ImportDysonLayer
Import nodes with specified coordinates into a single-layer DysonSphere, you can import nodes with specified coordinates into a single-layer Dyson Sphere.
About this mod Machine translation
ImportDysonLayer 1.0.3
Nodes with specified coordinates can be imported into a single-layer Dyson sphere. At the same time, various limitations when drawing Dyson shells manually are lifted.
You can import nodes with specified coordinates into a single-layer DysonSphere. In addition,various restrictions on manual drawing of Dyson shell are relieved.
How to use:
- Nodes with specified coordinates can be imported into a single-layer Dyson sphere.
- The import method is the same as the official single-layer blueprint. After copying the imported text, click the [Paste] button of [Selected Level] in the Dyson Sphere panel.
- The imported text format must meet the following format:
Fixed file header [AqiDYBP=] + three-dimensional coordinates of each point. The XYZ values of the coordinates are separated by [,], and multiple points are separated by [|].
[example]
AqiDYBP=1,0,0|1,0.2,0|1,0.4,0|0.9,0.7,0|1.446,0.7,0.21
- By changing [Normalized the imported position] in the configuration file, the imported nodes can break through the spherical limit.
- Ignore distance, collision and other restrictions when drawing the nodes, frame and shell of the Dyson sphere. (Recommended usage: draw nodes first, then connect the frame)
version record
-Version: 1.0.3
Now the distance limit between the node and the frame can be ignored when judging node collision.
-Version: 1.0.2
When drawing the nodes, frames, and shells of the Dyson sphere, the limitations of being too close, too far, too large, or within the shell are ignored.
-Version: 1.0.1
Configurable whether to skip normalization of imported coordinates to get nodes out of the shell. Normalized by default.
-Version: 1.0.0
Initial version, supports the import of nodes
bilibili.com Mr. Aqikoda (UID 9564795)
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: