PowerGridIsolator
Tag power poles into numbered isolation groups so they never auto-merge into the main grid, even in wire range. Hotkey or quick-bar toggle, drag-select with a live terrain-conforming highlight, works
About this mod Author’s original text
PowerGridIsolator
Give a grid its own island - tag poles so one power network never drags another down.
Version: 1.0.0
Game: Dyson Sphere Program 0.10.x (built against 0.10.34)
Loader: BepInEx 5.4.17+
For anyone running a dedicated backup generator, an isolated production
line, or any setup that shouldn't share load with the rest of the
planet's grid.
What it does
Vanilla DSP has exactly one flavor of power network: any pole within
wire/wireless range of another automatically merges into the same grid,
with no way to opt out short of physical distance. This mod adds a
hotkey-driven tagging mode that assigns poles to a numbered isolation
group (0 = vanilla/ungrouped, 1-9 = isolated islands). Poles in
different non-zero groups never merge - even if they'd normally connect
- so a dedicated setup stays powered independently of whatever happens
to the rest of the grid.
Features
- Hotkey (Ctrl+G default) or a quick-bar icon next to the mecha
energy bar opens a small window to pick the active group.
- Left-click a pole to assign it to the current group; right-click
to clear it back to vanilla (group 0). Right-click on empty ground
with nothing to clear exits tag mode, same as Escape.
- Drag-select either button to tag/clear every pole in the area at
once. The selected area is a real terrain-conforming grid highlight,
not a flat overlay, and the live "N pole(s) selected" count always
matches exactly what's highlighted, at any camera angle.
- Works retroactively on already-built, already-merged grids - not
just newly placed poles.
- No new building, no CommonAPI dependency - patches the existing
power-pole mechanic directly.
- Complete no-op by default - with nothing tagged, behavior is
bit-identical to vanilla.
Installation
Via r2modman Mod Manager (recommended):
- Install r2modman or the Mod Manager.
- Search "Dyson Sphere Program" and set up a profile.
- Search "PowerGridIsolator" in the Online tab and install.
- Launch the game through the mod manager.
Manual install:
- Install BepInEx 5 for Dyson Sphere Program.
- Download the latest PowerGridIsolator-.zip from the
Releases page.
- Extract the ZIP into your Dyson Sphere Program folder so the
plugins\ path lands inside BepInEx\plugins\.
- Launch the game once. BepInEx creates
BepInEx\config\com.zicarius.PowerGridIsolator.cfg with the defaults.
- (Optional) Edit that.cfg to taste - with the game closed, then relaunch.
Before you install
This is a BepInEx plugin - it patches the game's code at runtime using
Harmony patches.
- Only download from sources you trust. Only this mod's
page or the GitHub repo - treat
re-uploads elsewhere as unsafe.
- Game updates can break it. A DSP update may stop this mod from
working until a compatibility update is released.
- Tags live outside your save. Group assignments are stored in a
small text file next to your BepInEx config, keyed to the save name -
not inside the.dsv save itself. Removing this mod leaves your save
completely untouched; you just lose the tag assignments, and every
pole reverts to normal vanilla merge behavior.
Configuration
All settings live in the BepInEx config file - there is no in-game
settings window. Edit it with the game closed, then relaunch (config is
read at launch).
| Setting | Default | Description |
|---|---|---|
| General > EnableIsolation | true | Master switch for the group-merge filter. Off = fully inert, vanilla merge behavior unchanged. |
| General > MaxGroups | 9 | Highest selectable island id. Group 0 is always "ungrouped/vanilla" and isn't counted against this. |
| Hotkeys > ToggleTagModeKey | Ctrl+G | Enter/exit pole-tagging mode. |
| Diagnostics > DebugLog | false | Verbose logging to the BepInEx console. Off by default. |
(Full reference: the.cfg file BepInEx writes on first run.)
Compatibility
- Game version: DSP 0.10.x (built against 0.10.34).
- Other mods: No CommonAPI dependency. Known risk (not a confirmed
conflict
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: