Dyson Sphere Program
Install with App

Details

Latest version
1.3.5
Last Updated
First Uploaded
Downloads
33
Likes
1
Size
17KB
Dependants

VoidFleetCap

Dyson Sphere Program mod that raises the mecha ground / space fleet cap. 戴森球计划 mod:提高机甲地面编队 / 太空编队上限,23 级科技正好 10 页编队。

Author / 作者:Lonshu

AI disclosure: parts of this mod's code, patches and documentation were written with the help of AI tools. The author reviewed, tested and takes responsibility for every change.

AI 声明: 本 mod 的部分代码、补丁和文档由 AI 工具辅助完成,作者已逐项检查、实测并对最终行为负责。


English

What it does

This mod raises four tech caps. The main feature is the mecha fleet cap:

Tech Vanilla max This mod Result
地面编队扩容 ground fleet 7 23 8 -> 40 fleets, 10 pages
太空编队扩容 space fleet 7 23 8 -> 40 fleets, 10 pages
战斗无人机射速 drone fire rate 5 20 fire-rate bonus keeps stacking
战斗无人机耐久 drone durability 5 30 durability bonus keeps stacking

Engine side, the mecha fleet slot arrays (moduleFleets / moduleFleetPoses) go from 8 to 48, and the fleet panel grows from 2 pages to 10 pages (4 fleets per page).

Levels 1-7 of both fleet techs keep their vanilla effects (8 fleets at level 7); from level 8 on every level adds +2 fleets (8 + 2 x (level - 7)), so level 23 gives exactly 40 fleets = 10 pages. Costs past the vanilla level range are anchored at about 1,000,000 universe matrices for the 19 -> 20 upgrade and scale as (level/20)^3; levels inside the vanilla range keep their original price.

Why a mod is needed

CombatModuleComponent.Init allocates moduleFleets / moduleFleetPoses with a hardcoded size of 8, and GameHistoryData.UnlockTechFunction only does fleetCount += n without resizing those arrays. Unlocking the fleet tech past level 7 therefore makes GameTick index past the array end and crash. Several UI classes also hardcode 8 (entry lists, page buttons); this mod expands those too.

What is patched

  1. CombatModuleComponent.Init / Setup / Import: resize both arrays to 48 and clone fleet config into new slots
  2. CombatModuleComponent.GameTick: clamp fleetCount to array length (fuse)
  3. Fleet tech data: raise TechProto.MaxLevel and TechState.maxLevel for both fleet techs to 23
  4. Mecha fleet count follows the tech level, so existing saves pick it up too
  5. UIMechaWindow fleet page buttons: 2 -> 12
  6. UIZS_FleetPanel fleet entry lists: grown on demand to the current fleet count
  7. TCFV (DSP_Battle) Droplets.dropletPool: 25 -> 144 when TCFV is installed
  8. Drone tech caps (moved from VoidMetaExpansion): 战斗无人机射速 max 20, 战斗无人机耐久 max 30
  9. Cost growth past the vanilla max level, using the coefficient ratios of a vanilla multi-level tech

Only the player mecha modules are resized. Battle bases and other buildings keep their original 8 slots, so blueprint copy/paste and factory save/load are untouched.

Install

  1. Install BepInEx 5.4.17 (xiaoye97-BepInEx)
  2. Import this package with your mod manager, or unzip FleetCap.dll into BepInEx/plugins/
  3. Start the game and check BepInEx/LogOutput.log for VoidFleetCap 1.3.5 installed

No configuration file. Uninstall by deleting FleetCap.dll.

Compatibility

  • Game: DSP 0.10.35.29151 (built and tested against this version)
  • BepInEx 5.4.17
  • Optional: TheyComeFromVoid (TCFV) 3.4.24 - the droplet-pool patch activates only when TCFV is loaded
  • Conflicts with any other mod that resizes fleet arrays or raises the same tech cap

Warnings

  • Back up your save first. This mod resizes engine arrays that the base game does not expect to grow.
  • 40 fleets at once is a lot of craft and droplets; expect lower FPS in big battles.
  • If something breaks, search VoidFleetCap in BepInEx/LogOutput.log and report those lines.

Changelog

  • 1.3.5 - universe-matrix cost re-anchored: level 19 -> 20 costs about 1,000,000 universe matrices for all four techs, scaling as (level/20)^3; levels inside the vanilla range keep their original price
  • 1.3.4 - levels 1-7 are left entirely to vanilla (chain bonuses intact); the mod only acts above level 7 (8 + 2 per level, 40 fleets at 23); fleet panel still starts at 1 page
  • 1.3.3 - only the final node (tier 7 / tier 5) of each tech chain is raised; saves polluted by 1.3.2 are clamped back to vanilla max on load; added fleet-replenish bounds guards
  • 1.3.2 - cost past the vanilla level now grows quadratically from the real vanilla hash (hash(L) = base x (L/tier)^2), levels within the vanilla range keep their original price; fleet panel entries trimmed to one page at the start
  • 1.3.1 - fix reference-tech filter that left LevelCoef1/2 at 0 (cost never grew); extra diagnostics
  • 1.3.0 - 编队数量按等级表精确赋值(23 级 = 40 队 = 10 页);1~7 级效果与原版一致;8~23 级每级 +2; 无人机射速/耐久上限从 VME 移交(20 / 30);超出原版等级的成本按原版多级科技系数增长
  • 1.2.1 - add AI-assistance disclosure to README
  • 1.2.0 - fleet count uses 8 + 2 x (level - 7) (level 23 = 40 fleets = 10 pages); publish-ready packaging
  • 1.1.0 - only mecha modules are resized (buildings keep 8 slots)
  • 1.0.9 - UIZS_FleetPanel fleet entry lists grown on demand (fixes ArgumentOutOfRangeException)
  • 1.0.6 - mecha fleet page buttons expanded from 2 to 12
  • 1.0.4 - Setup(PrefabDesc) shrink-then-expand fix (fixes save-load crash)
  • 1.0.3 - TCFV droplet pool expansion

中文

功能

本 mod 提升四个科技的上限,核心是机甲编队上限:

科技 原版上限 本 mod 效果
地面编队扩容 7 23 8 → 40 编队,10 页
太空编队扩容 7 23 8 → 40 编队,10 页
战斗无人机射速 5 20 射速加成继续叠加
战斗无人机耐久 5 30 耐久加成继续叠加

引擎侧:机甲编队槽位数组(moduleFleets / moduleFleetPoses)8 → 48, 编队面板从 2 页扩到 10 页(每页 4 个编队)。

两个编队科技的 1~7 级保留原版效果(7 级 = 8 编队);从 8 级起每级 +2 编队 (8 + 2 × (等级 - 7)),所以 23 级正好 40 编队 = 10 页。超出原版等级的成本按原版多级科技 的成长规则上涨(数据量 / 宇宙矩阵随之提升)。

为什么需要 mod

CombatModuleComponent.Init 里 moduleFleets / moduleFleetPoses 写死 8 格, 而 GameHistoryData.UnlockTechFunction 升级编队科技时只做 fleetCount += n,不扩容数组。 科技超过 7 级后 GameTick 就会越界崩溃。另外多个 UI 类也写死 8(条目 List、页码按钮), 本 mod 一并扩容。

具体改动

  1. Init / Setup / Import:两个数组扩到 48,新槽位克隆编队配置
  2. GameTick:把 fleetCount 钳到数组长度(保险丝)
  3. 两个编队科技的 TechProto.MaxLevel 与 TechState.maxLevel 提到 23
  4. 编队数按科技等级推导,老存档装上也生效
  5. UIMechaWindow 页码按钮:2 → 12
  6. UIZS_FleetPanel 编队条目 List:按需补到当前编队数
  7. 装了 TCFV(DSP_Battle)时:Droplets.dropletPool 25 → 144
  8. 战斗无人机射速上限 20、耐久上限 30(从 VoidMetaExpansion 移交过来)
  9. 超过原版等级后的成本按原版多级科技的增长系数补齐(数据量 / 宇宙矩阵随之上涨)

只扩玩家机甲的两个模块;战斗基地等建筑保持 8 格,蓝图复制粘贴和工厂读档不受影响。

安装

  1. 先装 BepInEx 5.4.17(xiaoye97-BepInEx)
  2. 用 mod 管理器导入本包,或把 FleetCap.dll 解压到 BepInEx/plugins/
  3. 启动后看 BepInEx/LogOutput.log 是否有 VoidFleetCap 1.3.5 installed

没有配置文件,删掉 FleetCap.dll 即卸载。

兼容

  • 游戏:DSP 0.10.35.29151(以此版本编译测试)
  • BepInEx 5.4.17
  • 可选:TheyComeFromVoid(TCFV)3.4.24,只有装了才会挂 droplet 池补丁
  • 与其它改编队数组 / 同一科技上限的 mod 冲突

注意

  • 先备份存档。 本 mod 改的是原版不预期会变大的引擎数组。
  • 40 个编队同时作战 = 大量飞机和 droplet,大规模战斗帧数会下降。
  • 出问题在 BepInEx/LogOutput.log 搜 VoidFleetCap,把相关行贴出来。
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.