Dyson Sphere Program
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Celestial Map Revamp

The Dyson Sphere Program celestial map is no longer a schematic — it is the game's real rendering.

Instead of imitating planets with copied materials, Celestial Map Revamp puts a real in-game camera behind every planet shown in the map. Each one films the actual planet — terrain, ocean, cloud layer, atmosphere, day and night side — from the same angle as your map view, and that live render replaces the schematic globe.

Every non-local factory now has an independent instance of DSP's native GPU renderer. Its forward colour passes are inserted into the same camera exposure and the same depth buffer as the real planet, rather than composited in a second image. The game's live AnimData and specialised buffers therefore drive the actual meshes and emissive materials: wind-turbine rotors, assembler mechanisms, sorter arms, labs, turret heads and firing animations all behave like their local-planet counterparts. Live building signs and warning icons use each factory's real SignData. Active logistics drones and delivery couriers use DSP's own GPU buffers, while missiles, laser beams and projectile trails are read live from the combat pools. Conveyor belts remain aligned to their real transport paths and use a dark animated surface with illuminated rails and moving chevrons. Dense brown placeholder cargo cubes race along those same paths at a configurable speed and are shaded by the planet's day/night sunlight without emission.

The mod also shows real sun surfaces inside star glows, optionally casts the game's own sun shafts from the star, and puts the real starfield behind the map.

Only one detailed system is kept in memory. When you enter another star system in the celestial map, the previous system's cameras, RenderTextures, remote planet simulators and remote-factory GPU buffers are released before the new one is streamed. Returning to your physical system rebuilds the map visuals while leaving its native game resources untouched.

Planets belonging to another star are captured in a temporary origin-centred render frame on an isolated camera layer. This prevents the local planet from contaminating a remote capture while preserving each world's own terrain, texture, atmosphere, rotation, sun direction and factory alignment. Billboard placement and viewing direction use DSP's double-precision universal coordinates to avoid floating-point jitter at interstellar distances.

The capture texture is adaptively supersampled and uses resolution hysteresis plus subpixel camera stabilization. Remote terrain and small factory details therefore remain sharp without flickering between texture sizes.

Purely visual and save-safe: nothing is changed for the player, the factories or the save file, and everything is cleaned up when the map closes.

Installation

Import the zip as a local mod in Thunderstore Mod Manager or r2modman (SettingsImport local mod), then launch through Start modded. Requires BepInEx 5.4.17.

Options

BepInEx/config/fr.dsp.celestialmaprevamp.cfg, created on first launch.

Section Key Default What it does
Rendering RealPlanets true Real planet rendering through per-planet cameras
Rendering PlanetResolution 8192 Ceiling only — the actual resolution follows the planet's on-screen size
Rendering RealStars true Real sun surface inside each star glow
Rendering Starfield true The game's real starfield behind the map
Rendering SunShaftsExperimental false Sun shafts (godrays) cast from the star — experimental, see below
Structures RemoteStructures true Buildings of the other planets in the system
Structures ConveyorBelts true Their conveyor belts as well
Structures BeltCargoPlaceholders true Brown non-emissive cargo cubes moving along the real remote belt paths
Structures BeltCargoSpeedMultiplier 12.0 Travel-speed multiplier for placeholder cubes, adjustable from 1 to 50
Structures MaxStructuresPerPlanet 30000 Cap on buildings prepared per planet, 0 for unlimited
Structures StructureDetail 1 Detail of the compatibility/fallback building meshes: 0 highest, 3 lightest
Structures AnimatedStructures true Moving submeshes driven by each entity's live animation state
Structures StructureLights true Powered/emissive lights on remote buildings
Structures SunlightIntensity 1.0 Multiplier for remote-structure sunlight; direction and colour still come from the real star
Activity PlanetDrones true Active logistics drones and delivery couriers
Activity CombatEffects true Turret missiles, lasers and visible projectile trails
Activity MaxDynamicObjectsPerPlanet 4096 Safety cap for animated parts, lights, traffic and combat activity
Debug DiagnosticLog true Short diagnostic in the log each time the map opens

If the map costs you frames, lower PlanetResolution first, then MaxDynamicObjectsPerPlanet, MaxStructuresPerPlanet or StructureDetail. PlanetDrones and CombatEffects can be disabled independently.

SunShaftsExperimental is off by default. It casts the game's own sun shafts from the star across the map, which looks good, but the effect can pick up ghost silhouettes from the game view rendered behind the map. Turn it on if you want to try it.

Notes

  • Built and verified against game version 0.10.34.28529.
  • Remote buildings use an independent native DSP GPUInstancingManager in the same camera and depth buffer as their planet. The real material shaders consume a fresh copy of that factory's live animation buffer on every capture.
  • Sorters and labs receive their specialised pose/state buffers. Native emissive materials are kept, the real sign/icon buffer is drawn, and explicit small light sprites remain as a visibility fallback.
  • Planetary drones and delivery couriers use the game's live logistics buffers. Turret aiming/firing comes from live entity animation data; missile, laser and projectile pools are sampled for their visible effects.
  • Conveyor geometry is reconstructed from the real paths and receives an animated metallic texture. A single dynamic mesh per planet draws dense brown placeholders efficiently and darkens them on the night side; exact item models and belt inventory are deliberately not reproduced.
  • Viewing another system unloads only visual terrain that this mod requested. It never unloads the system where Icarus is physically located or resources that were already loaded by the game.
  • The planet you are standing on remains entirely native and keeps all of the game's own animations and effects.
  • The first time you open a system, planets may show their distant sphere for a few seconds while the game loads the terrains.
  • Do not run another mod that rewrites the starmap rendering at the same time: both would fight over the same cameras and globes.
  • Compatible with vanilla. Untested with GalacticScale.

Sources are included in source/ — a single C# file, buildable against the game's DLLs (see source/BUILD.md).

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