Oxygen Not Included

Oxygen Not Included

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Cluster Generation Manager [Vanilla/DLC]
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15.618 MB
15.3.2023 klo 13.59
21.5. klo 12.07
72 muutosilmoitusta ( näytä )

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Cluster Generation Manager [Vanilla/DLC]

1 kokoelmassa, tekijä Sgt_Imalas
Mods made by Sgt_Imalas
55 luomusta
Kuvaus
Cluster Generation Manager [Vanilla/DLC]

Gain nearly full control over each tiny detail of your cluster generation - manipulate each item on the star map individually!
You can change the asteroid and poi types composition, the starmap size, individual asteroid sizes, world traits, meteors and spawn locations



Current latest Version: 5.5.1




How to start
When loading into the cluster selection, you will find a new "Gear"-Button next to the seed.
Preselect the cluster you want to have as base preset for your custom cluster, then click that button.
Now the configuration window will appear, allowing you to fully manipulate each starmap item individually.
You can Activate/Deactivate a planet by double clicking or setting the checkmark on the right panel.
Once everything is configured, hit the "Start modified Game" button to generate the cluster.
If you forgot some settings (stuff like difficulty, story traits) on the normal screen, you can safely back out from the custom cluster screen, change those settings and go back in. The customized settings only reset if you select a different cluster (since it then loads that as new preset).

Use the "Start modified Game"-button in the CGM menu to trigger custom generation, using the regular button does not apply your custom settings!

Features
  • Preset Generation from ALL clusters
  • All planets available as starter, teleporter and outer planet (exceptions, can be reenabled with "Challenge Mode" in the config: regolith and superconductive moonlet)
  • Support for all modded planets (e.g. Baator, Roller Snakes, Other Cluster,...)
  • Configurable star map radius
  • Starmap Editor
  • Randomly selected planets/pois in each category
  • Set spawning parameters for each planet and poi individually, these include:
    • should the planet/poi appear at all
    • spawn distance to star map center (min & max distance)
    • minimum distance to other planetoids
    • Asteroid Traits (support for modded traits like f.e. "Holes" from Empty Worlds, "Iron Core" from Solar System Worlds)
    • "Random Traits"-Trait
    • Asteroid Size
    • Asteroid Meteor Seasons
    • Asteroid Geysers (generics only)
    • Geyser Blacklisting
    • (only random planets & pois): Number of instances that should be spawned
  • Biome Preview for each asteroid
  • Save your favourite custom cluster to share them with friends or to replay them later


Some notes on customized Generation
Extreme configurations can let the worldgen fail more easily (e.g. selecting a large amount of asteroids, but don't adjust their position rules and/or the map size).
When a seed fails however, the config is kept, so you can retry with a different seed.
  • when using large amount of planets, don't forget to increase their allowed spawn area and the starmap size
  • when choosing to play with a small amounts of small planets, story traits have a higher chance to let the worldgen fail, consider disabling those in such cases.
  • Do not set multiple planets to (min. 0, max 0), this guarantees a failure since multiple planets cannot exist on the same tile (the center in this case).
  • when choosing to play with a single planet, deselect the teleporters in the normal cluster settings before going into the cluster configuration. (otherwise the teleporter buildings still spawn, but cannot connect, leading to a crash when you click them)
  • When custom planets are installed it can lead to there existing copies of planets if that mod implements their own variant of that planet, these can generate safely together
  • Changing selected asteroids will force to regenerate the starmap in spaced out. Only customize it once you have selected the asteroids you want or your changes will be lost


Compatible with ToolsNotIncluded Seeds:[toolsnotincluded.net]
Using a ToolsNotIncluded Seed as a Base will generate all planets that are normally in the cluster with the same world layouts. Planetary Traits are imported from the seed, but can be changed in the CGM menu, doing so might affect geyser types and positions (adding or removing Traits like "Magma Cannels" however WILL replace parts of the Asteroid since these traits add new sub-biomes)

Tested compatible custom planet mods:
Note that this list contains mods that I tested, by default most mods that add planets should work aswell, I just didn't test those yet.

Incompatible Mods:
  • CGSM ("Cluster Generation Settings Manager", breaks worldgen)
  • WGSM ("WGSM - World Generation Settings Manager", breaks world traits & worldgen)

Credits
Much Thanks to 3GuB for making the Random-Selection Art
Much Thanks to NOUS for providing the chinese localisation



Localisations
- English
- German
- Chinese by NOUS
- Russian by DarkEvil




Bug Reports & Local Download
You can find direct downloads for my mods here[github.com] (please notify me if I forgot to release new versions).

Please post bug reports and issues on GitHub[github.com] or on my Discord Server[discord.gg].
Always include the full player.log in a report: https://github.com/aki-art/ONI-Mods/wiki/How-to-send-a-log

Make sure you do NOT have the mod "Debug Console" enabled as it breaks the game's logging and makes the log useless for fixing issues




Do you like the mods I made? If you want, you can support me on Buy me a coffe[www.buymeacoffee.com] or Kofi[ko-fi.com] :D.

Suositut keskustelut Näytä kaikki (1)
1
27.3.2023 klo 10.33
Thank you and I think latest version is broken for me :(
Hunter - Greg
541 kommenttia
Max Warden 7.5. klo 8.02 
well ain't that sweet, now this is a very good mod. made the asteroid twice as big already, no idea why yet.
Sgt_Imalas  [tekijä] 7.5. klo 6.34 
wgsm merely allows changing traits.
CGM allows changing almost everything
Max Warden 7.5. klo 2.26 
say is this pretty much like WGSM ?
Sgt_Imalas  [tekijä] 6.5. klo 5.55 
yes.
mods do not disable achievments
76561198218614619 5.5. klo 20.28 
Can achievement be made using this?
Sgt_Imalas  [tekijä] 3.5. klo 10.20 
UpdateWorldReverbScreenshot is something related to live gameplay changes, the mod does not affect live gameplay
Sgt_Imalas  [tekijä] 3.5. klo 10.17 
No related to this mod.
sarkusvytautas 3.5. klo 0.27 
Error in SaveGame.ClusterManager.OnSpawn at (125.50, 267.01, -19.50)

System.NullReferenceException: Object reference not set to an instance of an object.
at ClusterManager.UpdateWorldReverbSnapshot (System.Int32 worldId) [0x00064] in <5375d36347d34bc0b1ea487bdcad48e4>:0
at ClusterManager.OnSpawn () [0x00020] in <5375d36347d34bc0b1ea487bdcad48e4>:0
at KMonoBehaviour.Spawn () [0x0005d] in <1f583ce96a48430ba66629e5477a0517>:0
Build: U55-663500-S
Sgt_Imalas  [tekijä] 29.4. klo 4.40 
These asteroids can be reenabled via the "enable challenge asteroids" config option
Dugley 28.4. klo 21.01 
I love the mod, I use it frequently for 'challenge' runs that the base game cannot provide.

I've conquered the moo asteroid start and the water asteroid start without any teleporters. Next I'd like to conquer the Regolith asteroid; but I've noticed there's no option to start there. Is there a particular reason for that? I understand the reasoning for the superconductive asteroid but the regolith asteroid seems very conquerable when compared to the moo or water asteroids.

I understand why we can't start on the niobium asteroid, that would be nearly impossible to deal with xD.