Dyson Sphere Program
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Latest version
1.4.2
Last Updated
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22
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26KB
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Deprecated

Changelog

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.
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