If you have the AWS CLI tools installed, you can download directly from AWS in the EU Central 1 and US West 2 regions. This is faster than downloading normally[1]. The AWS bucket layout differs from the historical planet.openstreetmap.org layout, so you can see where the files are with
OpenStreetMap data is mirrored to a large number of hosts. It used to be necessary to download mirrors to conserve OSM bandwidth, but that is no longer necessary. If you want to use mirrors, the easiest way is to use the torrent files which will automatically download from multiple mirrors in parallel.
OSM data for the full planet is large. If you only want data for an area, you can download an extract that has that data only, extracted from the full planet file. Extract providers may also offer processed data in other formats.
A new version of planet.osm is released weekly (currently on Fridays). We have these, going back to the start of April 2006. Due to the license change to ODbL on September 12th 2012, older cc-by-sa licensed planet and diff files are only available in a dedicated folder with cc-by-sa licensed data.
The weekly dump normally starts at around 01:10am UK time on Monday morning and is guaranteed to contain all updates prior to that time. The dump is constructed from a database dump using conversion software, and the result should ensure referential integrity. Please note that this doesn't always apply to extracts. The result is usually ready on Fridays.
Additionally we offer regular diffs. These are produced as daily (under the 'daily' subdirectory), hourly and minutely diffs. For minutely diffs, we're using osmdbt, hourly and daily diffs are generated using Osmosis by combining multiple minutely diff files for a given time span[2]. Diff files can be used to reconstruct the full dataset (see examples at OSM Wiki pages Osmosis and osmupdate). Since these only contain the differences, they are much smaller files; A daily diff is generally about 40-80 MB, but can easily grow to 300-400 MB (both compressed) in exceptional cases. For more information please see Planet.osm/diffs
Planet files remain licensed under the same license as the master OpenStreetMap geo-database from which they are extracted - currently this is the Open Database License. Planet files from before September 12, 2012 have a Creative Commons Attribution-ShareAlike 2.0 license.
Note the default output will be a bit more 'flat' - if you'd like the above formatting in yourcommand-line just use jq as above: planet orders create request-1.json jq (but rememberif you run that command again it will create a second order).
Using a unix command called a 'pipe', which looks like , you can skip the step of saving to disk,passing the output of the orders request command directly to be the input of the orders createcommand:
The --checksum command will do an extra step to make sure the file you got wasn't corrupted along the way (during download, etc). It checks that the bytesdownloaded are the same as the ones on the server. By default it doesn't showanything if the checksums match.
This command isn't often necessary in single download commands, but is quite useful if you are downloading thousands of files with a script, as the likelihood of at least one being corrupted in creases
The most used tool is the clip operation, which lets you pass a geometry to theOrders API and it creates new images that only have pixels within the geometry yougave it. The file given with the --clip option should contain valid GeoJSON.It can be a Polygon geometry, a Feature, or a FeatureClass. If it is a FeatureClass,only the first Feature is used for the clip geometry.
Since clip is so heavily used it has its own dedicated command in the CLI. Allthe other tools use the --tools option, that points to a file. The file should contain JSON that follows the format for a toolchain, the "tools" section of an order. The toolchain options and format are given inCreating Toolchains.
Future of the versions of the CLI will likely add tools convenience methods, so composite, harmonize and other tools work like --clip. You can follow issue #601: comment there if you'd like to see it prioritized
To clip and composite you need to specify the clip in the tools (instead of --clip), as you cannot use --clip and --tools in the same call. There is not yet CLI calls to generate the tools.json,so you can just use the following json:
The harmonize tool allows you to compare data to different generations of satellites by radiometrically harmonizing imagery captured by one satellite instrument type to imagery captured by another. To harmonize your data to a sensor you must define the sensor you wish to harmonize with in your tools.json. Currently, only "PS2" (Dove Classic) and "Sentinel-2" are supported as target sensors. The Sentinel-2 target only harmonizes PSScene surface reflectance bundle types (analytic_8b_sr_udm2, analytic_sr_udm2). The PS2 target only works on analytic bundles from Dove-R (PS2.SD).
Another option is to deliver your orders directly to a cloud bucket, like AWS S3 or Google Cloud Storage.The file given with the --delivery option should contain JSON that followsthe options and format given inDelivery to Cloud Storage.
One useful thing to note is that the order JSON that reports status and location is a valid Orders API request.It reports all the parameters that were used to make the previous order, but you can also use it directly as arequest. So the following call is a quick way to exactly redo a previous order request:
The former standard limits were13 Jupiter mass, based on the deuterium burning limit, and 30 Jupitter mass, based on formation scenario. However, the mass-density-radius distribution (Hatzes & Rauer, 2015) shows a clear difference between giant planets and stars at 60 Jupier mass.
There are 4 categories of planets, Confirmed, Candidate, Retracted and Controversial. A planet is considered as Confirmed if it is claimed unambiguously in an accepted paper or a professional conference.
Why have a pet rock when you can have a pet planet? Micromanage this cosmic massive rock from its humble beginnings and take its people to places they never thought possible! Sure, you can teach them about food and science, but what if you take some liberties with evolution?
You've got a planet, and you have to decide what happens to it. But being the boss is such a tiring job, so you have to take a century long rest after every decision. Let's hope they can manage without you for that long. Every action you take can change the tiny people's destiny!
While you can enter the customise your planet to your hearts content through the web version here on Itch.io, we recommend downloading the desktop or mobile version for the best experience, with higher resolutions, better performance and a handy screenshot feature! Now go make anime real!
I didn't design fire, but had zero people & "some more" fled, now counter's down to -10 ...nice logic & I adore the preview of the game while liking the music after the introscreen (more calm than the prev. one)
oh noticed its happiness, after I "ended misery" that I guessed having 0 people on there. but I adore to replay it in more tries, won't get boring rather exciting to have a mood & gills but still no fire invented.
Depends on how many endings you aim to get! One ending should take you only about 10m to get, assuming you check the text and reactions (which we strongly recommend you to given that's where the fun of the game comes from). ?
Glad that you liked the different choices of the game with their pop culture references and funny results! A planet dress-up game was exactly the niche we were looking for to fulfil so we're glad that we scratched that itch! ?
This is such a creative game and absolutely love the references made. The different choices made adding something new to the overall look of the planet is the best. My favorite is the manga/anime. Those big googly eyes! xD
I did a let's play covering the gaming ending and encourage anyone to play this for themselves to see the other endings!
Halo, Im curious about what engine you have used for this project. This is the first time I'm doing webgl and i am researching on how to build it for mobile. So if you are free, would you mind telling me? XD
PS. the game is nice and pretty interesting!
As for the engine, we used Unity and all of the compilation for WebGL was handled by it directly. From our knowledge, WebGL for mobile with Unity still isn't supported for a ton of reasons, such as the exports being a very heavy load right now.
I'm enjoying it, but wishing there was some sort of overarching log of plants end stats (like a high score list) or achievement list that kept track of which endings you got. I keep going for lycanthropy, but have yet to see it have any affect, even if I add so many moons, lol.
Thank you for the fantastic words! And we're glad that you came across the post-mortem too. In retrospect, we were sure that Lycanthropy had some result associated with it, but it seems like it ended up not having anything assigned. Guess we just wanted an excuse to give it furry-ears. ?
We've thought about potentially remaking this game a few times (even made two prototypes at different points) and adding in several of the things you've mentioned or which we considered during the post-mortem of the game. For example, for the endings, we considered having little alien-spaceships that would appear on the menu signifying each ending you had unlocked to make it a more interactive "ending checklist". And rather than explaining the choices, we though about making it more clear which values were changed as a result of picking what actions or as a result of an event (which would also include Science and Nature as new variables).
Unfortunately, schedules, other projects and a few other life related matters got in the way and despite even making some assets, we never truly dived much into them. We still hope we can visit this project again sometime to really give it some extra-life, but at this time we're a bit hand-tied with our new big project.
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