PowerMeter

v0.1.0·Updated 2026-08-16

Keeps power generation, demand, capacity, load and charge/discharge for your current planet, current star system and every star system on screen at all times.

Screenshots 1 screenshots

About this mod Machine translation

PowerMeter

日本语版はこちら / Japanese version

A Dyson Sphere Program mod that keeps the power situation of your current planet, your current star system, and every star system on screen at all times.

You no longer have to reopen the statistics window every time you want to check power. While you are building, the headroom you have left and the energy moving through your Energy Exchangers are simply there to read.

In the screenshot above, the planet the mecha is standing on only generates 20.6 MW against a demand of 288 MW — the rest arrives as 270 MW of discharge from an Energy Exchanger. At the same time the star system as a whole is at 88% load, so its generation headroom is running thin.

The widget is drawn with uGUI underneath the game's own HUD, so it follows the game's font and UI scale, and hides itself in the main menu.

Columns

| Column | What it is | In-game statistics panel |

|---|---|---|

| Gen | Power actually being generated | (sum of the lower circles) |

| Demand | Power the consumers are asking for | Consumption Demand |

| Cap | Maximum generation capability | Generation Capacity |

| Load | Gen / Cap. How much generation headroom is left | (PowerMeter's own) |

| Suff | Served / Demand. Below 100% only when power is short | Sufficiency |

| Charge | Power going into accumulators and Energy Exchangers | Charging Power |

| Discharge | Power coming out of them | Discharging Power |

| Stored | Energy sitting in accumulators | Accumulated |

Gen, Demand, Cap, Load, Charge and Discharge are shown by default. Suff and Stored can be added in the config.

Load turns a warning colour at 90% and above, Suff below 95%.

A note on the numbers

The last digit can differ from the in-game panel (for example 35.9 GW against 35.8 GW). This is not a difference in the data — the game's StringBuilderUtility.WriteKMGPower truncates, while PowerMeter rounds to 3 significant digits.

Requirements

| | |

|---|---|

| Dyson Sphere Program | Unity 2022.3 line (verified on Early Access 0.10.34) |

| BepInEx | 5.4.17 |

| Mod manager | r2modman |

Installing

PowerMeter is not, but r2modman can manage it like any other mod through a local import — it appears in the mod list alongside everything else and can be toggled on and off.

Option A: let r2modman manage it

Build the package:

dotnet build -c Release -t:Package

This produces artifacts\endo5501-PowerMeter-.zip. Load it from Settings → Install local mod in r2modman. The zip carries a V1 manifest.json, so the name, author, version and the BepInEx dependency are all picked up automatically.

Do not combine this with option B. The same plugin sitting in both plugins\PowerMeter\ and the folder r2modman unpacks means one GUID registered twice, and BepInEx will refuse to load one of them. When you switch to r2modman, delete plugins\PowerMeter\ and set DeployToProfile to false in Directory.Build.props.

Option B: copy straight into the profile

Building copies the DLLs into the profile's plugins folder by default. During development this is the quicker loop — edit, build, relaunch.

dotnet build -c Release

Lands in:

%AppData%\r2modmanPlus-local\DysonSphereProgram\profiles\Default\BepInEx\plugins\PowerMeter\

PowerMeter.Plugin.dll

PowerMeter.Core.dll

The automatic copy is controlled by DeployToProfile in Directory.Build.props. To suppress it for a single build, pass /p:DeployToProfile=false.

Either way, launch the game from r2modman afterwards. The config file is created on the first run.

Using it

Alt + P toggles the widget. The key is configurable.

Configuration

The config file is written to the path below, and is also reachable through r2modman's Config editor.

%AppData%\r2modmanPlus-local\DysonSphereProgram\profiles\Default\BepInEx\config\com.endo5501.dsp.PowerMeter.cfg

Position, font size and which columns are shown all take effect without restarting the game.

General

| Key | Default | |

|---|---|---|

| Enabled | true | Turns the mod on and off |

| ToggleHotkey

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
PowerMeter-0.1.0.zip
File size
32.9 KiB