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LokiMoonLabs-PlanetaryResourceArchitect-2.0.0 icon

PlanetaryResourceArchitect

A polished planetary resource editor for Dyson Sphere Program. Add, move, split, merge, and safely remove veins and oil seeps through DSP Construct Mode.

Date uploaded 4 days ago
Version 2.0.0
Download link LokiMoonLabs-PlanetaryResourceArchitect-2.0.0.zip
Downloads 58
Dependency string LokiMoonLabs-PlanetaryResourceArchitect-2.0.0

This mod requires the following mods to function

xiaoye97-BepInEx-5.4.17 icon
xiaoye97-BepInEx

BepInEx5.4.17 mod plugin framework, Mod框架

Preferred version: 5.4.17

README

Planetary Resource Architect

Version 2.0.0
By Loki Moon Labs

Planetary Resource Architect is a polished planetary resource editing toolkit for Dyson Sphere Program. It lets you add, move, split, merge, and remove resource veins while working through DSP's native Construct Mode.

Features

  • Add all standard vein resource types and oil seeps.
  • Choose vein amounts of 500, 1M, or Infinite.
  • Adjust oil seep production rate.
  • Move a single vein node.
  • Move an entire vein group.
  • Move every vein of a selected resource type on the current planet.
  • Split a configurable number of veins into a new group.
  • Merge two groups of the same resource type.
  • Remove veins safely.
  • Use DSP's native Dismantle tool to remove resource veins.
  • Keep vein groups, colliders, models, mining displays, and spatial-hash data synchronized.
  • Protect veins attached to miners during operations that would make those connections unsafe.
  • No BepInEx config file is created.

Opening the Window

Press F7 to open or close Planetary Resource Architect.

The window is fixed-size and draggable by its title bar. Mouse input over the window is blocked from passing through to the game.

Basic Use

  1. Open the window with F7.
  2. Click a planetary resource to select it. Click the same resource again to clear the selection.
  3. Choose a tool from the left sidebar.
  4. Resource tools automatically enter DSP Construct Mode.
  5. Use left-click to perform the selected operation.
  6. Right-click disables the active Planetary Resource Architect tool.
  7. Clicking the currently active tool button again also disables it.

For move, split, and merge operations, the first click selects the source. Clicking the same selected vein/group again clears that pending selection.

Native Dismantle

While DSP Construct Mode is open, select the game's normal Dismantle tool and click a resource vein to remove it through Planetary Resource Architect's safe removal path.

Installation

r2modman / Thunderstore Mod Manager

Install Planetary Resource Architect and launch Dyson Sphere Program modded. BepInEx 5.4.17 is the only package dependency.

Manual

  1. Install BepInEx 5.4.17 for Dyson Sphere Program.
  2. Place Planetary.Resource.Architect.v.2.0.0.dll in a folder under Dyson Sphere Program/BepInEx/plugins/.
  3. Start the game and press F7.

Notes

  • Planetary Resource Architect does not generate a configuration file.
  • Changes made to planetary resources affect the current game/save, so keeping a normal save backup is recommended before large edits.
  • If a vein is attached to a miner, detach or dismantle the miner before attempting an operation that the mod blocks for safety.

Credits

Loki Moon Labs

  • Dark Lord Coz — project direction, design, testing, and gameplay requirements.
  • Luna — architecture, implementation, UI, compatibility work, and optimization.
  • Loki the Cat — official Loki Moon Labs companion and quality-control supervisor.

VeinControl by blacksnipebiu was used only as a behavioral reference for useful vein-editing concepts. Planetary Resource Architect is a separate project with its own code, UI, architecture, and identity.

See CHANGELOG.md for the complete development history from v1.0.0 through v2.0.0.

CHANGELOG

Planetary Resource Architect - Changelog Loki Moon Labs

v2.0.0 - First Public Release

  • Promoted the fully tested v1.0.7 feature set to the first public release.
  • Bumped plugin, assembly, file, product, project, and package versions to 2.0.0.
  • Finalized Thunderstore/r2modman packaging, README, manifest, credits, and release documentation.
  • No gameplay behavior was changed from the accepted v1.0.7 build.
  • No BepInEx config file is used or generated.

v1.0.7 - Resource Grid Polish

  • Reworked Planetary Resources into a full-height 2-column by 7-row grid.
  • Enlarged resource selection tiles to use the available main-panel space.
  • Changed resource tiles to horizontal icon-and-label cards.
  • Expanded label areas so long resource names wrap without clipping.
  • Kept the established 15 px bold typography and 680x600 fixed window.

v1.0.6 - Sidebar Resource Settings

  • Moved Resource Settings into the left sidebar.
  • Made resource cards toggle selection on and off when clicked again.
  • Prevented Add Resource from placing anything when no resource is selected.
  • Preserved the working Construct Mode and native Dismantle behavior. v1.0.5 - Interface Cleanup

  • Removed the Session section, Clear Selection button, Disable Tool button, sidebar instructions, and help panel.
  • Reduced the fixed window from 680x760 to 680x600.
  • Clicking the active tool button again now disables that tool.
  • Clicking an already-selected vein/group again clears the pending tool selection.
  • Right-click continues to disable the active resource tool.

v1.0.4 - Construct Mode Entry Fix

  • Fixed automatic Construct Mode opening by using DSP's native PlayerController command state.
  • Removed the direct PlayerAction_Build.Open() shortcut that DSP immediately rejected.
  • Added a pending-open state so the selected resource tool remains active during the transition.
  • Kept native Dismantle resource deletion unchanged after runtime confirmation.

v1.0.3 - Native Construct Mode Integration

  • Replaced the custom placement-marker experiment with DSP's real Construct Mode workflow.
  • Added integration with DSP's native Dismantle tool for safe vein removal.
  • Tightened Dismantle vein targeting to reduce accidental nearby selections.
  • Removed the temporary RTS movement-suppression approach.
  • Standardized visible UI text to 15 px bold.
  • Kept the compact fixed window and no-config design. v1.0.2 - Compact Placement Pass

  • Reduced the fixed window to 680x760 after testing the larger layouts.
  • Added persistent repeated Add Resource placement.
  • Added the first custom placement-preview marker experiment.
  • Added the first right-click movement-suppression attempt.
  • Closing the window now disables the active tool and clears placement state.

v1.0.1 - Interface and Merge Fixes

  • Increased text size throughout the interface.
  • Fixed Merge Vein Groups so the source cluster visibly moves onto the target group.
  • Consolidated merged source/target veins into one DSP vein group.
  • Added safer merge target validation and miner checks.
  • Added right-click tool cancellation.
  • Reworked the fixed window into a narrower/taller 900x930 layout.

v1.0.0 - Initial Development Build

  • Created Planetary Resource Architect as an original Loki Moon Labs DSP mod.
  • Added Add Resource support for all standard vein resources and oil seeps.
  • Added selectable vein amount presets, adjustable oil rate, and split count.
  • Added Move Single Vein, Move Vein Group, Move Resource Type, Split Vein Group, Merge Vein Groups, and Remove Vein tools.
  • Added miner-safety checks for destructive/movement operations.
  • Added synchronization for vein positions, colliders, rendered models, mining displays, vein groups, and DSP spatial hash addresses.
  • Added a fixed, draggable Windows-style interface, DSP input blocking over the window, F7 window toggle, status feedback, and native resource icons.
  • Designed expensive editing work to be event-driven with negligible idle overhead.
  • Established the permanent plugin GUID com.lokimoonlabs.planetaryresourcearchitect.