DspBlueprintEdit
A "Modify Blueprint" button has been added to the blueprint interface in the game, and a pop-up window will pop up to view/edit the blueprint content; it can automatically determine the longest chain distance of the conveyor belt and save the belt with one click (delete the hanging belt, shorten the single-ended belt chain), and support clipboard import, export and undo.
About this mod Machine translation
DspBlueprintEdit
Dyson Sphere Project (DSP) BepInEx plug-in: directly modify the blueprint in the in-game blueprint interface, reference ideas
cying314/edit-dspblue-print (web version blueprint editor),
This plug-in brings commonly used editing capabilities into the game.
Function
- A new "Modify Blueprint" button has been added to the blueprint interface.
- When opening the Blueprint Inspector (selecting the blueprint in the blueprint browser, or copying the blueprint mode), under the "Copy" button
A "Modify Blueprint" button will automatically appear (you can also press the F10 switch).
- Click to pop up the blueprint modification window, displaying: name/author/introduction, building list (statistics grouped by items, supports filtering, only view conveyor belts).
- Conveyor belt analysis + belt saving optimization
- Automatically split the conveyor belt in the blueprint into chains according to the connection relationship, and automatically determine the longest chain distance (how many grids of belts, starting point→end point coordinates,
Straight line/bent), and count the number of suspended chains at both ends and single-ended suspended chains.
- "Delete the entire belt chain with both ends dangling": The common copy residue "broken head belt" in the blueprint can be cleared with one click.
- "Truncate the single-ended suspended belt chain (save belt)": The belt chain that is only connected to one end of the building will be shortened according to the set number of reserved cells (default 1 cell).
Save a lot of tape when pasting the blueprint; when long distance is needed, refer to the "longest chain distance" given on the interface and pull the wire yourself.
- Import/Export/Undo
- Export to clipboard/import from clipboard (Base64, interoperable with the game's native blueprint format, and can also be used with the edit-dspblue-print web page).
- Automatically back up the original blueprint when opening the editor, and restore it with one click "Undo all modifications".
- The modification is applied through the game's native CheckBuildingData + Refresh, and then persisted using the native save/use button of the blueprint interface.
build
cd D:\source\DspBlueprintEdit
dotnet build -m:1 -nodeReuse:false
Automatically deploy to the game BepInEx/plugins/ after build (the default game directory can be overridden in the GameDir property of csproj).
illustrate
- The conveyor belt is judged to be itemId 2001~2003 (normal/high-speed/extreme-speed conveyor belt).
- Only tested on a single machine; not verified online (Nebula).
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: