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dspmods's Introduction

《戴森球计划》Mods

[BetterStarmap] 多种星图功能扩展 multiple star map function expansion

[StellarAutoNavigation] 星际自动航行(在星图界面对目标按左Ctrl设置,按K键或右键盘0键进行导航) Stellar Auto Navigation

[SelectBuild] 框选拆除升级 Frame selection destruct and upgrade

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dspmods's Issues

0.6.17.5972 导航mod失效了

准确来讲,导航没失效,标记恒星的功能失效了,SetPin函数和新版本游戏自带的冲突了。

About auto stop feature

@jimmieclark3 Because the lastDist in class SailMode_AutoNavigate is static, does this mean the auto stop feature will use two wrappers
in some cases when lastDist is small (after the most recent navigation) and the cdist is large (e.g., galaxy navigation)?

        [HarmonyPatch(typeof(PlayerMove_Sail), "GameTick")]
        private class SailMode_AutoNavigate
        {
            private static VectorLF3 oTargetURot;
            private static double? lastDist;

            private static void Prefix(PlayerMove_Sail __instance)
            {
                if (!s_NavigateInstance.enable)
                    return;

                if (!__instance.player.sailing && !__instance.player.warping)
                    return;

                ++__instance.controller.input0.y;
                //oTargetURot = __instance.sailPoser.targetURot;
                oTargetURot = __instance.controller.fwdRayUDir;

                if (__instance.player.warping)
                {
                    var cdist = s_NavigateInstance.target.GetDistance(__instance.player);
                    if (lastDist != null)
                    {
                        if (lastDist < cdist)
                        {
                            ModDebug.Trace($"Dropping out of warp, passed target - ld:{lastDist} cd:{cdist}");
                            //We passed the target, drop out of warp, retarget
                            AutoStellarNavigation.Warp.TryLeaveWarp(__instance, false);
                        }
                    }
                    lastDist = cdist;
                }


                if (s_NavigateInstance.IsCurNavStar)
                    s_NavigateInstance.StarNavigation(__instance);
                else if (s_NavigateInstance.IsCurNavPlanet)
                    s_NavigateInstance.PlanetNavigation(__instance);
            }

Bug with GalacticScale and StellarAutoNavigation

I think the issue comes with GalacticScale, but I'm not sure. Basically, since I installed this mod (along with a few others), autopilot won't leave the planet. I have to get in space manually.

(谷歌翻译 :我认为问题出在 GalacticScale 上,但我不确定。 基本上,自从我安装了这个模块(连同其他几个模块),自动驾驶仪不会离开这个星球。 我必须手动进入太空。)

English Translation Request!

Love this mod! It's pretty much the most amazing thing. Can you please put in an English translation, or post the uncompiled code into the repo and I can try taking a stab at it.

Thank you!

Quickkeys planet selection for StellarAutoNavigation

It would be interesting to let select planet with Quickkeys :

  • On starmap view, selecting a planet and press Ctrl- set it to this number.
  • On starmap view, pressing select and focus the planet.
  • On normal view, pressing Alt- select the planet for navigation, and navigate to it like if we pressed K .

AutoStellarNavigation causes exception when pinning a destination

(Filename: D:\unity\Runtime/Export/Debug.bindings.h Line: 45)

MissingFieldException: Field 'PlayerNavigation.indicatorAstroId' not found.
at UIStarmap.OnCursorFunction3Click (System.Int32 obj) [0x00005] in <223ad7a8c9634815903ae66b31e1f398>:0
at UIButton.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00040] in <223ad7a8c9634815903ae66b31e1f398>:0
at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00008] in <32bd6c8a2dd3414ca080d595da90bbab>:0
at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction1[T1] functor) [0x00070] in <32bd6c8a2dd3414ca080d595da90bbab>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction1)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

(Filename: <223ad7a8c9634815903ae66b31e1f398> Line: 0)

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