tehAon’s SteadyFrame

tehAon’s SteadyFrame

Makes horde night cheaper, n...

MOD ID: 11598作者: tehAonカテゴリ: Miscellaneousバージョン: 0.5.0更新日: 2026-07-26(1ヶ月前)用途: サーバー向け人気スコア: 0
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📝 このMODの解説記事

まだ解説記事はありません。読みたい方はリクエストできます(運営が記事化を検討します)。

🔑 Nexus連携(高評価・追跡)

🏷 タグ

Performance OptimizationQuality of LifeAI-Generated Content

📂 ファイル・バージョン

ダウンロードは Nexus Mods 上で行われます(当サイトではファイルを配布しません)。対応バージョンは各ファイルの記載をご確認ください。

メイン SteadyFrame V0.5.0 GameV3.0.1 v0.5.0
⬇️ 166
更新履歴(changelog)
- **Your settings survive updates.** Editing `Config/steadyframe.xml` never lasted — every update
overwrites it. Put what you want changed in `Config/steadyframe.local.xml` beside it instead; it
overrides the shipped values and nothing writes over it, because that file is in no release. A
`<setting>` merges onto the shipped one with the same name, or is added if absent. The overrides are
logged at startup.
⬇️ Nexus でダウンロード
旧バージョン(1件)を表示
アーカイブ SteadyFrame V0.4.1 GameV3.0.1 v0.4.1
⬇️ 57
更新履歴(changelog)
- **Compose cleanly with other `AIDirector.CanSpawn` mods.** The spawn-deferral gate is now a postfix
that only ever *tightens* the spawn decision (turns an allow into a deferral, never the reverse)
instead of a prefix. A prefix would have had to win a Harmony ordering race to stay authoritative
when another mod also patches the gate — most importantly **Mindless**, whose own prefix sets a
`MaxAliveZombies` ceiling. As a tighten-only postfix, SteadyFrame reads the final decision after all
prefixes and the original, so the two caps compose to "defer if *either* cap says so" regardless of
which mod loaded first. No behaviour change when SteadyFrame runs alone.
---
- **Cost-weighted live cap.** The spawn deferral cap now understands that not every zombie costs the
same. A zombie battering a block is far cheaper than one chasing across open ground — it is locked
onto a fixed target instead of re-pathing to a moving player, and it barely moves, so its collision
sweep is cheap too. The governor now counts each block-breaking zombie as only `DiggerCostWeight`
(default 0.2) of a body toward the live cap, so a wall packed with them can grow far larger before
anything is deferred. A 200-strong siege can stand at once instead of being paced down to a
trickle; open-ground chasers still count full, so the number that actually drives frame time is
never inflated. Off (or `DiggerCostWeighting=false`) reverts to a pure head-count cap.
- New knobs: `DiggerCostWeighting` (on), `DiggerCostWeight` (0.2 balanced / 0.15 aggressive).
- The governor re-counts block-breakers once per interval in a single cheap entity sweep; the diag
line now reports `diggers=N` alongside the deferral count.
- **Tighter blood-moon spawn ring.** Blood-moon zombies spawn 55-70 m out and run the whole way in —
the most expensive stretch of a zombie's life (pathing across open ground toward a moving target),
and it delays the moment they reach your wall and become cheap block-breakers. SteadyFrame now
pulls the…
⬇️ Nexus でダウンロード

MOD 解説

ホードのナイトのコストを抑え、規模を縮小するわけではありません。これは、ブラッドムーンの実際のティックごとのコスト(AIの思考予算、ブロック安定性ソルバー、パスファインディングなど)に焦点を当てたサーバーサイドMODであり、さらにユーザーのハードウェアに合わせて自動的に調整を行うCPU負荷対応のガバナーも備えています。この

原文(英語)を表示

Makes horde night cheaper, not smaller. A server-side mod that attacks the real per-tick cost of a blood moon — the AI think budget, the block-stability solver, pathfinding — plus a CPU-aware governor that tunes itself to your hardware. The

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