IcarusBoost
Configurable Icarus mining, crafting, walking, jump height, planetary flight speed and energy costs for new and existing saves, with legacy MechBoost cleanup. By Loki Moon Labs. AI-assisted development.
| Last updated | 4 hours ago |
| Total downloads | 6 |
| Total rating | 0 |
| Categories | Cheats Mecha Optimization Quality of Life |
| Dependency string | LokiMoonLabs-IcarusBoost-1.0.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
README
Icarus Boost
Loki Moon Labs · 1.0.0 · Dyson Sphere Program 0.10.35.29151
Configurable hand mining, hand crafting, walking, jump height, planetary flight speed and mecha/drone energy costs for new and existing saves. Inspired by DSP MechBoost, with an independent implementation, bounded config controls and cleanup of its recognizable saved starting bonuses. No new window or hotkey.
Installation and configuration
- Keep a backup of your save for the first test. The legacy cleanup intentionally normalizes five saved mecha fields when their combined values match the old mod's pattern; that cleanup is retained when you save afterward.
- Disable DSP_MechBoost by EGC in your mod manager. Icarus Boost declares
dsp.mechboost.btnincompatible and will not load while the original plugin is enabled. Your original mod and its activation flags are not changed by this package. - Import this ZIP as a local mod in r2modman, then launch modded.
- Edit
BepInEx/config/LokiMoonLabs.IcarusBoost.cfgin the profile you use. Restart the game after editing the file.
Every numeric entry uses Single. All five speed multipliers default to their maximum allowed values. Energy defaults remain half-cost mecha energy and free Icarus construction-drone launch requirements/travel:
| Section / setting | Default | Allowed range | Effect |
|---|---|---|---|
| General / Enabled | true | true / false | Enable runtime boosts and legacy saved-boost cleanup |
| Speeds / MiningSpeedMultiplier | 500 | 0.1–500 | Hand mining at 500 times the saved native speed |
| Speeds / CraftingSpeedMultiplier | 1000 | 0.1–1000 | Hand crafting at 1000 times researched speed |
| Speeds / WalkingSpeedMultiplier | 20 | 0.25–20 | 20 times the native walk-speed value, subject to the combined limits |
| Movement / JumpHeightMultiplier | 100 | 1–100 | Approximate height multiplier; 1 adds no jump boost |
| Movement / FlightSpeedMultiplier | 20 | 0.25–20 | Extra planetary flight-speed multiplier on top of walking speed |
| Energy / MechaEnergyUseMultiplier | 0.5 | 0–5 | Half cost for energy routed through Mecha.UseEnergy |
| Energy / DroneLaunchEnergyMultiplier | 0 | 0–5 | Remove Icarus's construction-drone launch energy requirement |
| Energy / DroneTravelEnergyMultiplier | 0 | 0–5 | Free Icarus construction-drone travel |
1 leaves a value unchanged after any legacy cleanup. 0 makes the selected energy cost free. Values outside their setting's range are clamped when loaded; non-finite numbers cannot propagate through the boost calculations. Existing chosen settings within these limits are retained.
High movement speeds still change handling. Drone repair energy remains native, and general mecha energy scaling does not cover energy paths that bypass Mecha.UseEnergy. Native launch charging behavior remains native; the launch setting scales the mecha's launch-energy requirement, without creating a new energy charge.
Jump, flight and combined limits
JumpHeightMultiplier scales launch speed by the square root of the setting: 100 requests roughly one hundred times the height through ten times the launch speed under the same gravity. Terrain, variable planetary gravity and native flight transitions affect the actual result. Jump animation uses the same effective launch speed. Added jump launch speed is capped at 120 m/s. Jump energy is not automatically increased, and native research requirements are preserved.
FlightSpeedMultiplier affects the horizontal speed of planetary Fly mode. It combines with WalkingSpeedMultiplier, with one shared result for movement and flight energy calculations. For example, walking 2 and flight 2 request four times native flight speed, subject to the 480 m/s combined ceiling. Boosted planetary flight receives a radial physics correction toward the native target altitude, compensating for the outward drift from fast horizontal travel. The shared final force step covers normal flight and Galactic Scale. Manual ascent/descent still changes the native target; landing and space transitions remain native. Stabilization leaves horizontal velocity intact, skips unboosted or unsupported faster motion and low-energy flight, and does not teleport Icarus. Corrections are bounded and non-finite inputs are rejected. Low-altitude drift, space sailing and warp controls remain native apart from the existing walking/general-energy controls. Native energy-charging calls remain in place; stabilization does not add a separate energy charge.
Additional walking speed is capped at 240 m/s. Mining boosts are capped at 20,000 native stat units and crafting at 10,000. Ore extraction is batched to reduce per-item work. Extremely high output, inventory overflow and other mods can still affect FPS. These limits constrain this mod's extra boost; if another mod or the save already supplies a faster native value, that existing value is preserved rather than forcibly reduced. Disabling the mod restores the unmodified runtime reads. The bounds reduce overflow and excessive movement risk but cannot certify collision behavior, FPS or every combination of mods. In-game testing is still required.
Crafting accepts up to 1,000x. Its final native progress conversion and addition are bounded together so fuel-amplified progress cannot wrap the queue counter. Recipe ingredients, research and normal completion logic remain native.
Quiet, efficient hand mining
While enabled, Icarus Boost batches ore extraction through the native inventory, production and history APIs. It leaves the final extraction of each tick to the game, preserving native depletion warnings, vein removal, animation updates and scenario events. Finite veins still lose the correct amount; infinite resources retain their stock. Mining progress and energy charging remain in the native tick. Inventory overflow still uses the game's trash system, with batched stacks instead of individual pieces.
Hand-mining particle bursts and floating item popups are suppressed; item-count notifications remain. Audio created during the hand-mining tick is muted, including extraction and inventory-overflow sounds. Other game audio remains outside this mute scope. Gas/vegetation drops retain their native logic, with mining popups/particles suppressed and mining-tick sounds muted. Setting Enabled to false restores native mining behavior and feedback as well as disabling the boosts.
There is no world scan or delayed item queue. A supported ore tick performs at most one batch inventory/statistics update plus one native extraction, instead of repeating all work per item. This reduces work in the mining path; it does not guarantee a particular FPS. Mods that assume every inventory notification represents exactly one item may need compatibility testing.
Existing-save cleanup
DSP MechBoost multiplied starting mining/crafting speed by 10, starting walk speed by 2, and saved both mecha drone-energy fields as zero. Later crafting/walking research was added to those boosted starting values.
On save load, Icarus Boost checks for the complete recognizable pattern against the current game's starting values. If matched, it restores native starting mining speed, subtracts only the original extra starting crafting/walking speed, and restores the two native drone-energy fields. It does not divide researched crafting/walking values or reset research. Existing energy, build range, drone counts, inventory and other mecha stats are untouched. The log records the speed values before and after cleanup.
For example, a native starting crafting speed of 1, old boosted starting speed of 10 and later research bonus of 3 gives a saved value of 13. Cleanup changes that to 4, preserving the research bonus of 3. Your configured runtime multiplier then applies to 4.
The restored fields no longer match the old pattern, so repeated loads do not apply the cleanup again. New/unboosted saves and partial or unexpected patterns are left intact, with a log entry explaining that no complete pattern was found. It cannot identify every historical modification or distinguish another mod that deliberately produced the exact same five-field pattern. The original starting values must still match the current mode configuration for recognition.
New boosts are applied when native gameplay reads the stats, without writing multiplied speed values into saves. Config changes and save reloads therefore do not compound them. Setting multipliers to 1 or removing Icarus Boost removes its runtime effects; it does not recreate old saved MechBoost bonuses that were cleaned up.
Compatibility and performance
- DSP_MechBoost is incompatible. Disabling it is required even if Icarus Boost's Enabled setting is false.
- Construction-drone travel scaling targets Icarus's double-energy overload and checks drone ownership. Battlefield-base drones retain native energy costs. The global ModeConfig object is never modified.
- Galactic Scale replaces the native flight tick. Icarus Boost also patches its replacement speed read, so planetary flight uses the same combined speed as the native flight energy calculation. Galactic Scale is optional; its flight logic is retained.
- Build Back Better can continue controlling camera/build/drone range; these settings are separate.
- Hand Crafted Trinkets can continue enabling hand crafting and its Complete Queue button. Crafting speed affects ordinary queue progress; instant completion remains instant.
- Other mods that replace movement, crafting or energy routines can take precedence or combine with these multipliers. Multiplayer is not supported or validated by this release.
- There is no per-frame world/station scan, new input handler, item buffer or custom save record. Runtime boosts use small numeric helpers in native consumers.
Validation
The build passed 11,353 automated assertions covering config defaults/types/persistence and every numeric limit, researched legacy cleanup and idempotence, unchanged ordinary/partial-pattern saves, the actual native energy method with its prefix, rewritten stat-reader execution, jump/flight composition and ceilings, malformed config values, consumer patch contracts and separate mecha/base drone energy paths. The checks include 3,000 finite/infinite mining comparisons, 2,000 altitude-step calculations across planet sizes and physics steps, native transition/energy guards, executed bounded crafting assignments, mining patch structure, audio-scope restoration and the 100x jump bound. Standalone .NET cannot execute the full Unity mining, sound, movement and construction-drone bodies; those require an in-game test, including actual FPS and full-inventory behavior. The user confirmed the preceding 0.1.6 build works in game, including flight stabilization. Version 1.0.0 retains that gameplay implementation and finalizes maximum speed defaults, config descriptions and release documentation.
Bug reports and support
Report a bug or browse existing reports. Select Icarus Boost in the shared affected-mod dropdown.
AI Development Disclosure
AI tools assisted with code, debugging, tests and documentation. Loki Moon Labs directs development and is responsible for testing and maintaining the mod. Automated checks passed, and the user confirmed the preceding gameplay build works in game. The approved Loki Moon Labs artwork is reused unchanged.
Acknowledgments and building
Inspired by DSP_MechBoost by EGC. This package does not bundle that plugin, its branding or source code, or game/dependency assemblies. Build.ps1 and Test.ps1 use the locally installed game and BepInEx libraries; Package.ps1 creates the tested runtime and source ZIPs.