
CelestialMapRevamp
Replaces the schematic celestial map with the game's real rendering: every planet filmed live, with its buildings, belts, real suns and sun shafts.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. It also draws the buildings and conveyor belts of the other planets in the system, using the game's own meshes and materials and without teleporting anyone, 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.
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 (Settings → Import 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 | MaxStructuresPerPlanet |
30000 |
Cap on buildings prepared per planet, 0 for unlimited |
| Structures | StructureDetail |
1 |
Building level of detail: 0 highest, 3 lightest |
| Debug | DiagnosticLog |
true |
Short diagnostic in the log each time the map opens |
If the map costs you frames, lower PlanetResolution first, then MaxStructuresPerPlanet or StructureDetail if you have a very large base.
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.
- Buildings and belts on the other planets are static — no production animation, no cargo moving. They are the game's models, drawn by the mod. The planet you are standing on stays fully animated, since the engine renders it itself.
- 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).