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Zicarius-StackingPlus-0.1.0 icon

StackingPlus

Raises DSP's cargo stacking caps beyond vanilla 4x (sorter, station piler, delivery package) plus an optional belt-speed boost. Pairs with DSPCalculatorPlus for high-throughput blueprints.

Date uploaded a day ago
Version 0.1.0
Download link Zicarius-StackingPlus-0.1.0.zip
Downloads 41
Dependency string Zicarius-StackingPlus-0.1.0

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

StackingPlus

Raise Dyson Sphere Program's cargo stacking caps beyond vanilla 4x, with an optional belt-speed boost.

Author: zicarius Version: 0.1.0 Game: Dyson Sphere Program (current Steam release) Loader: BepInEx 5.4.17+

For players whose factories outgrow vanilla's stacking ceiling - especially alongside DSPCalculator / DSPCalculatorPlus, where a high-throughput blueprint's byproduct (hydrogen at scale is the classic case) can exceed even a fully-stacked Mk.III belt.


What it does

Vanilla DSP caps cargo stacking - how many items a Pile Sorter piles onto one belt cargo slot, how much a logistics station piler stacks, how much a delivery package carries - at 4x. StackingPlus raises that ceiling (default 8x, configurable up to the game's hard byte limit of 255x) across four independent dimensions, and optionally speeds up belts themselves. By default it's tech-gated: your factory plays exactly like vanilla until you've researched the vanilla-max stacking tech, then the higher cap kicks in automatically.

Features

  • Four independent stacking caps, each toggleable and separately configurable: sorter output (the belt cargo cap - the core throughput fix), sorter input, station piler, and delivery package.
  • Tech-gated by default - early game is untouched vanilla; the boost applies once you've researched the vanilla-max stacking tech for that dimension. A config toggle makes it apply immediately instead.
  • Raise-only - never lowers a value you already have above the configured cap, even if you tune the cap down later.
  • Optional belt-speed multiplier (experimental, default OFF) that genuinely speeds up belts, including a full fix so a boosted belt still visually renders as its real tier instead of looking like a faster one.
  • Works with DSPCalculatorPlus out of the box - when both are installed, DSPCalculatorPlus automatically plans blueprints against your raised cap (no extra config on either side), letting its overflow fix push a stuck high-throughput byproduct past the vanilla belt wall.
Installation

Via r2modman / Thunderstore Mod Manager (recommended):

  1. Install r2modman or the Thunderstore Mod Manager.
  2. Search "Dyson Sphere Program" and set up a profile.
  3. Search "StackingPlus" in the Online tab and install.
  4. Launch the game through the mod manager.

Manual install:

  1. Install BepInEx 5 for Dyson Sphere Program.
  2. Download the latest StackingPlus-<version>.zip from the Releases page.
  3. Extract the ZIP into your Dyson Sphere Program folder so the plugins\ path lands inside BepInEx\plugins\.
  4. Launch the game once. BepInEx creates BepInEx\config\com.zicarius.StackingPlus.cfg with the defaults.
  5. (Optional) Edit that .cfg to taste.

Before you install

This is a BepInEx plugin - it patches the game's code at runtime using Harmony, targeting the game's own save-load, tech-research, and belt rendering methods.

  • Only download from sources you trust. Only this mod's Thunderstore 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. Every patched method is resolved defensively (via reflection) - a rename disables just that one feature with a log warning instead of crashing.
  • Save impact - be aware, not alarmed. The raised stacking values (and boosted belt speeds, if enabled) are stored using the game's own existing save fields - nothing new is added to the save format. Once a cap is raised in your save, it stays raised even if you later uninstall the mod or lower the cap in config (the mod only ever raises, never lowers) - a harmless lingering buff, not corruption. Still, back up your save before trying a new mod, as always.

Configuration

All settings live in the BepInEx config file - there is no in-game settings window.

Section Setting Default Description
Stacking EnableSorterOutput true Raise Pile Sorter -> belt output stacking (the belt cargo cap). Core throughput fix.
Stacking SorterOutputCap 8 Target sorter output stack size (2-255; vanilla 4).
Stacking EnableSorterInput true Raise Pile Sorter pickup (input) stacking.
Stacking SorterInputCap 8 Target sorter input stack size (2-255; vanilla 4).
Stacking EnableStationPiler true Raise the logistics station output piler level.
Stacking StationPilerCap 8 Target station piler level (2-255; vanilla 4).
Stacking EnableDeliveryPackage true Raise the delivery package stack-size multiplier.
Stacking DeliveryPackageCap 8 Target delivery package multiplier (2-255; vanilla 4).
Stacking TechGated true If true, each boost applies only once its vanilla ceiling is researched. If false, caps are forced immediately from the start.
Advanced VanillaCeilingOutput / Input / Piler / Package 4 each The vanilla max used for tech-gating each dimension. Override only if a DSP update changes these.
BeltSpeed Enable false EXPERIMENTAL: multiply belt speed. Also fixes boosted belts rendering as the wrong tier. Needs a game restart to apply/change.
BeltSpeed Multiplier 2.0 Belt speed multiplier (1.0-10.0), applied as belts are created/rebuilt and to existing belts on save load.
Diagnostics DebugLog false Verbose logging to the BepInEx console, off by default.

Every cap is clamped to [2, 255] - Cargo.stack is a byte in-engine, so 255x is the game's true hard ceiling.

Compatibility

  • Game version: current DSP Steam release, BepInEx 5.4.17+.
  • DSPCalculatorPlus: designed to pair with it. If both are installed, DSPCalculatorPlus automatically syncs its blueprint-planning cap to StackingPlus's live in-game value - no config needed on either side.
  • Other mods: no known conflicts. If another mod also modifies belt speed or stacking caps, last-writer-wins applies (StackingPlus re-asserts its values on save load and tech-research events).
  • Multiplayer (Nebula): not tested in an actual Nebula session. From a code review: the belt-visual fixes are purely local, client-side rendering and carry no multiplayer risk. The stacking-cap and belt-speed patches modify shared game state (tech/history data, factory/belt data) via hooks on the game's own save-load and tech-research methods - the same category of change most DSP stat-boosting mods make - so it should behave consistently as long as the host and every client run the same mod version and config, which is the standard requirement for any state-modifying mod under Nebula. One specific, unverified risk: if Nebula reuses the game's per-factory load method for its live network sync (not just the initial join), the belt-speed feature would re-scan the whole belt pool on every such sync - a possible performance cost on large factories, not a correctness risk. If you hit issues in multiplayer specifically, try BeltSpeed.Enable=false first to isolate it.
Troubleshooting

Mod doesn't load:

  • Ensure the file is in BepInEx\plugins\StackingPlus\ (not Mods\).
  • Check BepInEx\LogOutput.log for errors near Loading [StackingPlus].

Stacking isn't increasing:

  • With TechGated=true (default), a dimension only boosts once you've researched its vanilla-max stacking tech. Either research it, or set TechGated=false (game closed, then relaunch) to force it immediately.

Belt speed / belt-visual changes aren't showing up, or a belt looks wrong-tier:

  • BeltSpeed settings are read at game launch - close the game, edit the .cfg, and relaunch; a live edit while playing has no effect.
  • To fully revert a belt's speed to vanilla, keep BeltSpeed.Enable=true but set Multiplier=1 and relaunch - this normalizes every belt back to vanilla speed. Setting Enable=false instead leaves belts exactly as the save last recorded them (it stops the mod from touching belts at all).

License

MIT - see LICENSE.

Credits

  • StackingPlus by zicarius.

Support

All my mods are free and always will be. If this one made your playthrough better and you feel like buying me a coffee, that keeps me motivated to maintain these mods and build new ones: https://ko-fi.com/zicarius


FEWER BELTS, MORE THROUGHPUT.