GiantPlants

v1.5.3·Updated 2026-07-23

Per-planet vegetation size distributions, giant rare plants, relaxed colliders, and built-in preservation.

Screenshots 8 screenshots

About this mod Machine translation

Giant Plants / Giant Plants

Icarus: Botanist Edition

Icarus landed on a planet that looked like Pandora. There are no familiar low shrubs here. Towering trees and huge vegetation are all over the land. The primeval forest itself is the most precious life system on the planet. You still have to build automated factories among the forest seas, but construction shouldn't mean unbridled clearing. Plan roads to avoid old trees and allow industry and forests to grow together as much as possible. Please do not destroy these plants at will. They are not obstacles, but an important part of the world.

A vegetation body mod for Dyson Sphere Project. It will cause different planets to have different vegetation size distributions, and generate a small number of particularly eye-catching giant plants on some planets, making the planet's surface show more obvious scale differences.

The Mod also provides collision processing, building clearance determination and vegetation protection functions suitable for enlarging vegetation, but mold penetration may occur.

Core functions

  • Each planet selects one of three vegetation size distributions: extra-large, large or trimodal with equal probability.
  • Each planet has a 50% chance of giant vegetation appearing. After a hit, 5-15 plants are randomly selected, and the final size is 8x-15x the original size.
  • The planet information panel will display the plant multiplier and the number of giant vegetation on the planet.
  • Built-in Vegetation Protection's vegetation protection and building overlap determination functions do not require additional installation; they are mutually exclusive and cannot be enabled at the same time.
  • Supports vegetation in newly generated planets and existing archives.

Showcase / Showcase

Rigil Kentaurus IV: Forest and factory / Forest and factory

Rigil Kentaurus IV: Giant forest / Giant forest

Delta Reticuli I: Coastal vegetation / Coastal vegetation

γ Ursae Minoris V: Alien blossom forest / Alien blossom forest

End of Light I: Giant Forest Interior / End of Light I giant forest interior

Ksora I: Volcanic landscape

Ksora V: Rocky wilderness / Rocky wilderness

Broken Shelter Alpha I alien garden / Broken Shelter Alpha I alien garden

Default distribution

| Mode | Default Peak | Distribution Characteristics |

| --- | --- | --- |

| Extra Large | 3.5x-5x | Unimodal distribution, about 75% of plants before and 25% after the crest |

| Large | 2.5x-3.5x | Same as Extra Large, but smaller overall size |

| Trimodal type | 1x-1.5x, 2.5x-3.5x, 4.75x-6x | Three separate peaks, each with a similar number of plants |

Normal distribution has a magnification limit of 1x-7x. Giant vegetation uses an independent multiplier range, with a default of 8x-15x and a hard cap of 15x.

The pattern, crest, number of megaplants, and specific plants selected for each planet are determined by the seeds, so the results can be reliably reproduced.

planetary information

The "Basic Information" column of the planet information panel will add two lines:

  • Plant multiples: Display the crest of a unimodal planet, or the three crests of a tripodal planet.
  • Giant vegetation: Displays the number of giant plants on the planet; if there are no giant plants, it displays 0.

Gas planets or planets that are definitely devoid of vegetation will display 0x/0.

Collision and vegetation protection

  • The character collision body is calculated at most 1.5x by default and will not follow the giant plants all the way up to 15x.
  • The physical collision between characters and vegetation can be completely turned off, allowing the characters to pass directly through the plants.
  • The damage caused to plants by character collision defaults to 0.1x of the original version and can be adjusted in the configuration.
  • During construction, the true overlap is determined based on the sphere, capsule and directional box that comes with the plant prototype, without using an external box that covers the entire tree crown.
  • Buildin …

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. 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.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. 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.

Dependencies

Install these first, or the mod will not work:

xiaoye97-BepInEx

File & checksum

Filename
GiantPlants-1.5.3.zip
File size
3.7 MiB