VeinProtector
Stops mining an individual vein node when its remaining resource amount reaches 1
Screenshots 4 screenshots
About this mod Machine translation
Mine protection
A mine protection mod for "Dyson Sphere Project". Stop mining when there is 1 mineral left in a single mineral point of the mineral vein to avoid the exhaustion of the mineral vein affecting the archive limit. After the current original game mineral utilization reaches level 390, the mineral consumption will become 0. At this time, the Mod will no longer protect and mining will be normal.
Function
- Ordinary limited solid mineral points enter the protection state when there is 1 mineral left.
- Protected mine sites no longer consume or produce minerals.
- Rate details for small miners and large miners exclude contributions from protected mine sites.
- Mod switch is provided in the in-game settings option.
- You can move the mouse to the reference rate details in the production statistics panel to view the number of protected mineral points and the protection status reference rate.
set up
Go to Settings → Game → Mine Protection to enable or disable it. It is enabled by default. The switch takes effect immediately and does not require restarting the game or reloading the save file.
Mineral Utilization Level and Zero Consumption Behavior
Mod does not directly determine the technology level, but reads the current actual mineral resource consumption rate of the game.
When the actual resource consumption rate drops to 0, the mine points with a remaining mineral quantity of 1 no longer need to be protected, and the protected mine points will be mined again. Under the current original mechanism, the corresponding mineral utilization level is 390.
reference rate
The "reference rate" displayed outside the production statistics panel remains the original calculation, and the Mod does not modify this value.
In the details of the supported solid mineral reference rates (when the mouse is moved over the reference rate value), the Mod additionally displays:
- Protected mine points: N————The number of mine points actually bound to the mining machine and protected within the current statistical range.
- Protection status reference rate:
The protection state reference rate is the theoretical maximum production value of the area after excluding the production capacity of protected mine sites. This information can help players plan production before the resource consumption rate drops to zero.
When the protection switch is turned off or the resource consumption rate is zero, the detail expansion will be hidden and the original layout will be restored.
Scope of application
Mod only handles normal limited solid ore veins. The production logic of crude oil and other non-limited solid mineral veins remains the original version.
Save and uninstall
Mods do not write additional private state to the archive. The protected mineral points are still the game’s native mineral vein data. After turning off the protection function or uninstalling the Mod, these mineral points can continue to be mined according to the original logic.
compatibility
UXAssist contains mineral vein protection function. If UXAssist Mod is installed, this Mod is no longer needed.
Install
It is recommended to use r2modman Mod Manager, install BepInEx and VeinProtector to the same folder, and start the game through the Mod Manager.
When installing manually, place VeinProtector.dll into: BepInEx/plugins/VeinProtector/VeinProtector.dll
The standard release ZIP already contains the BepInEx/plugins/VeinProtector/ directory structure and can be decompressed according to this structure. Do not install a manager copy and another manual DLL copy at the same time in the same Profile.
Development/Building
Building the Dyson Sphere game assembly from source requires native installation, and BepInEx/Harmony references. Due to copyright reasons, these DLLs are not included in the repository. Put them into src/VeinProtector/AssemblyFromGame/ and src/VeinProtector/AssemblyFromProfile/ (these two directories are ignored by Git), then run scripts/build.ps1.
Problem feedback
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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: