {
                      Min = 0.7 * GameConstants.Units.SolarRadiusInAu,
                      Max = 0.96 * GameConstants.Units.SolarRadiusInAu
                  } },
                { SpectralType.M, new MinMaxStruct
                  {
                      Min = 0.12 * GameConstants.Units.SolarRadiusInAu,
                      Max = 0.7 * GameConstants.Units.SolarRadiusInAu
                  } },
            };

            // note Do Not Modify these values as they are based on SCIENCE!!! See: http://en.wikipedia.org/wiki/Stellar_classification
            settings.StarTemperatureBySpectralType = new Dictionary <SpectralType, MinMaxStruct>
            {
                { SpectralType.O, new MinMaxStruct
                  {
                      Min = 30000,
                      Max = 60000
                  } },
                { SpectralType.B, new MinMaxStruct
                  {
                      Min = 10000,
                      Max = 30000
                  } },
                { SpectralType.A, new MinMaxStruct
                  {
                      Min = 7500,
                      Max = 10000
                  } },
                { SpectralType.F, new MinMaxStruct
                  {
                      Min = 6000,
                      Max = 7500
                  } },
                { SpectralType.G, new MinMaxStruct
                  {
                      Min = 5200,
                      Max = 6000
                  } },
                { SpectralType.K, new MinMaxStruct
                  {
                      Min = 3700,
                      Max = 5200
                  } },
                { SpectralType.M, new MinMaxStruct
                  {
                      Min = 2400,
                      Max = 3700
                  } },
            };

            // note Do Not Modify these values as they are based on SCIENCE!!! See: http://en.wikipedia.org/wiki/Stellar_classification
            settings.StarLuminosityBySpectralType = new Dictionary <SpectralType, MinMaxStruct>
            {
                { SpectralType.O, new MinMaxStruct
                  {
                      Min = 30000,
                      Max = 1000000
                  } },
                { SpectralType.B, new MinMaxStruct
                  {
                      Min = 25,
                      Max = 30000
                  } },
                { SpectralType.A, new MinMaxStruct
                  {
                      Min = 5,
                      Max = 25
                  } },
                { SpectralType.F, new MinMaxStruct
                  {
                      Min = 1.5,
                      Max = 5
                  } },
                { SpectralType.G, new MinMaxStruct
                  {
                      Min = 0.6,
                      Max = 1.5
                  } },
                { SpectralType.K, new MinMaxStruct
                  {
                      Min = 0.08,
                      Max = 0.6
                  } },
                { SpectralType.M, new MinMaxStruct
                  {
                      Min = 0.0001,
                      Max = 0.08
                  } },
            };

            // note Do Not Modify these values as they are based on SCIENCE!!! See: http://en.wikipedia.org/wiki/Stellar_classification
            settings.StarMassBySpectralType = new Dictionary <SpectralType, MinMaxStruct>()
            {
                { SpectralType.O, new MinMaxStruct
                  {
                      Min = 16 * GameConstants.Units.SolarMassInKG,
                      Max = 265 * GameConstants.Units.SolarMassInKG
                  } },
                { SpectralType.B, new MinMaxStruct
                  {
                      Min = 2.1 * GameConstants.Units.SolarMassInKG,
                      Max = 16 * GameConstants.Units.SolarMassInKG
                  } },
                { SpectralType.A, new MinMaxStruct
                  {
                      Min = 1.4 * GameConstants.Units.SolarMassInKG,
                      Max = 2.1 * GameConstants.Units.SolarMassInKG
                  } },
                { SpectralType.F, new MinMaxStruct
                  {
                      Min = 1.04 * GameConstants.Units.SolarMassInKG,
                      Max = 1.4 * GameConstants.Units.SolarMassInKG
                  } },
                { SpectralType.G, new MinMaxStruct
                  {
                      Min = 0.8 * GameConstants.Units.SolarMassInKG,
                      Max = 1.04 * GameConstants.Units.SolarMassInKG
                  } },
                { SpectralType.K, new MinMaxStruct
                  {
                      Min = 0.45 * GameConstants.Units.SolarMassInKG,
                      Max = 0.8 * GameConstants.Units.SolarMassInKG
                  } },
                { SpectralType.M, new MinMaxStruct
                  {
                      Min = 0.08 * GameConstants.Units.SolarMassInKG,
                      Max = 0.45 * GameConstants.Units.SolarMassInKG
                  } },
            };

            settings.StarAgeBySpectralType = new Dictionary <SpectralType, MinMaxStruct>()
            {
                { SpectralType.O, new MinMaxStruct
                  {
                      Min = 0,
                      Max = 6000000
                  } }, // after 6 million years O types either go nova or become B type stars.
                { SpectralType.B, new MinMaxStruct
                  {
                      Min = 0,
                      Max = 100000000
                  } }, // could not find any info on B type ages, so i made it between O and A (100 million).
                { SpectralType.A, new MinMaxStruct
                  {
                      Min = 0,
                      Max = 350000000
                  } }, // A type stars are always young, typical a few hundred million years..
                { SpectralType.F, new MinMaxStruct
                  {
                      Min = 0,
                      Max = 3000000000
                  } }, // Could not find any info again, chose a number between B and G stars (3 billion)
                { SpectralType.G, new MinMaxStruct
                  {
                      Min = 0,
                      Max = 10000000000
                  } }, // The life of a G class star is about 10 billion years.
                { SpectralType.K, new MinMaxStruct
                  {
                      Min = 0,
                      Max = 13200000000
                  } },
                { SpectralType.M, new MinMaxStruct
                  {
                      Min = 0,
                      Max = 13200000000
                  } },
            };

            #endregion

            #region Advanced SystemBody and other Body Generation Parameters

            settings.PlanetGenerationChance = 0.8;

            // Note that the actual maximum number of planets will be one less then this number.
            settings.MaxNoOfPlanets = 25;

            settings.MaxNoOfAsteroidsPerBelt = 150;

            settings.MaxNoOfAsteroidBelts = 3;

            settings.NumberOfAsteroidsPerDwarfPlanet = 20;

            settings.MiniumCometsPerSystem = 0;

            settings.MaxNoOfComets = 25;

            // The value is a percentage as a number between 0 and 1, tho typically it should be less than 10% (or 0.1).
            settings.MaxAsteroidOrbitDeviation = 0.03;

            settings.MaxBodyInclination = 0;//45; //degrees. used for orbits and axial tilt. ** 0, because I can't figure the math to draw a plan view of the system - se5a

            settings.MaxMoonMassRelativeToParentBody = 0.4;

            settings.OrbitGravityFactor = 20;

            settings.TerrestrialBodyTectonicActivityChance = 0.5;

            // Epoch used when generating orbits for sol. There should be no reason to change this.
            settings.J2000 = new DateTime(2000, 1, 1, 12, 0, 0);

            settings.MiniumPossibleDayLength = 6;

            settings.MinMoonOrbitMultiplier = 2.5;

            // note These numbers can be tweaked as desired for gameplay. They affect the number of planets generated for a given star type.
            // note Other factors such as the stars luminosity and mass are also taken into account. So these numbers may not make a whole lot of sense on the surface.
            settings.StarSpectralTypePlanetGenerationRatio = new Dictionary <SpectralType, double>()
            {
                { SpectralType.O, 0.6 },
                { SpectralType.B, 0.7 },
                { SpectralType.A, 0.9 },
                { SpectralType.F, 0.9 },
                { SpectralType.G, 2.1 },
                { SpectralType.K, 2.4 },
                { SpectralType.M, 1.8 },
            };

            // note That these values are based on bodies in our solar system and discovered Exoplanets. Some adjustment can be made for game play.
            settings.SystemBodyMassByType = new Dictionary <BodyType, MinMaxStruct>()
            {
                { BodyType.GasGiant, new MinMaxStruct
                  {
                      Min = 15 * GameConstants.Units.EarthMassInKG,
                      Max = 500 * GameConstants.Units.EarthMassInKG
                  } },
                { BodyType.IceGiant, new MinMaxStruct
                  {
                      Min = 5 * GameConstants.Units.EarthMassInKG,
                      Max = 30 * GameConstants.Units.EarthMassInKG
                  } },
                { BodyType.GasDwarf, new MinMaxStruct
                  {
                      Min = 1 * GameConstants.Units.EarthMassInKG,
                      Max = 15 * GameConstants.Units.EarthMassInKG
                  } },
                { BodyType.Terrestrial, new MinMaxStruct
                  {
                      Min = 0.05 * GameConstants.Units.EarthMassInKG,
                      Max = 5 * GameConstants.Units.EarthMassInKG
                  } },
                { BodyType.Moon, new MinMaxStruct
                  {
                      Min = 1E16,
                      Max = 1 * GameConstants.Units.EarthMassInKG
                  } }, // note 1E16 is 1 nano earth mass.
                { BodyType.DwarfPlanet, new MinMaxStruct
                  {
                      Min = 2E20,
                      Max = 5E23
                  } },
                { BodyType.Asteroid, new MinMaxStruct
                  {
                      Min = 1E15,
                      Max = 9E19
                  } },
                { BodyType.Comet, new MinMaxStruct
                  {
                      Min = 1E13,
                      Max = 9E14
                  } },
            };

            // note That these values are based on bodies in our solar system and discovered Exoplanets. Some adjustment can be made for game play.
            settings.SystemBodyDensityByType = new Dictionary <BodyType, MinMaxStruct>()
            {
                { BodyType.GasGiant, new MinMaxStruct
                  {
                      Min = 0.5,
                      Max = 10
                  } },
                { BodyType.IceGiant, new MinMaxStruct
                  {
                      Min = 1,
                      Max = 5
                  } },
                { BodyType.GasDwarf, new MinMaxStruct
                  {
                      Min = 1,
                      Max = 8
                  } },
                { BodyType.Terrestrial, new MinMaxStruct
                  {
                      Min = 3,
                      Max = 8
                  } },
                { BodyType.Moon, new MinMaxStruct
                  {
                      Min = 1.4,
                      Max = 5
                  } },
                { BodyType.DwarfPlanet, new MinMaxStruct
                  {
                      Min = 1,
                      Max = 6
                  } },
                { BodyType.Asteroid, new MinMaxStruct
                  {
                      Min = 1,
                      Max = 6
                  } },
                { BodyType.Comet, new MinMaxStruct
                  {
                      Min = 0.25,
                      Max = 0.7
                  } },
            };

            // note These numbers, with the exception of G class stars, are based on habitable zone calculations. They could be tweaked for gameplay.
            settings.OrbitalDistanceByStarSpectralType = new Dictionary <SpectralType, MinMaxStruct>()
            {
                { SpectralType.O, new MinMaxStruct
                  {
                      Min = 1,
                      Max = 200
                  } },
                { SpectralType.B, new MinMaxStruct
                  {
                      Min = 0.5,
                      Max = 100
                  } },
                { SpectralType.A, new MinMaxStruct
                  {
                      Min = 0.3,
                      Max = 90
                  } },
                { SpectralType.F, new MinMaxStruct
                  {
                      Min = 0.2,
                      Max = 60
                  } },
                { SpectralType.G, new MinMaxStruct
                  {
                      Min = 0.1,
                      Max = 40
                  } },
                { SpectralType.K, new MinMaxStruct
                  {
                      Min = 0.01,
                      Max = 18
                  } },
                { SpectralType.M, new MinMaxStruct
                  {
                      Min = 0.005,
                      Max = 9
                  } },
            };

            settings.BodyEccentricityByType = new Dictionary <BodyType, MinMaxStruct>
            {
                { BodyType.Asteroid, new MinMaxStruct
                  {
                      Min = 0,
                      Max = 0.5
                  } },
                { BodyType.Comet, new MinMaxStruct
                  {
                      Min = 0.6,
                      Max = 0.8
                  } },
                { BodyType.DwarfPlanet, new MinMaxStruct
                  {
                      Min = 0,
                      Max = 0.5
                  } },
                { BodyType.GasDwarf, new MinMaxStruct
                  {
                      Min = 0,
                      Max = 0.5
                  } },
                { BodyType.GasGiant, new MinMaxStruct
                  {
                      Min = 0,
                      Max = 0.5
                  } },
                { BodyType.IceGiant, new MinMaxStruct
                  {
                      Min = 0,
                      Max = 0.5
                  } },
                { BodyType.Moon, new MinMaxStruct
                  {
                      Min = 0,
                      Max = 0.5
                  } },
                { BodyType.Terrestrial, new MinMaxStruct
                  {
                      Min = 0,
                      Max = 0.5
                  } }
            };

            // note These are WAGs roughly based on the albedo of bodies in our solar system. They could be tweak for gameplay.
            settings.PlanetAlbedoByType = new Dictionary <BodyType, MinMaxStruct>
            {
                { BodyType.GasGiant, new MinMaxStruct
                  {
                      Min = 0.5,
                      Max = 0.7
                  } },
                { BodyType.IceGiant, new MinMaxStruct
                  {
                      Min = 0.5,
                      Max = 0.7
                  } },
                { BodyType.GasDwarf, new MinMaxStruct
                  {
                      Min = 0.3,
                      Max = 0.7
                  } },
                { BodyType.Terrestrial, new MinMaxStruct
                  {
                      Min = 0.05,
                      Max = 0.5
                  } },
                { BodyType.Moon, new MinMaxStruct
                  {
                      Min = 0.05,
                      Max = 0.5
                  } },
                { BodyType.DwarfPlanet, new MinMaxStruct
                  {
                      Min = 0.05,
                      Max = 0.95
                  } },
                { BodyType.Asteroid, new MinMaxStruct
                  {
                      Min = 0.05,
                      Max = 0.15
                  } },
                { BodyType.Comet, new MinMaxStruct
                  {
                      Min = 0.95,
                      Max = 0.99
                  } },
            };

            // note These are WAGs roughly based on the Magnetosphere of bodies in our solar system. They could be tweak for gameplay.
            settings.PlanetMagneticFieldByType = new Dictionary <BodyType, MinMaxStruct>
            {
                { BodyType.GasGiant, new MinMaxStruct
                  {
                      Min = 10,
                      Max = 2000
                  } },
                { BodyType.IceGiant, new MinMaxStruct
                  {
                      Min = 5,
                      Max = 50
                  } },
                { BodyType.GasDwarf, new MinMaxStruct
                  {
                      Min = 0.1,
                      Max = 20
                  } },
                { BodyType.Terrestrial, new MinMaxStruct
                  {
                      Min = 0.0001,
                      Max = 45
                  } },
                { BodyType.Moon, new MinMaxStruct
                  {
                      Min = 0.0001,
                      Max = 1
                  } },
                { BodyType.DwarfPlanet, new MinMaxStruct
                  {
                      Min = 0.00001,
                      Max = 0.0001
                  } },
                { BodyType.Asteroid, new MinMaxStruct
                  {
                      Min = 0.000001,
                      Max = 0.00001
                  } },
                { BodyType.Comet, new MinMaxStruct
                  {
                      Min = 0.0000001,
                      Max = 0.000001
                  } },
            };

            // note These numbers can be tweaked as desired for gameplay. They effect the chances of atmosphere generation.
            settings.AtmosphereGenerationModifier = new Dictionary <BodyType, double>
            {
                { BodyType.GasGiant, 100000000 },
                { BodyType.IceGiant, 100000000 },
                { BodyType.GasDwarf, 100000000 },
                { BodyType.Terrestrial, 1 },
                { BodyType.Moon, 0.5 },
                { BodyType.DwarfPlanet, 0 },
                { BodyType.Asteroid, 0 },
                { BodyType.Comet, 0 },
            };

            // note that this number can be tweaked for gameplay. it affects the chance of venus like planets.
            settings.RunawayGreenhouseEffectChance = 0.25;

            settings.MinMaxAtmosphericPressure = new MinMaxStruct(0.000000001, 200);

            // note that this number can be tweaked for gameplay. It affects the chance of venus like planets.
            settings.RunawayGreenhouseEffectMultiplyer = 10;

            // note These numbers can be tweaked as desired for gameplay. They effect the chances of a planet having moons.
            settings.MoonGenerationChanceByPlanetType = new Dictionary <BodyType, double>
            {
                { BodyType.GasGiant, 0.99999999 },
                { BodyType.IceGiant, 0.99999999 },
                { BodyType.GasDwarf, 0.99 },
                { BodyType.Terrestrial, 0.5 },
                { BodyType.DwarfPlanet, 0.0001 },
                { BodyType.Moon, -1 },
            };

            settings.MaxMoonOrbitDistanceByPlanetType = new Dictionary <BodyType, double>
            {
                { BodyType.GasGiant, 60581692 / GameConstants.Units.KmPerAu },   // twice highest jupiter moon orbit
                { BodyType.IceGiant, 49285000 / GameConstants.Units.KmPerAu },   // twice Neptune's highest moon orbit
                { BodyType.GasDwarf, 6058169 / GameConstants.Units.KmPerAu },    // WAG
                { BodyType.Terrestrial, 1923740 / GameConstants.Units.KmPerAu }, // 5 * luna orbit.
                { BodyType.DwarfPlanet, 25000 / GameConstants.Units.KmPerAu },   // WAG
            };

            // note Given the way the calculation for max moons is done it is unlikely that any planet will ever have the maximum number of moon, so pad as desired.
            settings.MaxNoOfMoonsByPlanetType = new Dictionary <BodyType, double>
            {
                { BodyType.GasGiant, 20 },
                { BodyType.IceGiant, 15 },
                { BodyType.GasDwarf, 8 },
                { BodyType.Terrestrial, 4 },
                { BodyType.DwarfPlanet, 1 },
            };

            settings.BodyTectonicsThresholds = new Dictionary <TectonicActivity, double>
            {
                { TectonicActivity.Dead, 0.01 },
                { TectonicActivity.Minor, 0.2 },
                { TectonicActivity.EarthLike, 0.4 },
                { TectonicActivity.Major, 1 } // Not used, just here for completeness.
            };

            settings.BandBodyWeight = new WeightedList <SystemBand>
            {
                { 0.3, SystemBand.InnerBand },
                { 0.1, SystemBand.HabitableBand },
                { 0.6, SystemBand.OuterBand },
            };

            settings.InnerBandTypeWeights = new WeightedList <BodyType>()
            {
                { 35, BodyType.Asteroid },
                { 10, BodyType.GasDwarf },
                { 5, BodyType.GasGiant },
                { 0, BodyType.IceGiant },
                { 50, BodyType.Terrestrial },
            };

            settings.HabitableBandTypeWeights = new WeightedList <BodyType>
            {
                { 25, BodyType.Asteroid },
                { 10, BodyType.GasDwarf },
                { 5, BodyType.GasGiant },
                { 0, BodyType.IceGiant },
                { 60, BodyType.Terrestrial },
            };

            settings.OuterBandTypeWeights = new WeightedList <BodyType>
            {
                { 15, BodyType.Asteroid },
                { 20, BodyType.GasDwarf },
                { 25, BodyType.GasGiant },
                { 20, BodyType.IceGiant },
                { 10, BodyType.Terrestrial },
            };

            #endregion

            #region Ruins Generation

            // note A suitable planet/moon includes an atmosphere between 2.5 and 0.01 atm.
            settings.RuinsGenerationChance = 0.5;

            // note These values can be tweaked as desired for game play.
            settings.RuinsSizeDistribution = new WeightedList <RuinsDB.RSize>()
            {
                { 40, RuinsDB.RSize.Outpost },
                { 30, RuinsDB.RSize.Settlement },
                { 20, RuinsDB.RSize.Colony },
                { 10, RuinsDB.RSize.City }
            };

            // note There is some special additional logic for RuinsDB.RQuality.MultipleIntact.
            // note These values can be tweaked as desired for game play.
            settings.RuinsQualityDistribution = new WeightedList <RuinsDB.RQuality>()
            {
                { 40, RuinsDB.RQuality.Destroyed },
                { 30, RuinsDB.RQuality.Ruined },
                { 15, RuinsDB.RQuality.PartiallyIntact },
                { 15, RuinsDB.RQuality.Intact }
            };

            // note These values can be tweaked as desired for game play.
            settings.RuinsCountRangeBySize = new Dictionary <RuinsDB.RSize, MinMaxStruct>()
            {
                { RuinsDB.RSize.Outpost, new MinMaxStruct
                  {
                      Min = 15,
                      Max = 50
                  } },
                { RuinsDB.RSize.Settlement, new MinMaxStruct
                  {
                      Min = 50,
                      Max = 100
                  } },
                { RuinsDB.RSize.Colony, new MinMaxStruct
                  {
                      Min = 100,
                      Max = 200
                  } },
                { RuinsDB.RSize.City, new MinMaxStruct
                  {
                      Min = 500,
                      Max = 1000
                  } },
            };

            // note These values can be tweaked as desired for game play.
            settings.RuinsQualityAdjustment = new Dictionary <RuinsDB.RQuality, double>()
            {
                { RuinsDB.RQuality.Destroyed, 1.25 },
                { RuinsDB.RQuality.Ruined, 1.5 },
                { RuinsDB.RQuality.PartiallyIntact, 1.75 },
                { RuinsDB.RQuality.Intact, 2.0 },
                { RuinsDB.RQuality.MultipleIntact, 3.0 }
            };


            settings.MinMineralAccessibility = 0.1;

            settings.MinHomeworldMineralAccessibility = 0.5;

            settings.MinHomeworldMineralAmmount = 50000;

            settings.HomeworldMineralAmmount = 100000;

            settings.MineralGenerationChanceByBodyType = new Dictionary <BodyType, double>()
            {
                { BodyType.GasGiant, 0.4 },
                { BodyType.IceGiant, 0.33 },
                { BodyType.GasDwarf, 0.3 },
                { BodyType.Terrestrial, 0.5 },
                { BodyType.Moon, 0.15 },
                { BodyType.DwarfPlanet, 0.15 },
                { BodyType.Comet, 1 },
                { BodyType.Asteroid, 0.1 },
            };

            settings.MaxMineralAmmountByBodyType = new Dictionary <BodyType, int>()
            {
                { BodyType.GasGiant, 100000000 },
                { BodyType.IceGiant, 50000000 },
                { BodyType.GasDwarf, 10000000 },
                { BodyType.Terrestrial, 5000000 },
                { BodyType.Moon, 1000000 },
                { BodyType.DwarfPlanet, 500000 },
                { BodyType.Comet, 100000 },
                { BodyType.Asteroid, 50000 },
            };

            #endregion

            return(settings);
        }