Dyson Sphere Program
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0.5.1
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Changelog

0.5.1

Handles Dark Fog Lens, the recipe Dyson Sphere Program 0.10.35 just added. By default it stays out of your galaxy, so no planet moves on its account; set AnomalyRules = 2 if you want it in. Nothing else changes.

  • Your galaxy stays exactly as it was through Dyson Sphere Program 0.10.35. The game update adds a recipe, Dark Fog Lens, and under 0.5.0 it took about one anomalous planet in 150 -- one of 127 in the first galaxy checked, where a Crystal Shell Set world became a Dark Fog Lens one. 0.5.1 puts them back.

    The fix is to say what ruleset 1 is. AnomalyRules = 1 -- the pre-1.0 ruleset, and still the default -- now fixes the recipe list as well as the rules: it draws from the same 150 recipes it always has, and nothing a game update or another mod adds can move one of its planets. The log names any recipe it leaves out.

  • New: ruleset 2, for players who want the new recipes. AnomalyRules = 2 (or Latest) is ruleset 1 drawing from every recipe the game has -- Dark Fog Lens now, and whatever arrives next. Switching moves only the few planets those recipes take; density and which planets are anomalous stay exactly as they are. It is opt-in because a later game update can move a planet or two again, which is the thing ruleset 1 exists to prevent. It is also exactly what 0.5.0 did.

  • Coming in 1.0: ruleset 3, with more options. That is where the rest of the list lands -- research cubes, recipes with a by-product, varied multipliers, no duplicate anomalies within a system -- none of which rulesets 1 and 2 will ever draw. Opt-in for existing installs, like ruleset 2.

  • If you run a mod that adds recipes: those are drawn under ruleset 2, and no longer under ruleset 1, so a ruleset-1 planet that carried one moves once, back to a recipe from the list.

  • Checked against Dyson Sphere Program 0.10.35: every hook the mod uses is where it was. The log now lists the recipe pool by id on every load, for bug reports.

0.5.0

  • Hover an item -- in the replicator, your inventory, the build menu, anywhere -- and its tooltip now names the worlds you know of that make it ten times over: Anomaly: Copper Ingot ×10 on BatenKaitos I. One line per recipe where an item has several. Same rules as the star map: worlds you have scanned, recipes you have researched, and unresearched ones as UnresearchedAnomalies allows. It is what the star map already knows, sorted by the thing you are holding instead of by where it is. In the replicator's recipe grid, where you hover a recipe rather than an item, the line is for that recipe alone.

  • When you finish a technology, the mod says whether a world you have already scanned makes one of its recipes ten times over. Research Antimatter Capsule and it tells you Iclarkrav I has been making them ×10 the whole time. Shown in gold just under the game's own "Research complete" notice for about six seconds, and written to the log. AnnounceOnResearch = false turns it off, and TestAnnouncement = true shows one about eight seconds after a save loads -- long enough to be looking at the screen -- so you can check they work on your setup.

    This is the other half of hiding unresearched anomalies. On its own, hiding is a subtraction -- information you had in 0.3 and lost in 0.4. With this, the mod stays quiet while a recipe means nothing to you and speaks the moment it starts to, which is a better moment than discovery because it is when you can act on it. Only planets you have already found are named; it will not point at worlds you have not visited. If none of your scanned worlds has it but the galaxy does, it says only that -- that it exists somewhere you have not been, without saying where. Knowing something is out there is a reason to go looking; finding it is still the part worth earning.

  • Your galaxies keep their rules through updates. A new setting, AnomalyRules, names the version of the anomaly rules this install uses; it is written once, as 1, and the mod never changes it. Every 0.x release has used rules version 1, so nothing changes today. It matters because 1.0 will introduce version 2, which draws anomalies differently: an install upgraded from 0.5 keeps its 1, and every galaxy on it stays exactly as it is through 1.0 and beyond. Set AnomalyRules = Latest (or the new number) when you want the new rules. Nothing is written to your saves, or anywhere else -- that one line in the config is the whole record.

  • HomePlanetNeverAnomalous, on by default, is the rule that has always been there -- your starting world stays ordinary -- now written down where you can turn it off. Off, the home planet takes the same chance as everywhere else, which most of the time still means nothing. Only the home planet is affected either way; every other world keeps exactly what it had.

  • AnomalyChancePercent now reads Seed by default rather than -1, and says what it means. A number from 0 to 100 still forces a density; -1 still works for configs written by earlier versions. Nothing about generation changes.

  • Experimental, off by default: MultiplierFromCombatSettings. When on, a galaxy with the Dark Fog disabled or passive uses PeacefulOutputMultiplier (default 3) instead of OutputMultiplier; hostile galaxies are unchanged. The multiplier is a return on the cost of using an anomaly, and the largest cost is clearing a world and then holding it -- without the Dark Fog only hauling remains, so the same ×10 that is fair against a garrison is a giveaway without one. Resolved once when a save loads and written to the log. Changes neither which planets are anomalous nor which recipe each carries.

  • Anomalies on recipes you have not researched can now show a marker without naming what they are. UnresearchedAnomalies = Marker marks the planet so you know something is there and worth coming back for, while withholding the name until the recipe means something to you. Hide is the 0.4 behaviour and remains the default; Show names everything, as in 0.3 and earlier. A 0.4 config with HideUnresearchedAnomalies = false is migrated to Show, and the log says so.

  • If a game update breaks one part of the mod -- a tooltip, a label -- the rest keeps working and the log names what is off. If production itself cannot be patched, the mod switches off entirely rather than label anomalies that do nothing.

  • The mod now leaves the galaxy behind the main menu alone. DSP runs that demo like a real game, and earlier versions quietly treated it as one. Harmless, but a mod should not be doing anything in a menu.

0.4.0

  • Anomalies stay hidden until you have researched the recipe they affect -- on the planet panel, on planet and star labels, and in the system counts. An unresearched recipe is already unavailable to you, so an anomaly on it named something you could not build and might not recognise. "Particle Broadband x10" twenty hours before particle broadband exists is noise, and noise teaches you to stop reading the labels. Now the star map fills in as your research opens up, and anything on it is something you can act on. Set HideUnresearchedAnomalies = false for the old behaviour. Display only: no planet changes what it produces.

  • Fixed: anomalies were labelled by the item they produce rather than by the recipe. Where DSP has two recipes for the same item -- "Space Warper" from Graviton Lens and "Space Warper (advanced)" from Gravity Matrix, and nine other pairs -- the label named the item, so building the recipe you already knew produced no boost and looked like a broken mod. Labels now name the recipe, which is how the game itself distinguishes them. Affects roughly one anomaly in fifteen.

    Display only: no planet changes what it produces, and no galaxy is regenerated. If a planet seemed to have a broken anomaly, it was correct all along and now says so.

  • Fixed: star map labels never updated. They were written once, when the star map was built, and nothing rewrote them afterwards -- so scanning a planet or finishing a technology did not make its anomaly appear until you reloaded the save. Reopening the map did not help. This was mostly invisible before now, but combined with hiding unresearched anomalies it meant the mod could hide something and then never un-hide it, which is the worst failure that feature could have. Labels now re-examine themselves about twice a second and rewrite only when the answer changed.

  • Fixed: a stray dash in one label. DSP's own English name for the Thruster recipe is literally "- Thruster", so naming anomalies by recipe in this release exposed it and one planet advertised "- Thruster x10". Leading punctuation is now stripped from recipe names; hyphens inside a name are left alone, so EM-Rail Ejector and High-purity Silicon still read correctly.

  • The log now says when an anomaly is being withheld, which technology would reveal it, and the galaxy survey reports both gates per planet -- whether you have scanned it, whether you have researched the recipe, and which way that came out. A feature that hides things has to be able to say what it hid, or every question about a missing label turns into guesswork.

0.3.0

  • New ExcludedRecipes setting: name recipes that should never receive an anomaly, comma separated, by item name as shown in game or by numeric id. Useful if your galaxy keeps handing you anomalies on things you never mass-produce. Empty by default, because which recipes are worth having depends entirely on how you play -- one player's useless anomaly is what another builds by the thousand. Excluding a recipe only moves the planets that currently carry it.

0.2.0

  • Anomalies are shown in the star map. A star lists the affected items in its system, and each planet names its item and multiplier, marked with a compact "Å", so a system can be read without opening every planet's description tab. StarmapLabel chooses between that (Detail), bare counts and markers (Marker), or nothing (Off).
  • Refine and Particle recipes are now eligible for anomalies, alongside Smelt, Assemble and Chemical. Particle recipes were excluded on an unexamined assumption, which meant Strange Matter and other collider outputs could never be anomalous in any galaxy. This adds recipes to the pool, so a small number of planets change which recipe they carry; most are unaffected.
  • Fixed: gas giants could receive an anomaly. They cannot host assemblers, so the anomaly could never be used and the star map advertised something unusable. Gas giants are now skipped. This removes anomalies from gas giants in existing galaxies; every other planet is unchanged.

0.1.0

First release.

  • Most non-home planets carry an anomaly: one ordinary recipe produces ten times its normal output there.
  • Which planets are anomalous, and which recipe each one affects, is derived from the galaxy seed. The same galaxy always produces the same anomalies, and nothing is written to saves.
  • Anomaly density is itself drawn from the seed, between 25% and 75%, so galaxies differ from one another.
  • Home planets never have an anomaly.
  • Anomalies are shown in a planet's description tab once it has been scanned or visited, and machines running an anomalous recipe are marked in their own window.
  • Configurable anomaly density and output multiplier.
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