PlanetwideShield
Two adjacent shield towers automatically merge into a global shield. When two shield towers are close enough on the same planet, the shield coverage of the planet will be changed to global.
About this mod Machine translation
PlanetwideShield Global Shield
"Dyson Sphere Project" BepInEx module: When there are two shield towers next to each other on the same planet (the minimum distance that can be built), the shield coverage of the planet is automatically changed to global.
When two shield towers are close enough on the same planet, the shield coverage of the planet will be changed to global.
rely
- Dyson Sphere Project
- BepInEx 5.x (for DSP)
Install
- Make sure the game has BepInEx installed.
- Place PlanetwideShield.dll into DSPGame/BepInEx/plugins/.
- Just start the game.
Function
- Automatic determination: If the distance between the centers of two shield towers is less than 40 (the same unit as the in-game coordinates), they will be considered "next to each other" and the planet's shield will be calculated based on global coverage.
- No UI, no archive: no switches added, no configuration or archive written; only real-time determination based on the current shield tower position.
- Shield strength: The strength of the virtual spawn point (.w) is the maximum value among all the shield towers on the current planet. The charging and display are consistent with the game logic.
use
On a planet that already has at least two shield towers, by building two of them close enough (center distance < 40), the planet's shield automatically becomes global coverage.
illustrate
- Only the coverage shape of the shield is changed (the Shader calculates the global coverage through uniform virtual points on the spherical surface), and the energy, damage, etc. still use the original logic of the game.
- Enabling/disabling this mod will not affect game saves.
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.