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
About this mod Author’s original text
Planetary Anomalies
Most planets in your galaxy have an industrial anomaly: one ordinary recipe produces ten times its normal output, but only there.
A world where sorters come out ten at a time. A world that turns coal into energetic graphite by the stack. A world that assembles mini fusion power plants almost for free. Which world does what is drawn from your galaxy seed, so every galaxy is different — and the same galaxy always produces the same anomalies.
The point is to make exploration industrially interesting. A planet stops being "does it have titanium?" and starts being "what is this place unreasonably good at, and is that worth building around?"
Before 1.0: your galaxy will keep its rules
1.0 will change how anomalies are drawn -- some combination of unique recipes, varied
multipliers, and research cubes. Every 0.x release has used the same rules, which is why your
anomalies have never moved. Under new rules they would.
So 0.5 added the one thing that lets an update change the rules without changing your galaxy: a
setting that names the ruleset, AnomalyRules = 1. It is written into your config once, and
the mod never changes it. When 1.0 arrives with ruleset 3, your config still says 1, and every
galaxy on this install keeps rolling exactly as it does today. Your Kaus III stays your Kaus III.
Ruleset 1 is the pre-1.0 ruleset: every 0.x release uses it, and it is the default. Since 0.5.1
it fixes the recipe list as well as the rules -- it draws from the same 150 recipes it always has,
so a game update that adds recipes cannot move one of its planets. Dyson Sphere Program 0.10.35 was
the first to try: it added Dark Fog Lens, which under 0.5.0 took about one anomalous planet in 150.
0.5.1 put them back.
Ruleset 2, new in 0.5.1, is for when you want those recipes. AnomalyRules = 2 is ruleset 1
drawing from every recipe the game has -- Dark Fog Lens now, and whatever arrives next. Switching
moves only the planets the new recipes take; everything else stays where it is. The catch is why
it is opt-in: the next game update that adds a recipe can move a planet or two again.
You do not have to do anything. When you want something newer, set AnomalyRules = 2, or Latest
for the newest this version knows -- which will be ruleset 3 once 1.0 is out. That is the one thing
to know: the setting is per install, not per galaxy. It applies to every galaxy on this install, old
and new alike, and a brand-new game after 1.0 on an install that still says 1 rolls ruleset 1 too.
The log says which ruleset is in force on every load.
One honest note. The setting lives in your config on your machine, not in the save, so it does not
travel: someone you hand a save to will see that galaxy under whatever their own config says.
What's new in 0.5.1
Handles Dark Fog Lens, the recipe Dyson Sphere Program 0.10.35 just added. Nothing else
changes.
And a note on what comes next: 1.0 brings ruleset 3, with more options -- research cubes,
recipes with a by-product, varied multipliers, and more (see What is (tentatively) coming in 1.0
below). Rulesets 1 and 2 never draw any of those, so nothing moves unless you choose it.
Your galaxy survives the game's update. Dyson Sphere Program 0.10.35 added a recipe, Dark Fog
Lens, and under 0.5.0 it quietly took a planet or two. 0.5.1 puts them back, and ruleset 1 now fixes
its recipe list so no game update can do that again. Want the lens anyway? AnomalyRules = 2.
Both are explained under Before 1.0 above.
What's new in 0.5
Hover an item and its tooltip tells you where it is cheap. In the replicator, your inventory,
the build menu -- anywhere the game shows an item tooltip -- there is now a line naming the worlds
you know of that make it ten times over: Anomaly: Copper Ingot ×10 on BatenKaitos I. Where an
item has more than one recipe, one line each; in the replicator's recipe grid, where you hover a
recipe rather than an item, the line for that one.
Why: every other surface tells you about a place. This
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: