Oxygen Not Included

Oxygen Not Included

Planet Balancer
29 Comments
Sevenmaat42 12 Nov, 2024 @ 12:23am 
I dont see whats wrong ill try it
YXHZ 20 Feb, 2024 @ 11:49pm 
still works:steamhappy:
924268738 28 Oct, 2021 @ 12:53pm 
update please
Klistofklades 21 Aug, 2021 @ 11:05pm 
@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 8 Aug, 2021 @ 7:27am 
update please
TomaHawk 31 Jul, 2021 @ 7:40am 
Is there going to be an update for this mod on with the new update?
Seventy Two 18 Jul, 2021 @ 6:28am 
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 17 Jan, 2021 @ 11:47pm 
Does it still works? How can I change the Distance?
a straight white male 8 Jan, 2021 @ 10:54pm 
does it still work?
HGFSS 12 Jul, 2020 @ 1:19pm 
Hello. Tell me how to change the distance from 10,000 km to 110,000 km for example?
Birds Aren't Real 7 Jun, 2020 @ 7:00am 
This is a wonderful idea. Thank you for creating this mod.
MaximumEfficiency 22 May, 2020 @ 7:13pm 
is this compatible with automation pack update
FZ 28 Mar, 2020 @ 11:49pm 
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 24 Feb, 2020 @ 11:00am 
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  [author] 24 Feb, 2020 @ 9:41am 
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 24 Feb, 2020 @ 1:00am 
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  [author] 23 Feb, 2020 @ 8:13am 
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  [author] 23 Feb, 2020 @ 8:13am 
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 23 Feb, 2020 @ 2:25am 
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) 20 Feb, 2020 @ 4:37pm 
Looks cool!
熔火之心fire 17 Feb, 2020 @ 1:52am 
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  [author] 15 Feb, 2020 @ 9:07pm 
This also applies to worlds you have already played without mode. :steamhappy:
Ronivan 15 Feb, 2020 @ 3:02pm 
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 15 Feb, 2020 @ 12:13pm 
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  [author] 14 Feb, 2020 @ 2:16am 
Zariya //
No, It is compatiable with other mods. Planet Adder also. :steamhappy:
Zairya 14 Feb, 2020 @ 12:05am 
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 12 Feb, 2020 @ 9:17pm 
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 12 Feb, 2020 @ 6:03am 
Hey, this is one of the best mod ideas that i saw here, it solves the non tugsten problem