Changelog
1.5.3
- Added eight optimized 1920x1080 in-game screenshots to the project and README showcase gallery.
- Included the showcase gallery in the r2modman/Thunderstore package.
1.5.2
- Renamed the public Mod and package to
Giant Plants.
- Marked Vegetation Protection as incompatible so BepInEx will not load both Mods together.
- Added the GitHub repository URL to the package metadata.
1.5.1
- Raise the default final giant vegetation multiplier from 5x-7x to 8x-15x.
- Keep regular Super-large, Large, and Triple-peak vegetation capped at 7x while giving giant vegetation a separate 15x cap.
- Automatically migrate the previous default 5x-7x giant configuration and already-scaled saved plants to the new range once.
- Expand building overlap candidate searches for 15x vegetation while retaining the 1.5x default player-collider cap.
1.5.0
- Add native-style
Vegetation scale / 植物倍数 and Giant vegetation / 巨型植被 rows to the planet information panel's Basic Information tab.
- Display the selected single peak or all three Triple-peak multipliers for each planet.
- Display the deterministic giant vegetation count, including
0 for planets that did not receive giants and 0x / 0 for gas or vegetation-free planets.
- Keep the added rows compatible with vanilla observation hints and Galactic Scale's planet-radius and panel-height patches.
1.4.0
- Give every planet a deterministic 50% chance to contain giant vegetation.
- Select 5-15 unique plants on qualifying planets and replace their normal distribution multiplier with a final 5x-7x multiplier.
- Keep the planet decision, count, selected plants, and individual giant multipliers stable across reloads using planet and plant seeds.
- Add r2modman configuration for giant-planet chance, plant count range, and final multiplier range.
- Apply giant vegetation once to both newly generated planets and previously migrated saved planets.
1.3.0
- Remove full-model
meshBounds boxes from both player physics and building clearing.
- Restore DSP Preserve Vegetation's prototype-only sphere, capsule, and oriented-box building overlap behavior.
- Cap player vegetation collider scaling at 1.5x by default while visual vegetation can still reach 7x.
- Add a config switch to disable player-vegetation physical collision entirely.
- Restore the original
PlayerController.HandleCollision flow and reduce only its vegetation damage to 0.1x by default.
- Add r2modman config controls for player collider limit and collision damage multiplier.
1.2.0
- Stop scanning types from unrelated Mods; resolve only the 15 vanilla generators and the exact Galactic Scale generator type.
- Fix the startup rollback caused by an unrelated Mod type with a missing assembly dependency.
- Migrate existing saved factory vegetation once so already visited planets receive their configured size distribution.
- Scale sphere and capsule collider radii from each plant's final
scl before physics registration.
- Add an oriented model-bounds box for vegetation scaled to at least 1.5x.
- Embed DSP Preserve Vegetation 1.1.0 collision protection and physical building-clearing behavior.
- Use the same corrected prototype colliders and model-bounds box for player physics and building overlap tests.
- Replace standalone DSP Preserve Vegetation patches at runtime when that Mod remains installed.
- Isolate generation, migration, collider, and preservation patches so an optional compatibility failure cannot disable core scaling.
1.1.0
- Reduce Super-large peak defaults from 10x-15x to 3.5x-5x.
- Reduce Large peak defaults from 5x-8x to 2.5x-3.5x.
- Reduce Triple-peak defaults to 1x-1.5x, 2.5x-3.5x, and 4.75x-6x.
- Change peak configuration to 0.1x precision and enforce a new hard 7x maximum.
- Narrow distribution tails to avoid excessive outliers near the maximum.
- Migrate 1.0.0 default config values automatically while preserving other valid custom ranges.
1.0.0
- Add deterministic per-planet Super-large, Large, and Triple-peak vegetation size modes.
- Add r2modman/BepInEx configuration for all peak ranges.
- Keep single-peak plants at an approximate 75%/25% split below and above the peak.
- Keep all applied multipliers within the hard 1x-30x range.
- Patch the shared vegetation insertion point to preserve compatibility with other planet and vegetation Mods.
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