缺氧
Planet Balancer
29 条留言
Sevenmaat42 2024 年 11 月 12 日 上午 12:23 
I dont see whats wrong ill try it
YXHZ 2024 年 2 月 20 日 下午 11:49 
still works:steamhappy:
Klistofklades 2021 年 12 月 4 日 下午 12:39 
924268738 2021 年 10 月 28 日 下午 12:53 
update please
Klistofklades 2021 年 8 月 21 日 下午 11:05 
@Blackstiff any objection to me reuploading a fixed version? or can send you a fixed version... sent a friend request to ask, but i don't accept random friend invites, and can't see another way to ask....
HEHEJIJI 2021 年 8 月 8 日 上午 7:27 
update please
TomaHawk 2021 年 7 月 31 日 上午 7:40 
Is there going to be an update for this mod on with the new update?
Seventy Two 2021 年 7 月 18 日 上午 6:28 
Hi! I love this mod as it ensures a balanced gameplay, and I'm posting here now just to signal that it needs to be updated to work in the "A Breath of Fresh Air" (latest Oni update)
Dodi 2021 年 1 月 17 日 下午 11:47 
Does it still works? How can I change the Distance?
i eat uranium 2021 年 1 月 8 日 下午 10:54 
does it still work?
HGFSS 2020 年 7 月 12 日 下午 1:19 
Hello. Tell me how to change the distance from 10,000 km to 110,000 km for example?
Birds Aren't Real 2020 年 6 月 7 日 上午 7:00 
This is a wonderful idea. Thank you for creating this mod.
MaximumEfficiency 2020 年 5 月 22 日 下午 7:13 
is this compatible with automation pack update
FZ 2020 年 3 月 28 日 下午 11:49 
不管你玩什么地图,你肯定会遇到各种各样的行星。当然,你也可以从太空获得各种资源。不需要模式启用以外的设置。

这也适用于你已经玩过的没有模式的世界。
一旦模式被应用并且行星被添加,它不能被撤销。


从行星加法器得到一个想法。谢谢教皇斯诺鲍。

*如何工作*
这种模式确保了各种行星的存在。否则,这种模式将丢失的行星添加到固定的(种子)随机位置。目标距离为80000公里至170000公里。
Pope Snowball 2020 年 2 月 24 日 上午 11:00 
Yeah I've not done that yet either, you have to serialise it and add it in to deserialise to read back. You could just add a flag to your mod folder.
Blackstiff  [作者] 2020 年 2 月 24 日 上午 9:41 
Yes, of course. it would be O (1) if applied. One problem is that I don't know how to safely add extra data to the save file. :steamhappy:
Pope Snowball 2020 年 2 月 24 日 上午 1:00 
Just my two cents, you do you haha.


You could add a flag of some sort per save file to have the mod only run once on the startmap opening, but then you have the issue of someone opening the starmap and not saving the map falsely settings the flag.
Blackstiff  [作者] 2020 年 2 月 23 日 上午 8:13 
3)
If I understand correctly your suggestion, either using a generated GUID for the seed or not giving it zero seems to be able to achieve the randomization goal.
I think it may be necessary. If this mod is random, you can reload it if you don't like the planet position. However, I wanted to minimize the game balance adjustment factor and didn't want repeated loads. So randomization is not originally intended. I tried to add the same location if it was the same map.
If there is a way to get the map seed number, I can apply it as a seed instead of 0. I am not familiar with Unity etc. :) As mentioned in 2, there are some modifications to the seed selection method to fully reflect the existing planet position.

4)
Thank you for your many ideas :)
Blackstiff  [作者] 2020 年 2 月 23 日 上午 8:13 
Pope Snowball //
I agree with you. However, please understand that only some of them were applied first.

1)
Yes, in fact this mode was just for me, but I need to minimize overhead to share this. So I updated the planet detection logic to O(N). This is because it is always triggered when the starmap is opened. Although N (<= 30) is small enough.

2)
This idea is also a good suggestion, but this logic is only performed once on a map. So instead of taking this risk for testing after applying it, I have reinforced the random part. As a result, it will be a bit slower. :P
Pope Snowball 2020 年 2 月 23 日 上午 2:25 
Very good idea, it gives less control over the planet spawning but it is much more convenient! I could see myself using this :)

Some pointers:

1)
You could avoid unnecessary computation by just getting the list of planet IDs on the starmap and comparing them to a list containing each unique planet ID to get the missing planet IDs i.e.

Starmap: 1,2,3,3,5,6
Unique: 1,2,3,4,5,6,7
Difference: 4,7

2)
Instead of the do while you could simply generate a random row as you are doing, but instead of then generating random percentages, simply do as above and generate a random number in the valid range, but excluding the locations of the planets at that distance/row. That would get the performance down to O(N) from O(N2) and get rid of all those flag Booleans :P

3)
Also might be an idea to generate a GUID for the initialization of the Random() seed instead of always using 0 for more randomingnessings.

4)
Keep up the good work!
Fishy (She/Her) 2020 年 2 月 20 日 下午 4:37 
Looks cool!
熔火之心fire 2020 年 2 月 17 日 上午 1:52 
我的理解是星图会随种子变动,但是一定包含所有种类的行星。具体实现方式是在8Gm-17Gm之间添加上所缺少的行星
Blackstiff  [作者] 2020 年 2 月 15 日 下午 9:07 
This also applies to worlds you have already played without mode. :steamhappy:
Ronivan 2020 年 2 月 15 日 下午 3:02 
Actually the explanation is very precise. The mod makes every kind of planet to spawn in the star map, no matter what asteroid seed you are playing. If for sample your seed don't have a Gilded Asteroid, this mod will force the seed to have one. The mod must be activated prior the map creation though.
Majo Emma 2020 年 2 月 15 日 下午 12:13 
I have absolutely no idea what this mod does, the description needs some work to actually explain what is being added / changed in the game.
Blackstiff  [作者] 2020 年 2 月 14 日 上午 2:16 
Zariya //
No, It is compatiable with other mods. Planet Adder also. :steamhappy:
Zairya 2020 年 2 月 14 日 上午 12:05 
What do you mean by "Improved from Planet Adder"?
Is it incompatible with each other? I'm a bit confused here.
不穿裤子的骷髅 2020 年 2 月 12 日 下午 9:17 
It's just a translation:steamhappy:
机翻加阅读理解
大概意思就是星图不会再受地图种子影响了(不管是什么地图,一定有固定的行星),
启动mod后会添加行星,没有撤退可言(添加的行星不能撤销,mod也只需要启用,不需要设置)
Tecnix 2020 年 2 月 12 日 上午 6:03 
Hey, this is one of the best mod ideas that i saw here, it solves the non tugsten problem