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Zincon-WanderingPlanetIII-1.1.10 icon

WanderingPlanetIII

Moving starless planetary systems with wormholes and player-controlled whole-system warp. 流浪星系、虫洞与行星级曲速。

Date uploaded a day ago
Version 1.1.10
Download link Zincon-WanderingPlanetIII-1.1.10.zip
Downloads 21
Dependency string Zincon-WanderingPlanetIII-1.1.10

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
CommonAPI-CommonAPI-1.6.7 icon
CommonAPI-CommonAPI

A modding library for Dyson Sphere Program. Currently is under development.

Preferred version: 1.6.7
CommonAPI-DSPModSave-1.2.2 icon
CommonAPI-DSPModSave

Library that allows to store mod save data separately from vanilla saves

Preferred version: 1.2.2
xiaoye97-LDBTool-3.0.3 icon
xiaoye97-LDBTool

Library that allows mods to add and edit Proto data. Also allows you to see Proto data, config ID's of mod Protos and change localized strings

Preferred version: 3.0.3

README

wandering planet III / 流浪星球3

严重声明:此mod与某京和某球无关!不接受二者的代言!

流浪地球已经逃离了原恒星系。失去太阳后,太阳能与戴森球不再是可靠的能量来源,整个行星系统永远陷入黑夜;但在恒星之间的漫长漂泊,也让原本只能在致密天体附近找到的单极磁石,有机会直接出现在本地星球上。但是要小心:流浪星球在宇宙中的速度很快!运输船和伊卡洛斯可没那么容易追上!带足燃料再进入太空!

wandering planet III 为《戴森球计划》的新宇宙加入真正会移动的流浪行星系统。它们没有实体恒星,会在星系之间持续航行、随机改道并穿越虫洞。游戏后期,玩家还可以研究行星级空间折叠,亲自带领整个流浪系统进入曲速。

主要内容

流浪行星系统

  • 每个新宇宙默认生成 3~8 个流浪系统,数量可以在配置文件中调整。
  • 每个系统拥有 1 颗主流浪行星和至少 2 颗一级卫星;包括嵌套卫星在内,卫星总数不超过 5 颗。
  • 星图使用灰色、普通 G 型恒星大小的“流浪星系”标记帮助玩家定位;实际宇宙空间中没有恒星实体、光源、耀斑或碰撞体。
  • 流浪系统中的星球没有正常昼夜,星图缩略图也不会显示朝向虚拟恒星的白昼面。

航行、改道与虫洞

  • 流浪系统默认以 600 m/s 持续移动。
  • 距离当前目标恒星 1 ly 时,系统会自动选择新的目的地。
  • 航行途中会按游戏内时间随机改道。间隔在 30 分钟与 20 ly / 当前速度 之间重新随机选取。
  • 新目标优先从当前航向 60° 范围内随机选择;没有合适目标时,选择转向角度最小的普通恒星。
  • 每个流浪系统默认每 2~6 个游戏小时独立遭遇一次虫洞,传送到随机普通恒星 1 ly 外,再选择另一颗恒星继续流浪。
  • 普通航行与虫洞不会把其他流浪系统作为目标。玩家位于某个流浪系统时,该系统的随机虫洞倒计时暂停。

在流浪系统出生

新存档默认从第一个流浪系统开始,也可以通过配置恢复原版出生星系。

行星级空间折叠

研究原版引力矩阵科技后,科技树会出现新科技 行星级空间折叠。研究需要 6000 个引力矩阵,并解锁 行星空间翘曲器

50 空间翘曲器
+ 20 奇异湮灭燃料棒
+ 20 引力透镜
+ 20 量子芯片
+ 10 物质重组器
+ 10 负熵奇点
→ 1 行星空间翘曲器

制造时间为 60 秒,成品堆叠上限为 10。

使用方法:

  1. 站在流浪系统内任意星球的地表。
  2. 将行星空间翘曲器放入机甲的翘曲器槽位。
  3. 按一次 CapsLock,消耗 1 个行星空间翘曲器并带领整个系统进入曲速。
  4. 再次按下 CapsLock 可主动退出曲速。

系统曲速固定为 0.25 ly/s,不受机甲曲速速度科技影响。只有当前航向真正进入目标恒星的 1 ly 范围时才会自动退出;如果转离原目标,可以继续飞行或手动退出。

曲速转向

操作 效果
WASD 不按 Shift 时,正常控制机甲在星球表面移动
Shift + WASD 按屏幕方向控制流浪系统转向,并抑制机甲水平移动
Shift + 方向键 与 Shift + WASD 相同
星图中 Shift + WASD 以星图画面方向为基准控制转向

最大转向角速度为每秒 45°。曲速期间,星图中的玩家方向标会指向流浪系统的实际前进方向,便于判断当前航向和转向幅度。

曲速过程中,玩家、行星、卫星和地表设施会随系统一起移动,星球建筑继续正常运行;随机改道和虫洞计时暂时冻结。只要翘曲器槽位中放置了行星空间翘曲器,原版就不会从背包自动补充或消耗普通空间翘曲器;手动换回普通空间翘曲器后,原版曲速功能正常恢复。

安装

使用 r2modman

发布到 Thunderstore 后,可直接在 r2modman 中搜索并安装 WanderingPlanetIII。也可以下载 GitHub Release 中的压缩包,通过 r2modman 的本地 Mod 导入功能安装。

手动安装

  1. 安装 BepInEx 5。
  2. 安装 CommonAPI、DSPModSave 和 LDBTool。
  3. 将本 Mod 解压到 BepInEx/plugins/DSPWanderingPlanets/
  4. 启动游戏并创建新存档。

本 Mod 目前按《戴森球计划》0.10.34.28529 构建和验证。

配置

首次启动后会生成:

BepInEx/config/Zincon.DSPWanderingPlanets.cfg
分组 配置项 默认值 说明
Movement SpeedMetersPerSecond 600 常规巡航速度,单位 m/s
Movement MinimumWormholeHours 2 随机虫洞最短游戏小时数
Movement MaximumWormholeHours 6 随机虫洞最长游戏小时数
Generation MinimumSystemCount 3 新存档最少流浪系统数
Generation MaximumSystemCount 8 新存档最多流浪系统数
Generation StartInWanderingSystem true 新存档是否从流浪系统出生
Resources UnipolarMagnetChance 0.25 固态天体生成单极磁石矿簇的概率

系统数量、出生位置与单极磁石分布只在创建新存档时确定。巡航速度和虫洞间隔也可以自定义,并会在重新加载配置后应用到由本 Mod 创建的存档。修改重要配置前建议备份存档。

依赖与兼容性

必需依赖:

  • BepInEx 5
  • CommonAPI 1.6.7 或更高版本
  • DSPModSave
  • LDBTool

已知不兼容:

  • GalacticScale 2:两个 Mod 都会修改恒星与天体 ID 结构。

存档与已知边界

  • 流浪系统只会加入由本 Mod 创建的新存档,普通旧存档不会被转换。
  • 已经使用本 Mod 创建的存档会保存各流浪系统的位置、航向、目标、随机改道与虫洞计时。
  • 不建议在包含流浪系统的存档中途移除本 Mod,操作前请保留备份。
  • 系统曲速会移动玩家、天体和地表设施,但不会搬运正在太空中独立飞行的物流船、黑雾单位、弹丸或太空垃圾。
  • 内部恒星 ID 用于维持工厂、物流、星图和存档结构;它只在星图中显示,实际宇宙位置为空。

English Summary

wandering planet III adds moving, starless planetary systems to new Dyson Sphere Program universes.

  • Generates 3–8 wandering systems with 2–5 moons per system, including nested moons.
  • Starts new games on a deterministic Mediterranean main planet or solid primary moon by default.
  • Removes the physical anchor star, places the system in permanent darkness, reduces solar efficiency to 0.1%–1%, and may generate local unipolar magnets.
  • Continuously travels between stars, changes course, and encounters independent random wormholes.
  • Adds a late-game technology and planetary warper that moves the whole system at 0.25 ly/s.
  • Supports Shift + WASD/arrow steering both on the planet and in the starmap, with a live heading marker.
  • Requires CommonAPI, DSPModSave, and LDBTool. GalacticScale 2 is incompatible.

License

MIT License. See LICENSE.txt.

CHANGELOG

Changelog

1.1.10

  • Renamed the public Mod and package to wandering planet III / 流浪星球3.
  • Declared CommonAPI, DSPModSave, and LDBTool as direct r2modman dependencies.
  • Updated the README and GitHub repository metadata.

1.1.9

  • Blocked vanilla warper use and automatic replenishment whenever the mecha warper slot contains, or remains filtered for, a planetary warper.
  • Preserved normal vanilla warper behavior after the player explicitly replaces the empty planetary-warper slot with vanilla warpers.

1.1.8

  • Made wandering-system starts use the vanilla Mediterranean birth theme.
  • Selected the birth planet deterministically from the main planet and its solid primary moons, allowing new games to begin on a satellite while excluding undersized nested moons.

1.1.7

  • Pointed the starmap player marker along the wandering system's live warp heading instead of the landed mecha's surface orientation.
  • Allowed Shift + WASD/arrow steering while the starmap is open, using the starmap camera axes as the steering frame.
  • Documented the fixed 45-degree-per-second maximum steering rate.

1.1.6

  • Moved steering out of the private player-input Harmony patch and into the Mod's own per-frame update, operating directly on the recorded player warp track.
  • Kept the Harmony input patch only for mecha movement suppression and added a one-time runtime log when steering input is accepted.
  • Converted camera-relative steering axes into universal coordinates and restored the active player warp-track reference after loading a save mid-warp.
  • Added Generation.StartInWanderingSystem, enabled by default, to start new saves on the solid main planet of the first wandering system.

1.1.5

  • Moved Shift-steering and mecha movement suppression into the same fixed player-input tick, eliminating render/fixed-update races and clearing residual manual movement velocity.
  • Kept an explicit reference to the player-controlled warp track so steering remains attached to the wandering system if local-star state changes during warp.
  • Removed factory-array filtering during system warp; planetary buildings now continue running, eliminating the factory-component parallel-context crash path.
  • Displayed wandering anchors as Wandering System / 流浪星系 with no stellar spectrum while preserving the underlying main-sequence enum for compatibility.
  • Replaced the technology description with more restrained system-scale curvature and spacetime-topology terminology.

1.1.4

  • Made physical WASD input reliably steer a warping wandering system while Shift is held.
  • Captured horizontal mecha movement during Shift-steering while preserving normal WASD movement whenever Shift is released.
  • Blocked vanilla warper consumption both throughout system warp and across the system-warp toggle frame, including the exit-ordering case.
  • Rewrote the planetary-warp technology description and conclusion with more evocative science-fiction language.

1.1.3

  • Changed Planetary Spacetime Folding to require the vanilla Gravity Matrix technology (1705) instead of appearing parallel to it.
  • Moved the technology to the next standard tech-tree column after Gravity Matrix and added occupied-position fallback placement to prevent node overlap.

1.1.2

  • Bypassed the stale LDBTool custom-ID entry that remapped the technology back to hidden combat-page ID 11991.
  • Added a runtime guard that restores technology ID 1991 if an external custom-ID mapping changes it again.
  • Expanded the planetary warper to a six-ingredient, 60-second recipe: 50 warpers, 20 strange annihilation fuel rods, 20 gravity lenses, 20 quantum chips, 10 matter recombinators, and 10 negentropy singularities.
  • Rewrote the technology and item descriptions around gravitational folding, Dark Fog matter recombination and negentropy confinement, core-element/antimatter energy, and a system-scale curvature field.

1.1.1

  • Restored orbit renderer states when starmap planet UI objects are freed or rebound, preventing missing moon and normal-system orbits.
  • Removed virtual-star directional daylight from all wandering-system planet thumbnails in the starmap.
  • Fixed the factory-pause array publication race that could crash FactoryBeforePowerGameTick_Parallel during planetary warp.
  • Added Shift + WASD/arrow-key steering during planetary warp and ray/sphere arrival detection for steered routes.
  • Fixed planetary-warp speed at 0.25 ly/s, independent of mecha warp-speed upgrades.
  • Moved Planetary Spacetime Folding to the main technology page beside its vanilla prerequisite, with legacy unlock migration.
  • Isolated warp visuals from the real player state and blocked vanilla warper use or auto-replenishment during planetary warp.
  • Renamed the startup log's internal navigation wording to clarify that this Mod does not enable player autopilot.

1.1.0

  • Reduced the default cruising speed from 1200 m/s to 600 m/s and added one-time migration for the old default configuration.
  • Added independent configurable 2–6 in-game-hour wormhole events for each wandering system.
  • Paused random wormholes while the player is inside the affected wandering system.
  • Added persistent continuous motion state so speed changes and save reloads no longer relocate systems.
  • Added legacy 1.0.x route migration that preserves current system positions before enabling the new motion model.
  • Added the Planetary Spacetime Folding technology, costing 6000 green matrices after the vanilla warper technology.
  • Added the Planetary Space Warper recipe: 50 warpers and 10 antimatter fuel rods, crafted in 60 seconds with a stack size of 10.
  • Added CapsLock-controlled whole-system warp for players landed in wandering systems.
  • Added automatic warp exit at 1 ly, manual exit, original warp visuals, and factory suspension during system warp.
  • Added support for either vanilla or planetary warpers in the mecha warper slot.
  • Hid every non-planet renderer on the main planet's starmap object, removing both the orbit line and translucent orbit band.
  • Added CommonAPI as a hard dependency for prototypes, localization, and per-save motion data.

1.0.3

  • Reduced each wandering system to at least 2 primary moons and at most 5 total moons, including nested moons.
  • Preserved the existing depth-based nested-moon probabilities within the five-moon cap.

1.0.2

  • Increased the fixed main-planet anchor offset from 0.001 AU to 1 AU to prevent landing collision bugs.
  • Kept the hidden main-planet starmap orbit behavior unchanged.

1.0.1

  • Changed wandering anchors to gray, G-star-sized starmap markers while hiding their physical universe objects, flares, particles, lights, and collision radius.
  • Reduced the main-planet anchor offset from 0.1 AU to 0.001 AU.
  • Hid the main planet's anchor-orbit line without hiding moon orbits.

1.0.0

  • Added 3–8 seed-deterministic wandering systems for new saves.
  • Added guaranteed primary moons and recursively generated nested moons.
  • Added built-in stellar target selection, 60-degree forward-cone steering, 1 ly arrival retargeting, and random in-game retarget timers.
  • Added configurable travel speed and system-count range.
  • Added deterministic 0.1%–1% solar efficiency.
  • Added optional unipolar-magnet clusters without replacing vanilla mineral generation.
  • Added portable save marking, GalacticScale incompatibility, and soft compatibility with DSPNestedMoons and DSPAddPlanet.
  • Preserved birth, compact, and giant stars when selecting internal wandering-system anchors.