Dyson Sphere Program
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DSP 品质系统 · DSP Quality System

v0.17.1 | Dyson Sphere Program 0.10.35 | BepInEx 5 | 单人游戏 Mod

把原版「增产剂」重构成一套 0–10 级的品质点数经济:点数会被喷上去、被挖出来、被制造过程抬升,然后跟着产物、建筑和物流一路流动。 Rebuilds vanilla proliferator points into a 0–10 quality system: points are sprayed on, mined out and upgraded in production, then flow through products, buildings and logistics.

10 点 = 2.00 倍产出 / 10 points = 2.00× output(代价 3.5 倍电耗 / at the cost of 3.5× power)


中文

这是什么

原版有一根叫「增产点数(inc)」的隐藏数值:喷涂机给它加数,它让机器多产出,然后就没了。这个 Mod 把它拆成 0–10 十个可见的台阶:物品有品质、建筑有品质,品质能被看见、被筛选、被继承,也会改变整座工厂的节奏。

不新增任何物品与配方,兼容原版存档结构。

玩起来是什么样

  1. 喷涂起步:把主产线(比如铁块)过一台喷涂机,原料直接到 1 / 2 / 4 点(Mk.I / II / III,一次最高 4 点);
  2. 矿机滚雪球:带点数的采矿机 / 大型采矿机挖出来的原矿自带点数,10 点矿机平均每块矿多 1 点;
  3. 制造升品:熔炉、制造台这类建筑会按自身点数、按概率把产物升 1–2 点 —— 这是把东西推过 4 点、一路到 10 点的主渠道;
  4. 建造继承:用什么点数的材料造,就得到什么点数的建筑(Mod 会优先消耗你品质最高的那件);
  5. 筛出好料:四向分流器的输出口可按「物品 + 最低品质」分流,分拣器可设品质阈值只捡够格的货;
  6. 越滚越顺:高品建筑干活更快 → 产出更多高品产物 → 造出更高品建筑,是个正循环。

特点

  • 十级台阶,收益看得见:0→10 点对应加成 0 / 2.5 / 5 / 7.5 / 10 / 15 / 20 / 30 / 40 / 60 / 100%,满级正好 2.00 倍(电耗 3.5 倍,和原版增产剂拉满同一个取舍)。
  • 七类加成:制造与挖矿速度、物流塔充电、研究速度、防御塔射速、发电、发射井/弹射器速度、喷涂机 +1 点概率 —— 全部共用同一张曲线表。
  • 点数会流动:产物继承(多路输入取最低那一路)、建筑落成继承材料、拆除返还回背包,一条线里的品质是"可搬运"的。
  • 品质看得见:物品图标左上角有品质角标(灰蓝 → 蓝 → 紫 → 金),10 点建筑套一圈金色呼吸光环,一眼扫过就知道哪条线是满品。
  • 能筛选:分流器输出口过滤 + 分拣器品质阈值,可以把"高品专线"和"普通专线"拆开,好料只喂给研究站和关键设备。
  • 仓储分格:背包里的建筑按品质分格存放,同点数自动合并;储物仓按品质扩容(每点最多 +0.5 格,满品最多多 5 格)。
  • 16 个开关全中文注释:加成、角标、光环都能单独关;默认设置即最佳体验。
  • 低风险:所有补丁失败都回退原版;品质数据只写进存档尾部,不产生侧文件。

安装

  1. 装好 BepInEx 5.4.x;
  2. 用 r2modman / Thunderstore Mod Manager 一键安装,或手动把 DSPQualitySystem.dll 放到 BepInEx\plugins\DSPQualitySystem\;
  3. 启动游戏即生效,日志里搜 [QSystem] 确认加载。

依赖:BepInEx 5(必需)、CommonAPI(随包声明)。不需要 LDBTool / DSPModSave。

卸载与兼容

  • 卸载只需删 DLL:存档仍可被原版正常读取(品质数据在 .dsv 尾部,不产生额外文件);
  • 可以与其它同样写存档尾部的 Mod 共存(如 DSP-MolecularHub);
  • 唯一代价:储物仓靠品质扩容出来的那几格里的物品只在 Mod 数据里,卸载后会丢,退坑前把好料取走即可;
  • 单人 Mod,不能用于联机。

配置文件

BepInEx\config\dsp.qualitysystem.cfg(段名 [quality],16 个键,全中文注释)。改完需要重启游戏生效。


English

What it is

Vanilla has a hidden number called inc (proliferator points): spray coaters raise it, machines produce more, and that's it. This mod turns it into a visible 0–10 quality ladder: items have quality, buildings have quality, and that quality can be seen, filtered and inherited — it changes how your whole factory runs.

No new items, no new recipes, save-game structure untouched.

How you play it

  1. Spray to start: run your main line (say iron ingots) through a spray coater — items become 1 / 2 / 4 points (Mk.I / II / III; one pass caps at 4).
  2. Mining snowballs: miners and advanced mining machines with quality produce ore that already carries points — a 10-point miner averages +1 point per ore.
  3. Production upgrades: furnaces, assemblers and similar buildings roll to upgrade their output by 1–2 points based on their own quality — this is the main way to push items past 4 points and up to 10.
  4. Building inheritance: build with N-point materials, get an N-point building (the mod always spends your highest-quality copy first).
  5. Filter the good stuff: each splitter output port can route by "item + minimum quality", and sorters accept a quality threshold, so high-grade goods only go where they matter.
  6. Compounding loop: better buildings work faster → more high-quality products → even better buildings.

Features

  • Ten visible steps: 0→10 points map to 0 / 2.5 / 5 / 7.5 / 10 / 15 / 20 / 30 / 40 / 60 / 100% bonus — exactly 2.00× at max, at 3.5× power draw, the same trade-off as fully-proliferated vanilla.
  • Seven bonus types: crafting & mining speed, logistics-station charging, research speed, turret fire rate, power generation, launcher/ejector speed, and sprayer +1-point chance — all sharing one curve table.
  • Points flow: product inheritance (lowest input path wins), building inheritance from materials, and points returned when dismantling — quality is something you can move around your factory.
  • Quality you can see: a quality badge in the top-left corner of item icons (grey-blue → blue → purple → gold), and a golden pulsing halo around 10-point buildings.
  • Quality you can filter: splitter output-port rules plus sorter thresholds let you split "high-quality only" lines from normal ones.
  • Quality-aware storage: building items are stored in separate stacks by quality (same quality merges automatically), and storage containers gain extra slots by quality (up to +0.5 slot per point, max +5).
  • 16 switches, fully documented in Chinese; defaults are the intended experience.
  • Low risk: every patch falls back to vanilla on failure, and quality data lives only in the save file's trailer — no side files.

Install

  1. Install BepInEx 5.4.x.
  2. Install via r2modman / Thunderstore Mod Manager, or drop DSPQualitySystem.dll into BepInEx\plugins\DSPQualitySystem\.
  3. Launch the game and look for [QSystem] in the log.

Dependencies: BepInEx 5 (required), CommonAPI (declared with the package). LDBTool / DSPModSave are not needed.

Uninstall & compatibility

  • Just delete the DLL: the save stays readable by vanilla (quality data sits in the .dsv trailer, no extra files).
  • Coexists with other mods that append to the save trailer (e.g. DSP-MolecularHub).
  • Only caveat: items sitting in storage slots that were added by quality exist only in the mod data and are lost after uninstalling — empty those slots first.
  • Single-player mod; not for multiplayer.

Config

BepInEx\config\dsp.qualitysystem.cfg (section [quality], 16 keys, Chinese comments). Restart the game after editing.


Version 0.17.1 · Mod ID dsp.qualitysystem · Built for Dyson Sphere Program 0.10.35 with BepInEx 5 (net472, single DLL).

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