ReusableMetadata
Allows metadata to be reused across multiple seeds.
模組介紹 作者原文
Reusable Metadata Mod
Summary
Changes Metadata to behave more like I envisioned when I first heard about a "NewGame+" mode in DSP. The primary change is that using metadata only consumes it for that save, but it also includes an optional change to how Metadata production is calculated.
Partially inspired by this reddit post
Detailed Explanation
Consumption
Using metadata will no longer "permanently" consume it. Instead, the metadata will be "consumed" only for that save.
This allows you to start every new game with your maximum amount of metadata, no matter how much you have spent on other seeds or saves.
Production
There are two ways that Metadata production can be calculated with this mod, depending on the value of the useHighestProductionOnly config option.
useHighestProductionOnly=true (Optional)
Only the highest metadata value from each unique seed is counted towards the availble metadata. Metadata can be thought of as a 'high score' when this is enabled.
This is my preferred way to play because it provides a counterbalance to the additional utility of reusable metadata, but it isn't the default since some may not want metadata to be any harder to obtain.
Example
'Raw' Metadata production from 3 seeds:
|Seed|Meta-EM|Meta-Energy|Meta-Structure|Meta-Information|Meta-Gravity|Metaverse|
|----|-------|-----------|--------------|----------------|------------|---------|
|1 |100| 90 | 60 | 15 | 5 | 0 |
|2 | 75 | 125 | 40 | 10 | 10 | 5 |
|3 | 50 | 25 |200 | 25 | 0 | 0 |
The bolded number is the quantity that the mod would select for each metadata type.
So in this example, you would start a new seed with:
|Meta-EM|Meta-Energy|Meta-Structure|Meta-Information|Meta-Gravity|Metaverse|
|-------|-----------|--------------|----------------|------------|---------|
|100 |125 |200 |25 |10 | 5 |
useHighestProductionOnly=false (Default)
Use the vanilla formula for calculating metadata prouction (I.E, Every unique seed contributes to the total Metadata production)
Example
Using the same production data from the previous example, you would start a new seed with:
|Meta-EM|Meta-Energy|Meta-Structure|Meta-Information|Meta-Gravity|Metaverse|
|-------|-----------|--------------|----------------|------------|---------|
|225 |240 |300 |50 |15 | 5 |
Installation
- Available
- And on the DSP-UsableMetadata github page.
Remember: Back up your save data and property folder! (%userprofile%\Documents\Dyson Sphere Program)
Let me know if you have suggestions or issues at
Configuration Options
|Key|Type|Default|Description|
|---|---|---|---|
useHighestProductionOnly|bool|false| True: Only metadata from the highest producing seed of each type will be counted towards the available metadata.
False: Use the vanilla formula for calculating metadata prouction (I.E, Every unique seed contributes to the total Metadata production)
verboseLogging|bool|false|For debugging.
enableSandboxCheat|bool|false|Intended for debugging and testing. Applies sandboxMultiplier to sandbox games. Use at your own risk.
sandboxMultiplier|float|1.0|Intended for debugging. 1 = 100%
Change Log
- Version 1.0.11:
- [Docs] Fixed mismatched readme package
- Version 1.0.10
- [Dev] Built release DLL with compiler optimizations enabled
- [Dev] Corrected BepInEx.BaseLib version in package dependency file
- [Dev] Updated unity package versions to match DSP unity version (2022.3.62)
- [Dev] BepInEx repo should be automatically added to the project (NuGet.Config)
- Version 1.0.9:
- [Docs] Fixed typo in readme
- [Dev] Updated DLL assembly version to match the mod version.
- Version 1.0.8:
- [Compat] Updated to game version 0.10.34.28524
- Mod had failed to load due to GetItemTotalProperty() return changing from int to long. (PR #4)
- [Docs] Added build instructions to readme and other misc readme formatting changes
安裝與使用 安裝:BepInEx 外掛
- 本站下載的壓縮包就是模組本體,通常是 BepInEx 外掛(解壓後得到 .dll 或外掛資料夾)。
- 建議流程:用社群模組管理器(如 r2modman)選中本遊戲後匯入該模組,管理器會自動裝好 BepInEx 前置並處理依賴。
- 手動流程:先在遊戲目錄裝好 BepInEx 載入器,再把解壓出的 .dll 或外掛資料夾放進 BepInEx/plugins/。
- 啟動遊戲,BepInEx 控制台會列印載入日誌;確認這個模組出現在日誌裡即為安裝成功。
帶「前置依賴」的模組需要一併安裝,否則不會載入。功能開關通常在遊戲內或外掛自帶的設定檔裡調整。
下面這些內容需要先安裝,否則該模組不會生效: