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mirror of https://github.com/soarqin/DSP_Mods.git synced 2026-02-04 15:12:17 +08:00

CheatEnabler v2.3.2, UniverseGenTweaks v1.2.0, UXAssist v1.0.1

This commit is contained in:
2023-10-16 14:37:32 +08:00
parent 3379745963
commit 5d9085d8dc
5 changed files with 50 additions and 29 deletions

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@@ -16,22 +16,23 @@
+ Initial release
## Features
1. More options on universe generation
* Can set maximum star count(128 by default, up to 1024) in config file.
+ Note: there is performance issue on galaxy view with large amount of stars.
2. Epic difficulty
* 0.01x resources and 0.25x oils (very hard difficulty has 0.5x oils).
* Same oil mining speed as very hard difficuly
3. Birth star
* Rare resources on birth planet
* Solid flat on birth planet
* High luminosity for birth star
* Depends on [UXAssist](https://dsp.thunderstore.io/package/soarqin/UXAssist/), all tabs around with '+' are options for this mod.
* More options on universe generation
* Can set maximum star count(128 by default, up to 1024) in config file.
+ Note: there is performance issue on galaxy view with large amount of stars.
* Epic difficulty
* 0.01x resources and 0.25x oils (very hard difficulty has 0.5x oils).
* Same oil mining speed as very hard difficuly
* Birth star
* Rare resources on birth planet
* Solid flat on birth planet
* High luminosity for birth star
## 更新日志
* 1.2.0
+ 现在依赖于[UXAssist](https://dsp.thunderstore.io/package/soarqin/UXAssist/)
+ 增加`母星系`选项
+ 在UXAssist的配置面板中增加了一个选项卡
+ 在UXAssist的配置面板中增加了一个页签
* 1.1.0
+ 增加史诗难度
+ `更多选项``史诗难度`现在可以单独启用
@@ -40,13 +41,14 @@
+ 初始版本
## 功能
1. 生成宇宙时提供更多选项
* 可以在配置文件中设置最大恒星数(默认128, 最多1024)
+ 注意: 大量恒星会导致宇宙视图出现性能问题
2. 史诗难度
* 资源0.01倍油井储量0.25倍(极难是0.5倍)
* 采油速度和极难相同
3. 母星系
* 母星有稀有资源
* 母星是纯平的
* 母星系恒星高亮
* 依赖于[UXAssist](https://dsp.thunderstore.io/package/soarqin/UXAssist/),所有带有'+'的页签都是本mod的选项
* 生成宇宙时提供更多选项
* 可以在配置文件中设置最大恒星数(默认128, 最多1024)
+ 注意: 大量恒星会导致宇宙视图出现性能问题
* 史诗难度
* 资源0.01倍油井储量0.25倍(极难是0.5倍)
* 采油速度和极难相同
* 母星
* 母星有稀有资源
* 母星是纯平的
* 母星系恒星高亮

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@@ -13,6 +13,7 @@ public static class UIConfigWindow
I18N.Add("GalaxyGen", "+UniverseGen+", "+宇宙生成+");
I18N.Add("Enable more settings on UniverseGen", "Enable more settings on UniverseGen", "启用更多宇宙生成设置");
I18N.Add("* Requires game restart to take effect", "* Requires game restart to take effect", "* 需要重启游戏才能生效");
I18N.Add("Maximum star count", "Maximum star count", "最大恒星数");
I18N.Add("Enable Epic difficulty", "Enable Epic difficulty", "启用史诗难度");
I18N.Add("Resource multiplier", "Resource multiplier", "资源倍率");
I18N.Add("Oil multiplier (relative to Very Hard)", "Oil multiplier (relative to Very Hard)", "石油倍率(相对于非常困难)");
@@ -43,6 +44,17 @@ public static class UIConfigWindow
MyWindow.AddText(x, y, tab, "* Requires game restart to take effect", 13);
x -= 20f;
y += 36f;
x += 10f;
MyWindow.AddText(x, y, tab, "Maximum star count", 16);
x += 20f;
y += 26f;
var sl0 = MySlider.CreateSlider(x, y, tab, (float)MoreSettings.MaxStarCount.Value, 64f, 1024f, "G", 240f);
sl0.OnValueChanged += () =>
{
sl0.Value = MoreSettings.MaxStarCount.Value = (Mathf.RoundToInt(sl0.Value) + 7) & ~7;
};
x -= 30f;
y += 36f;
MyCheckBox.CreateCheckBox(x, y, tab, EpicDifficulty.Enabled, "Enable Epic difficulty");
y += 36f;
x += 10f;
@@ -50,13 +62,13 @@ public static class UIConfigWindow
x += 20f;
y += 26f;
var index = EpicDifficulty.ResourceMultiplierToIndex(EpicDifficulty.ResourceMultiplier.Value);
var sl = MySlider.CreateSlider(x, y, tab, index, 0f, (float)EpicDifficulty.ResourceMultipliersCount() - 1, "G", 240f);
sl.SetLabelText(EpicDifficulty.IndexToResourceMultiplier(Mathf.RoundToInt(sl.Value)).ToString(sl.labelFormat));
sl.OnValueChanged += () =>
var sl1 = MySlider.CreateSlider(x, y, tab, index, 0f, (float)EpicDifficulty.ResourceMultipliersCount() - 1, "G", 240f);
sl1.SetLabelText(EpicDifficulty.IndexToResourceMultiplier(Mathf.RoundToInt(sl1.Value)).ToString(sl1.labelFormat));
sl1.OnValueChanged += () =>
{
var val = EpicDifficulty.IndexToResourceMultiplier(Mathf.RoundToInt(sl.Value));
var val = EpicDifficulty.IndexToResourceMultiplier(Mathf.RoundToInt(sl1.Value));
EpicDifficulty.ResourceMultiplier.Value = val;
sl.SetLabelText(val.ToString(sl.labelFormat));
sl1.SetLabelText(val.ToString(sl1.labelFormat));
};
x -= 30f;
y += 31f;