📝 このMODの解説記事
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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
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.
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
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…
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
導入前チェック(前提 / 競合 MOD)
情報はまだありません。導入済みの方はコメントで情報をお寄せください。
