PlanetaryAnomalies
Most planets have an industrial anomaly: one ordinary recipe produces ten times its normal output there. Drawn from your galaxy seed, so every galaxy differs and always regenerates the same. Using one means building where you did not choose.Changelog
0.4.0
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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 = falsefor 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.
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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.
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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.
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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
ExcludedRecipessetting: 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.
StarmapLabelchooses 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.
Listing notes (not part of the changelog)
Thunderstore community: Dyson Sphere Program.
Categories chosen for 0.1.0: Assembling Machines, Logistics, Resources.
Resources is the loosest of the three -- in DSP it usually signals ore and veins (PlanetFinder is tagged that way for vein search), so browsers there are often after extraction tooling. Kept because the mod does change what a planet is worth travelling to, which is the same question. Categories are editable after publishing, so this is cheap to revisit.
Deliberately not chosen:
- Nebula Compatible -- multiplayer is untested and the README says so; claiming it would invite bug reports that cannot be answered.
- Libraries -- that is for APIs other mods depend on.
- Quality of Life -- the busiest category and tempting for reach, but this adds a mechanic rather than smoothing friction, and QoL users are not necessarily looking for a gameplay change.
The category list is not fully discoverable from cached package data; "Assembling Machines" does not appear in any installed mod's metadata but exists on the upload page. Check the page rather than inferring the list.
