GalacticScale
v2.80.3 Galaxy Customization. New Planets. Different Sized Planets. Up to 100 Planets/star and 1024 Stars. DF is more or less balanced. See GS Discord Server
Screenshots 1 screenshots
About this mod Author’s original text
DSP Galactic Scale 2.0 Mod
BACKUP YOUR SAVES. SERIOUSLY.
- Version 2.80.2 - Devious55 Did the following
Features:
-Foundation Brush Size buttons for 20x20, 10x10, 5x5, 1x1. The last two options are mostly there to quickly switch from 20x20 back down to more precise amounts.
-Planetary Shield scaling in settings, found under Galactic Scale quality of life options on the left. Sidenote, this will turn itself off if you're using Starfish or un1eagle's Planetwide Shield Generator mods.
-Gas Giant selector for when your birth planet is the moon of one.
-By selecting the settings Birth Planet is a Moon and...of a Gas Giant, your birth planet will now be the moon of a rocky planet orbiting a gas giant. The two settings are independent, so if you want your birth planet to only orbit a gas giant as its moon, then select...of a Gas Giant.
-In the Gas Giant selector, you may discover an Oil Giant. I found this while looking through the themes, and it works, so I made it available as a starter giant selection.
Bugfixes:
-New game screen Metadata UI has been moved to the top left to avoid covering Galactic Scale hotkey information and make all your available Metadata visible.
-New game ore veins shouldn't be able to generate inside other ore veins now.
-Recursive moons fixed. They should all now be solid on approach and allow you to land without flying through them.
-Dyson Sphere UI out of range fixed to account for ZordDevzz's orbit bounds change.
-Fixed Birth Planet theme selection for both standard spawn and moon spawn.
-Fixed Index out of range when Dark Fog bases were too close to the poles, and you tried to set foundations anywhere on the planet.
-Fixed being able to set your spawn on a gas giant.
-Fixed recursive moons being able to orbit into gas giants.
Thanks to Dinglebatz for helping test the recursive moon fixes.
- Version 2.80.1 - Devious55 Fixed several bugs
- Version 2.80.0 - Xabsurd updated for DSP 0.10.35
- Version 2.78.8 - AndrewLuebke fixed planets of overlapping systems being invisible and unlandable (#294): with very large orbits a neighboring star could hold onto you and the planet you were at could never load. Locality now hands off to the star whose planet you're approaching. Existing saves benefit immediately; no galaxy changes.
- Version 2.78.7 - ZordDevzz reworked Dyson sphere scaling: orbit bounds now follow system geometry (star surface to farthest planet +1 AU) instead of exploding with luminosity, with editor camera sync and sail/rocket speed scaling for large systems. AndrewLuebke fixed logistics vessels getting stuck near giant stars (steering-update throttle collateral + the missing star-radius pathing cap).
- Version 2.78.6 - AndrewLuebke fixed the second new game in a session generating no veins (#233) and made galaxy generation fully deterministic (#290): the same seed string now produces the same system names, themes, and vein amounts every time, across restarts. The seed-to-galaxy mapping shifts once with this update (it was never actually stable before); existing saves are unaffected.
- Version 2.78.5 - AndrewLuebke fixed fleet auto-targeting on large systems (#258): craft star-frame thresholds now scale to the system/hive envelope.
- Version 2.78.4 - Fixed the 2.78.1 vein/geothermal radius patches being applied twice (#284, thanks ZordDevzz); turret radius fix (#286); relay landing ETA on hover (#287).
- Version 2.78.3 - Zord fixed a bug I introduced when merging PR's without paying attention to the merge conflicts.
- Version 2.78.2 - AndrewLuebke fixed another bug with the planet radius.
- Version 2.78.1 - AndrewLuebke fixed 4 bugs with planet radius causing errors in: Beacon hover altitude, Geothermal, Blueprints and Veins.
- Version 2.78.0 - AndrewLuebke fixed three other issues.
- Version 2.77.6 - AndrewLuebke fixed a thread safety issue that probably caused crashes loading planets.
- Version 2.77.5 - AndrewLuebke fixed an assumption with themeProto array sizing
- Version 2.77.4 - Andre
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: