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16 hours ago, Charletrom said:

Im pretty sure starting temperature is controlled by the subworld .yaml files, which in turn derive specific temp values from temperatures.yaml.

Thank you very much for your reply.

I am currently developing a mod that refreshes or regenerates asteroids inside an existing cluster.

My basic workflow is:
remove the original world data -> invoke the game's original WorldGen -> export the data from the newly generated asteroid -> then transfer that data back into the old save using functions like ModifyCell.

During debugging, however, I found a serious issue: newly generated asteroids automatically become very cold. I suspect this may be related to bgTemp.

Because of this, I do not think your solution will work for my situation.

Below is the source code. After loading the mod and save file, press Ctrl+PageDown to test it.

Patches.cs

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