CruiseAssistPlus
Auto-orients your mecha while sailing toward a planet, star, or Dark Fog hive/seed/communicator. Rebuild of tanu/appuns CruiseAssist for current DSP.
About this mod Author’s original text
CruiseAssist+
A fresh rebuild of the original CruiseAssist (by tanu, continued by appuns) for the current
Dyson Sphere Program (0.10.34+, Unity 2022.3). While you are sailing, it gently rotates your mecha's
velocity toward a chosen star, planet, or Dark Fog target so you drift straight to it.
This is not a copy of the old DLL — it is a clean reimplementation of the same idea, rebuilt
against the current game API with new fixes and improvements. It also exposes a small, stable
extension API that AutoPilotPlus uses to add full flight automation.
Usage
- A small CruiseAssist+ HUD appears in-game. Open Destinations to pick a target.
- Pick a system (targets the star) or expand it (+) to pick a specific planet.
- History lists planets you have visited; Bookmark (★) saves favourites.
- Use the Find box to filter the current tab by name, drag the ◢ corner to resize the window, drag
the title bar to move it, and close it with the ✕ (reopen it with the HUD's Destinations button).
- The HUD's title bar carries – (collapse), ⚙ (config) and ✕ (close).
- While sailing toward a target, your heading is steered automatically. Cancel any time.
Windows
The windows are drawn in the game's own visual language — dark translucent panel, cyan-steel edging, a
proper title bar — and use the typeface DSP's interface uses, read from the live UI at runtime. Both are
switchable (UI/UseGameSkin, UI/UseGameFont).
Clicks stop at the window. Previously a click on a mod button also went through to whatever was
behind it, so pressing a button over the factory would place or select a building, drag the camera, or
hit a DSP panel underneath. Every mod window (including AutoPilotPlus's) now claims its own screen area
and raises the game's own "cursor is on the interface" state while you are over it, so world clicks,
camera drag, wheel zoom and DSP's own widgets all stand down exactly as they do over a vanilla panel.
Toggle with UI/BlockClickThrough.
The Destinations lists stay cheap no matter how big they get: the galaxy is scanned once a second into a
cached snapshot, and only the rows actually on screen are drawn. A galaxy-wide hive list after Universe
Exploration 3, or a thousand-star map under Galactic Scale, costs the same per frame as a handful of
entries. See the Performance config section to tune the refresh rate, cap rows per section, or skip
the Dark Fog seed scan (the most expensive one) entirely.
Dark Fog navigation
The Dark Fog tab in the Destinations window lets you target Dark Fog structures directly:
- Hives — galaxy-wide (observe-gated; your local system always shows), sorted by distance.
- Seeds — every active outbound Dark Fog unit, with a live range and an ETA counting down to when that
seed reaches its destination hive (your window to intercept it).
- Communicators — visible Dark Fog Communicators. They are also picked up automatically when you click
the game's own cosmic-message marker.
Guidance tracks the moving hive/seed each tick and disarms on arrival. When a seed is selected the HUD shows
a real intercept ETA (range ÷ how fast you're actually closing the gap), showing -- when you aren't
gaining on it — toggle Setting/SeedInterceptEta. With AutoPilotPlus installed, it will also warp toward
hives/seeds and brake on the approach.
Improvements over the original
- Rebuilt against DSP 0.10.34 / Unity 2022.3 — the old mod loaded but silently did nothing.
- No fragile IL transpiler: targeting uses the game's own navigation indicator + the star list.
- RespectManualInput toggle — if a game/engine input change ever makes steering yield forever,
turn it off and keep flying.
- Tuning constants (turn rate, min turn angle, UI scale) are exposed in the config.
- Verbose diagnostic logging + an on-screen debug overlay to see exactly why steering does/doesn't act.
Config highlights
UI/BlockClickThrough, UI/UseGameSkin, UI/UseGameFont,
General/RespectManualInput, Tuning/TurnRate, Tuning/MinTurnAngle, Setting/SeedInterceptEta,
Performance/Li
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- 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.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- 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.
Install these first, or the mod will not work: