You are viewing a potentially older version of this package. View all versions.
Zincon-IcarusGardening-1.4.3 icon

IcarusGardening

Native vegetation placement, vegetation-only removal, scaling, and six categories in regular games. 常规模式原生植物放置、植被移除、缩放与六类主题分类。

Date uploaded a day ago
Version 1.4.3
Download link Zincon-IcarusGardening-1.4.3.zip
Downloads 4
Dependency string Zincon-IcarusGardening-1.4.3

This mod requires the following mods to function

xiaoye97-BepInEx-5.4.17 icon
xiaoye97-BepInEx

BepInEx5.4.17 mod plugin framework, Mod框架

Preferred version: 5.4.17

README

Icarus Gardening

Icarus Gardening / 伊卡洛斯园艺

伊卡洛斯最近多了一项新爱好:种树。也许是人到中年,业余生活总得有点变化,不过这次不是钓鱼,而是园艺。工厂越铺越大,满眼传送带与机器的星球却显得越来越单调。为响应国家科学绿化号召,认真贯彻《国务院办公厅关于科学绿化的指导意见》,这位奔波于群星之间的工程师决定把城市绿化的热情一路带到银河深处。传送带可以环绕星球,熔炉可以照亮黑夜,但钢铁之外也该留下一片树林。建设宇宙工厂与改善星球环境两手抓,让每一颗工业星球都多一点绿色,也给忙碌的伊卡洛斯留一块能够放松片刻的地方。

本模组将《戴森球计划》沙盒模式中的原生植物放置功能带到常规游戏模式。它直接复用游戏右下角的“沙盒工具”入口和原生植物面板,不另做启动按钮或设置界面,让植物的选择、预览、旋转、放置与移除尽量保持原版操作方式。

除植物相关工具外,矿脉放置、无限物品及其他沙盒功能仍然不可用。

主要功能

  • 在常规模式中使用原生沙盒工具按钮放置植物。
  • 沿用原生植物面板、分类按钮、模型预览、旋转和放置逻辑。
  • 开放原生地表移除工具,但仅允许移除植被,不能移除矿脉。
  • 支持对选中的植物进行等比例缩放,范围为 0.1x30x
  • 在植物列表标题中实时显示当前缩放倍率。

使用方法

进入常规模式存档后:

  1. 点击游戏右下角原生位置上的“沙盒工具”按钮。
  2. 使用原生分类按钮选择植物类别。
  3. 选择植物后,按照游戏原有方式预览、旋转并放置。
  4. 需要清理植物时,选择原生“地表移除工具”。常规模式下该工具会固定为仅移除植被。

植物缩放

操作 效果
Q 放大 0.1x
E 缩小 0.1x
按住 QE 连续放大或缩小
Shift + Q/E 每次调整 0.5x
Ctrl + Q/E 每次精调 0.01x

同时按住 CtrlShift 时以 Ctrl 的精调步长为准。切换到另一种植物后,倍率会恢复为 1.00x

安装

本模组需要 BepInEx 5。

使用模组管理器

  1. 从 GitHub Releases 下载发布包。
  2. 在 r2modman 或 Thunderstore Mod Manager 中选择本地导入。
  3. 导入完整 ZIP 文件后,通过对应配置启动游戏。

手动安装

DSPNormalModeVegetation.dll 放入当前游戏配置的以下目录:

BepInEx/plugins/DSPNormalModeVegetation/

存档与作弊检测

本模组不会把常规存档切换为沙盒模式,也不会修改沙盒工具状态、成就开关或异常记录,同时不会关闭游戏的全局作弊与异常检测。

模组只开放原生植物放置和植被移除所需的功能范围。若游戏更新改变了相关原生逻辑,模组会停止启用并在 BepInEx 日志中报告错误,而不会尝试开放未知的沙盒功能。

致谢

本模组使用了 GalacticScale 中的植物素材。感谢 GalacticScale 创作组的伟大创作,也请大家多多支持他们。

开源协议

本项目使用 MIT License

CHANGELOG

Changelog

1.4.3

  • Renamed the public Mod and package to Icarus Gardening.
  • Updated package metadata and documentation for the new GitHub repository.

1.4.2

  • Repeat vegetation scaling while Q or E is held, after a short initial delay.
  • Use fixed 0.1x steps by default, 0.5x with Shift, and 0.01x with Ctrl.
  • Give Ctrl precision scaling priority when Ctrl and Shift are both held.
  • Show the current vegetation scale with two decimal places.

1.4.1

  • Show the selected vegetation's current scale in the native category heading.
  • Update the localized Scale 1.0x / 倍率 1.0x indicator live as Q or E is pressed.
  • Hide the scale indicator when no vegetation is selected.

1.4.0

  • Restore the native surface-removal category in regular games.
  • Restrict surface removal to vegetation; vein removal remains unavailable.
  • Scale the selected vegetation uniformly with Q to enlarge and E to shrink.
  • Persist the selected 0.1x-30x scale in the placed VegeData and its collider.
  • Use adaptive 0.1x, 0.5x, and 1x scale steps for practical fine and large adjustments.

1.3.4

  • Bundle GalacticScale 2.77.3's handcrafted-theme vegetation ID catalog in this mod.
  • Populate GalacticScale even when GalacticScale and DspAddplanet are both disabled.
  • Reuse the base game's vegetation prototypes without registering duplicate resources or IDs.
  • Add native picker buttons for GS vegetation that the sandbox menu normally hides before prototype index 90.

1.3.3

  • Hide the native secondary vegetation group in regular-game category mode.
  • Reset the vegetation list to the top whenever a category is selected.
  • Prevent all unselected vanilla vegetation from appearing underneath GalacticScale and being mistaken for its category contents.

1.3.2

  • Exclude GalacticScale base themes from the GalacticScale vegetation category.
  • Exclude DspAddplanet GS-style themes whose vegetation set exactly matches a vanilla theme.
  • Keep handcrafted vegetation sets such as Gigantic Forest, Red Forest, Sulfurous Sea, and Beach.
  • Apply the same vanilla-clone filtering to GalacticScale's optional ThemeLibrary integration.

1.3.1

  • Keep the category UI within the game's six existing native slots.
  • Merge Tropical and Cold into Uninhabitable.
  • Use slots 1-6 for Local, Organic, Terrestrial, Uninhabitable, Other, and GalacticScale.
  • Fix the vegetation menu failing closed and hiding the sandbox-tools button when slot 7 was unavailable.

1.3.0

  • Rebuild all vanilla categories from the 25 themes in the current game's ThemeProtoSet.
  • Restrict Organic to the eight vanilla organic themes (Ocean 1-Ocean 6, Desert 8, and Desert 11).
  • Keep Arid Desert, Barren Desert, Gobi, Hurricane Stone Forest, and Orange Crystal Desert in Terrestrial.
  • Add native category slot 7 as GalacticScale.
  • Move every DspAddplanet GalacticScale-style registered theme into GalacticScale.
  • When GalacticScale is enabled, read its ThemeLibrary without a hard dependency and include all of its vegetation resources.
  • Add per-theme classification diagnostics and reflection tests for both external registries.

1.2.2

  • Add the original game's runtime theme keys (Ocean 1, Desert 1, and similar) to the manual map.
  • Fix vanilla themes incorrectly falling through to Other while mod themes used English internal names.

1.2.1

  • Move Arid Desert, Gobi, Hurricane Stone Forest, and their GalacticScale small variants to Terrestrial.

1.2.0

  • Replace inferred climate classification with a fixed internal theme-name map.
  • Add native category slot 6 as Other.
  • Send every unlisted mod theme directly to Other without inspecting orbit, temperature, or habitable-zone data.
  • Add explicit mappings for known vanilla, GalacticScale, and DspAddplanet themes and variants.

1.1.1

  • Fix vegetation classification to use actual planets and their position relative to each star's habitable zone.
  • Use GalacticScale's own theme-heat calculation through optional reflection when GalacticScale is enabled.
  • Treat only normal-water ocean themes as organic; acid and other non-organic oceans no longer qualify.
  • Assign shared vegetation to one best-matching planet category while still allowing local-category duplication.
  • Keep theme-temperature classification only as a fallback for registered themes absent from the current galaxy.

1.1.0

  • Reuse native category slots 1-5 for local, organic, terrestrial, tropical, and cold planet vegetation.
  • Build each planet category dynamically from every non-gas theme registered in LDB.themes.
  • Include GalacticScale and DspAddplanet theme vegetation without adding hard dependencies.
  • Restore the unmodified native category UI in real sandbox games.
  • Add fail-closed validation for the vegetation layout fields and category UI structure.

1.0.0

  • Expose the native sandbox toolbar button in regular games.
  • Keep only the native local and other vegetation categories available.
  • Preserve the normal-game sandbox, achievement, and abnormality state.
  • Fail closed when a game update changes the patched permission checks.