Works on all of the planets in RSS, so the only part that hasn't been tested is the particle system.
There are still a couple of hiccups. For one thing, cbNameLater seems to cause issues for saving, so when working with RSS (and presumably other solar systems with different names for the homeworld?) comment out that line in the config to save it properly.
Speaking of which, saving the homeworld (but not any other world, even ocean worlds like Titan) seems to cause an exception after the save method has run its course. Doesn't seem to hurt anything, but I never tried to do anything on these (KSP) saves besides export the planets' configs.
NullReferenceException: Object reference not set to an instance of an object
at PQSMod_OceanFX.OnUpdateFinished () [0x00000] in <filename unknown>:0
at PQS.Mod_OnUpdateFinished () [0x00000] in <filename unknown>:0
at PQS+<UpdateSphere>c__IteratorAD.MoveNext () [0x00000] in <filename unknown>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0
Works on all of the planets in RSS, so the only part that hasn't been tested is the particle system.
There are still a couple of hiccups. For one thing, cbNameLater seems to cause issues for saving, so when working with RSS (and presumably other solar systems with different names for the homeworld?) comment out that line in the config to save it properly.
Speaking of which, saving the homeworld (but not any other world, even ocean worlds like Titan) seems to cause an exception after the save method has run its course. Doesn't seem to hurt anything, but I never tried to do anything on these (KSP) saves besides export the planets' configs.