缺氧
Cluster Generation Manager [Vanilla/DLC]
696 条留言
Sgt_Imalas  [作者] 12 月 4 日 下午 3:06 
far too much work required
tunaonidas 12 月 4 日 上午 10:34 
i love this mod. can you add option for selecting biomes? idk if its possible but itd be cool.
Sgt_Imalas  [作者] 12 月 4 日 上午 5:03 
no.
there is no relation between the individual geysers that get replaced so there is no way of checking any duplication
秋风落万木枯 12 月 3 日 下午 5:03 
When replacing a geyser, can he detect two identical geysers and not replace this type of geyser? Six or seven identical geysers are too singular
oni1313 12 月 2 日 下午 12:39 
ok. thank you
Sgt_Imalas  [作者] 12 月 1 日 上午 5:19 
you can only override "random" geysers, it has always been like that.

spaced out starts and moonlets do not possess any random geysers, only classic, base game starts have 12 and geoactive adds 4 (both scaling with asteroid size changes)
oni1313 12 月 1 日 上午 4:34 
After the last update I can´t overwrite vents on the standart asteroid.
And wehne I add the traid "geoactive" I can only forcefully overwrite 6
FXXK IT 11 月 26 日 上午 5:41 
When I discovered the smallest generated planet, I noticed that the distribution of animals and plants in the map was very dense. Could it be that the original number of planet plants was not reduced and was instead placed into this smallest planet map?
MacFanta 11 月 25 日 上午 4:54 
Is it possible to add a story trait selection? So we can choose which planetoid gets which story trait?

For example: Main planetoid - 1 Hermit, some random, 3 max.
Teleport planetoid - some random, 2 max.
Sgt_Imalas  [作者] 11 月 23 日 上午 11:29 
?
秋风落万木枯 11 月 23 日 上午 10:05 
Can we prevent geysers from brushing the same type? It's really uncomfortable to just brush 6 or 7 copper volcanoes every tim
Hammer 11 月 21 日 下午 5:08 
mods awesome thank you
Sgt_Imalas  [作者] 11 月 21 日 下午 3:20 
iirc that mod had some broken references in it, most likely the actual culprit and CGM just got caught in it
Hammer 11 月 21 日 下午 3:17 
I do not know how to do that sadly. I just uninstalled "Liquid bottler" mod and it is working perfect
now
Sgt_Imalas  [作者] 11 月 21 日 下午 2:58 
post full crashing log to pastebin or github. ( not just the stack trace )
Hammer 11 月 21 日 下午 2:56 
tried that.
Sgt_Imalas  [作者] 11 月 21 日 下午 1:19 
use mod updater force updating to make sure it is updated
Hammer 11 月 21 日 下午 12:55 
anyone having trouble using this mod since the update? If so is there some way for me to fix it. Game crashes when i try to start a new asteroid.
Sgt_Imalas  [作者] 11 月 20 日 下午 4:07 
updated.
Sofia 11 月 20 日 下午 4:05 
Subscribing to this mod and enabling it in the game causes the game to crash. The latest version is U57.
Sgt_Imalas  [作者] 11 月 18 日 下午 1:55 
looks like that mod has improperly configured world files
Vulkandrache 11 月 18 日 上午 10:15 
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3299836191

This one seems to be the problem. If i disable it things work fine again.
Sgt_Imalas  [作者] 11 月 18 日 上午 8:05 
"islands" from empty worlds mod does not crash when selecting.
Sgt_Imalas  [作者] 11 月 18 日 上午 7:59 
there is no "islands" map
Vulkandrache 11 月 18 日 上午 6:10 
The game is telling me that this mod is likely the reason for crashing the moment i try to open the cluster settings in the Islands map in the Lab.
Error in SwitchPrefab.FCycle.OnSpawn at (0.00, 0.00, 0.00)

System.NullReferenceException: Object reference not set to an instance of an object
at UtilLibs.UIcmp.FCycle.UpdateLabel () [0x00000] in <53b9a5235f4e40a28416f282fcc07bd3>:0
at UtilLibs.UIcmp.FCycle.OnSpawn () [0x00006] in <53b9a5235f4e40a28416f282fcc07bd3>:0
at KMonoBehaviour.Spawn () [0x0005d] in <7becb3f73037484c93dc2b548fe42a58>:0
Build: U56-693461-SCRP

I was able to do this just fine a hour earlier but then bought the prehistory DLC and now this happens. Disabling the DLC does not restore the function to working order.
Oniwabanshu 11 月 15 日 下午 9:41 
Like seriously, i have to cull them from time to time or my FPS takes a noticeable hit.
Oniwabanshu 11 月 14 日 下午 2:41 
Is it possible to remove types of meteors after creating the world? (gassy moo spam was a mistake).
jasper_thegnome 11 月 6 日 上午 10:26 
EDIT: Answering my own question; I can still access that precise starmap because the precise cluster preset was saved under that save's colony name. Great!
jasper_thegnome 11 月 6 日 上午 10:16 
Quick world-gen/star-map question: I have a saved seed that I would like to restart, because I like the starmap, but I would like to reshuffle the random ways the worlds are generated. So, different world, but same starmap.

Problem is that the seed I have saved had the "reroll starmap" option activated. Does this mean that this precise starmap-layout is now lost (because it was "uncoupled" from the original seed)?
lineman108 9 月 19 日 下午 12:46 
okay so i dont know which mod caused the error, but i disabled all mods except yours and the temporal tear opener spawned correctly. thank you for letting me know it wasnt yours, this is the only mod i use that i cant live without!!
Sgt_Imalas  [作者] 9 月 18 日 上午 10:03 
the template is marked as "guarantee" so it should always spawn.
I generated a test cluster with all 3 variants (starter tundra, warp tundra, regular tundra), all 3 had the tear opener.

do you have any mod that overrides the tundra moonlet or adds a modified variant of it without a tear opener?
Sgt_Imalas  [作者] 9 月 18 日 上午 9:40 
The regular tundra moonlet is not modified.
lineman108 9 月 18 日 上午 7:48 
the temporal tear opener didnt spawn on the tundra planet. is this a known issue with the mod or did i do something wrong?
Sgt_Imalas  [作者] 9 月 15 日 下午 12:58 
@bluelance try force updating, 5hat was an issue in 5.6.4
星劫 9 月 15 日 上午 11:02 
It‘s interesting. I would like to have a try
gamermom 9 月 7 日 下午 2:21 
Guess who just got 'One-Drived' - it me; the benefit of reading the comments. I was sure I'd disabled it, but then I got an endless restart cycle and checked my app list, now its gone and things work
Massive appreciation for your modding work
BlueLance 9 月 7 日 上午 11:36 
Not sure why, but suddenly when I want to start on a random asteroid using this mod the game crashes as soon as I select random starting asteroid. This and the prerequisite mod are the only mods I have installed
DeadSix 8 月 4 日 上午 12:49 
@Sgt_Imalas, I figured it out; https://forums.kleientertainment.com/klei-bug-tracker/oni/game-speed-hitchesstuttering-r43104/

its actually a windows 11 settings issue that messes with the game, after that, even on massive asteroids i have absolutely no issues and it runs smooth as possible, obv goes down in the 40-50fps on very populated big worlds,. but thats expected, but at least theres no weird warping/hiccuping when moving
Sgt_Imalas  [作者] 8 月 3 日 下午 11:33 
no.
not worth the ui effort
MathiusXII 8 月 3 日 下午 7:30 
Would it be possible to set which pois spawn on each planet?
Like forcing a specific gravitas building or cool steam geyser cave to spawn?

Also could size of biomes be edited?
DeadSix 7 月 31 日 下午 12:49 
could be i guess, not much we can do there anyway, im already at the higher end of the spectrum there and the game still struggles so.. yeah, maybe ONI2 will improve on that
Sgt_Imalas  [作者] 7 月 31 日 下午 12:39 
it could be a memory bandwidth limit at these world sizes.
the game is very wasteful there
DeadSix 7 月 31 日 下午 12:36 
sorry, 8% overall, with the highest peak of 1 single core at around 30%.
Sgt_Imalas  [作者] 7 月 31 日 下午 12:29 
8% cpu usage can mean 1 core at 100% and 11 cores at (somewhat) idle
Sgt_Imalas  [作者] 7 月 31 日 下午 12:28 
total cpu utilization is not a useful measurement for oni
the game is single threaded in a few critical locations, those other unused cores cannot there
DeadSix 7 月 31 日 下午 12:20 
so just game limit then, engine cant handle it, since my cpu is barely at 8%. i found a decent size tho, around 400ish where its running solidly at 240fps and no hangs in physics-engine
Sgt_Imalas  [作者] 7 月 31 日 上午 11:00 
hardware/game limitation.
the larger an asteroid the more pathfinding & rendering calculations the game has to do.
even strong systems will struggle at a certain size.

I once made a 960*1520 map for testing, that runs at 8fps in cycle 1 at normal speed
DeadSix 7 月 31 日 上午 6:06 
is there a way to fix the slight hiccuping when scrolling through the map? I use a large size, but not too big (425*425) and its a bit sluggish when moving around, like.. slowing down a bit every second, i have a very strong PC so its def not a hardware issue, game limitation? is there a work around?
Sgt_Imalas  [作者] 7 月 31 日 上午 3:35 
OneDrive just happened to have become the most likely suspect due to coming preenabled on win11
Sgt_Imalas  [作者] 7 月 31 日 上午 3:35 
Its an issue in the game's own mod updating code, OneDrive significantly increases its chances to appear.

In non-onedrive cases its usually sufficient to skip the restart message with esc, wait in the main menu for like 30seconds and then restart manually