VoidFleetCap
Raises 4 tech caps. Main: mecha ground/space fleet 8->48 slots, fleet tech 7->23, 40 fleets = 10 pages at max. Also drone fire rate ->20, durability ->30. 提高机甲编队上限:23 级正好 10 页编队;另提升无人机射速/耐久科技上限。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
CombatModuleComponent.Init/Setup/Import: resize both arrays to 48 and clone fleet config into new slotsCombatModuleComponent.GameTick: clampfleetCountto array length (fuse)- Fleet tech data: raise
TechProto.MaxLevelandTechState.maxLevelfor both fleet techs to 23 - Mecha fleet count follows the tech level, so existing saves pick it up too
UIMechaWindowfleet page buttons: 2 -> 12UIZS_FleetPanelfleet entry lists: grown on demand to the current fleet count- TCFV (
DSP_Battle)Droplets.dropletPool: 25 -> 144 when TCFV is installed - Drone tech caps (moved from VoidMetaExpansion):
战斗无人机射速max 20,战斗无人机耐久max 30 - 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
- Install BepInEx 5.4.17 (
xiaoye97-BepInEx) - Import this package with your mod manager, or unzip
FleetCap.dllintoBepInEx/plugins/ - Start the game and check
BepInEx/LogOutput.logforVoidFleetCap 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
VoidFleetCapinBepInEx/LogOutput.logand 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
LevelCoef1/2at 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_FleetPanelfleet 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
Init/Setup/Import:两个数组扩到 48,新槽位克隆编队配置GameTick:把fleetCount钳到数组长度(保险丝)- 两个编队科技的
TechProto.MaxLevel与TechState.maxLevel提到 23 - 编队数按科技等级推导,老存档装上也生效
UIMechaWindow页码按钮:2 → 12UIZS_FleetPanel编队条目 List:按需补到当前编队数- 装了 TCFV(
DSP_Battle)时:Droplets.dropletPool25 → 144 - 战斗无人机射速上限 20、耐久上限 30(从 VoidMetaExpansion 移交过来)
- 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
- 先装 BepInEx 5.4.17(
xiaoye97-BepInEx) - 用 mod 管理器导入本包,或把
FleetCap.dll解压到BepInEx/plugins/ - 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。
