ProjectEden
Expand the late-stage production of the Dyson Sphere Plan: seventeen giant buildings, fourteen new mineral veins, 50 antimatter per batch at the end of the 10,000-speed antimatter production line, 100 bio-matrix per batch, direct mutual supply of matrices to research stations, as well as the quality of items and a complete chemical chain that flow with the goods. Supports 5000-layer assembly (including preloader), the default planet radius is doubled (note the compatibility of old version archives), and parameters can be configured through JSON.
About this mod Machine translation
Project Eden / Project Eden
Fixed the problem that the giant building's own logistics chute missed moving the production increase point when feeding materials to the production buffer: the spraying point was moved according to the actual number of pieces taken, and deducted from the source, and the remainder was retained for part of the taken materials. After all the raw materials for the third-level production increase agent are put in, the original panel should show an additional output of +25% or a production acceleration of +100%; the previously accumulated unsprayed production raw materials need to be consumed and replenished before they are updated. There is no direct forgery of the panels or reissue of production increase points.
Giant building spray repair: The cycle budget is now included in the acceleration multiplier of the current raw materials, and the production increase progress is accumulated according to the actual recipe cycle; the frequency division pause no longer repeatedly deducts the production increase timer, and automatically clears the negative production increase progress in the old archive. Internal material preparation and product buffering are simultaneously expanded, including the smelting path. When the third-level production increase agent is used, all necessary raw materials reach the four-point spray level, and the supply and power supply are sufficient and shipments are smooth, the formula that supports production increase will produce about 125% in the long term in the extra output mode and about 200% in the acceleration mode. Acceleration will simultaneously increase the consumption of raw materials. Recipes that prohibit yield increase still only speed up. Batch settlement and normal construction behavior will be retained; the actual effect will be verified after restarting.
1.13.8 Release status: Fix the transportation and cycle timing of giant building production increase points, add shared logistics candidate index, mathematical batch settlement and production slot direct index; retain low contention probes, withdraw the whitelist source mapping cache. Newly installed system probes are turned off by default, production statistics batch merging is turned on by default, and other optional parallel/candidate index switches are turned off by default; existing profile coverage remains unchanged. On 2026-10-01, the last two windows of this machine have FPS 10.3~10.4, UPS 21.1, and the required refresh thread accumulation is about 5.07~5.14ms/tick; it is not strictly A/B and does not represent fixed income.
Released on 2026-10-01: The 1.13.8 installation package probe is turned off by default; native performance and blueprint probe coverage have also been turned off, and the production and logistics optimization switches remain unchanged. The game needs to be restarted to take effect.
Blueprint condition check optimization: When unconditional construction is turned on, collision checks are skipped for ordinary manufacturing buildings; connection/parameter related checks are retained for conveyor belts, sorters, stacked buildings, mining machines and additional equipment. A blueprint checks the reverse index of the shared collider, replacing FindColliderId and traversing the nearby collision body table each time; the check is completed and released. It is known that changing the entry of the collision body table will invalidate the index. Special probes are retained, and actual acceleration is pending verification of real machine logs.
New construction settlement subdivision probe: following blueprintprobe.enabled, 17 items including terrain leveling, entity pool registration, connection migration, logic/display component creation, pre-built object removal, conveyor belt/sorter connection and construction events are recorded in the scope of BuildFinally. [Construction settlement breakdown] is output according to special report intervals, including total time spent, single average/slowest, …
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: