MultiStarSystems
Stable, visibly moving two- to six-star systems with explorable outer planetary systems.
About this mod Machine translation
Multi-Star Systems/Multi-Star Systems
In the real universe, about 50% of stars exist as binary or higher-order multiple star systems. Multi-Star Systems adds a stable, visible and continuously moving multi-star system to the new galaxy of the "Dyson Sphere Project": the stars will orbit a common center of mass, and the outer stars and outer binary stars will also slowly orbit outside the planetary zone.
This is not a visual effect of a few stars placed statically together. Star maps, flight, planet positions and local lighting will all be updated to follow the movement of the multi-star system, allowing players to observe and explore a truly moving multi-star environment in the game.
Main content
Stable two to six star system
New galaxies generate double, triple, quadruple, quintuple and six-star systems. Different star numbers adopt a stable hierarchical configuration:
| Stars | Configuration |
| ---: | --- |
| 2 | Double Star |
| 3 | An equilateral triangle, or an inner binary star plus an outer massive star |
| 4 | Square, double binary, or inner three stars plus outer massive stars |
| 5 | Regular pentagon |
| 6 | regular hexagon |
Compact binary stars will clearly orbit each other at high speeds. The outer stars or outer binaries in a hierarchical configuration lie beyond the orbits of the outermost planets of the primary star and orbit the center of mass of the system with a slower period.
Explorable outer galaxies
Each multi-star system has a primary star that is responsible for the core galaxy gameplay. The outer stars in a hierarchical system can also have their own planets; in a double binary star system, the far binary stars can also exist as independent outer planet subsystems.
Outer planets can be selected, reached and developed directly in the star map, and will move in sync with their stars. To maintain the structure of the game, black fog and Dyson spheres are still handled by the main star, and black fog or independent Dyson spheres will not be generated in outer galaxies.
Multi-star illumination and Dyson sphere
The companion star will provide directional supplementary light to the local planet based on luminosity and distance. Dawn or dusk-like brightness may appear on the night side, but supplemental light is limited and does not keep the entire planet at noon for long periods of time.
When the primary star is a direct binary, constructing a Dyson sphere combines the luminosities of the pair of stars for use in the calculation of the effective luminosity of the Dyson sphere.
Special star and star map information
Multiple star systems may contain O-type stars, blue giants, neutron stars, or black holes. The new galaxy is guaranteed to have at least one special multi-star system, and about half of the multi-star systems will contain special stars.
When viewing the star details in the star chart, the panel will display the binary, triple or higher-level relationship to which it belongs, making it easy to identify the system structure.
New Galaxy and Star Count
When creating a new galaxy, the in-game star count setting still represents the number of stars that would normally form the main planetary system. Taking the default 64 stars as an example, the Milky Way will ensure that there are at least 64 regular planetary galaxies; multi-star companions and outer planetary subsystems will be added as additional celestial bodies and will not crowd out these 64 positions.
Multi-star systems will leave space in the close orbit region of the main star, and planets directly orbiting the main star will be generated from further outer orbits.
Movement speed
The default speed is adjusted for star chart observations: compact binaries typically complete one cycle in about two minutes, with the outer members having longer periods from the binary's center of mass. Can be adjusted in the configuration file generated after first startup:
BepInEx/config/Zincon.DSPMultiStarSystems.cfg
| Group | Configuration items …
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: