Are you both thinking that the seventh added planet type was a separate problem? Just curious. Removing one variant seemed to eliminate it.
If this was in the planetType section, I don't think it was the number of orbitBodys that was the problem. Maybe your count was off or something.
Finally, I don't want my new planets to be part of the random maps--will leaving the default template blank work for this?
Default templates are simply what militia and things get spawned with the planet at start. planetTypes are where most of the action is. Add the orbitBody to the Random, RandomTrue, etc. templates will make it appear in random maps. If you just add it to its own planetType, and nothing else, it will have to specifically called for in a map. Existing maps will never use it.
Did you ever get your planet issue fixed from a bit ago Goa? I have one with the same problem.
Not really, no. Unless I'm missing something in the mesh, it seems that the blue areas are created by the planet.fx pipeline effects shader, as part of the transition for the light side of the planet to the dark side of the planet. This is actually what makes ice planets look more blue than white. In my case, it looked extra bad because the texture was of pretty low detail, so it looked more like a bad ocean rather than a endless tundra. In more detailed textures, it looks much more natural, hence why I'm having to spend time retexturing this...
That said, if that isn't an option for you, you get the planet entity to use either the Asteroid or the Volcanic shaders by changing the relevant lines, which won't have this issue but will probably have worse ones without readjusting the textures, and may or may not eventually be made to get the effect you want.