CelestialMapRevamp

v1.1.0·Updated 2026-08-29

Replaces the schematic celestial map with the game's real rendering: every planet filmed live, with its buildings, belts, etc.

About this mod Author’s original text

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 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 | 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 | MaxSt

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.

Dependencies

Install these first, or the mod will not work:

xiaoye97-BepInEx

File & checksum

Filename
CelestialMapRevamp-1.1.0.zip
File size
228.4 KiB