SignalNexus
Combines a Traffic Monitor, Holo Beacon and Tesla Tower into one compact, configurable utility building.
Screenshots 3 screenshots
About this mod Author’s original text
Signal
Signal combines three Dyson Sphere Program utility buildings into one compact, belt-mounted facility: a Traffic Monitor, Holo Beacon, and Tesla Tower.
Monitor belt flow, drive a visible holographic status marker from the same signal IP, sound alarms, and connect nearby buildings to the power grid—all from one building and one unified settings panel.
Features
- Full Traffic Monitor belt scanning, pass/fail logic, global alarm, speaker alarm, item filtering, and signal IP.
- Holo Beacon colour, visibility, display mode, Dark Fog beaconing, height, radius, memo, and tags.
- Shared monitor/beacon IP so monitor state can drive the beacon colour naturally.
- Integrated Tesla Tower power connection and coverage.
- Direct unified configuration window with Holo settings placed below Alarm settings.
- Building copy/paste, Shift-click duplication, blueprints, and save/reload persistence.
- A compact recipe that consumes one Traffic Monitor, one Holo Beacon, and one Tesla Tower.
Screenshots
| Compact belt-mounted building | Holographic marker in action |
| --- | --- |
| | |
Requirements
- Dyson Sphere Program 0.10.34.28524
- xiaoye97-BepInEx package 5.4.17 (tested with BepInEx runtime 5.4.21)
- LDBTool 3.0.3
- CommonAPI 1.6.7
Installation
r2modman Mod Manager
Install Signal from the Dyson Sphere Program community through r2modman or Mod Manager. Its required dependencies are declared in the package manifest and will be installed automatically.
Manual
- Install BepInEx, LDBTool, and CommonAPI.
- Extract the release ZIP.
- Copy SignalNexus.dll into BepInEx/plugins/SignalNexus.
- Start the game through the modded profile.
Back up important saves before changing any mod list.
Usage
Craft Signal from one Traffic Monitor, one Holo Beacon, and one Tesla Tower. Place it directly on a conveyor belt, then click it to open the combined settings window. Configure the monitor and alarm normally, then use the Holo settings section to control the marker.
Shift-click duplication and building copy/paste retain the complete combined configuration. Blueprint placement and save/reload are also supported.
Building from source
The project targets.NET Standard 2.1 and references assemblies from a local DSP installation and an r2modman profile:
dotnet build.\src\SignalNexus\SignalNexus.csproj -c Release `
-p:DSPGamePath="D:\Games\DSP" `
-p:DSPProfilePath="$env:APPDATA\r2modmanPlus-local\DysonSphereProgram\profiles\YOUR_PROFILE"
To build a release-ready ZIP:.\scripts\Build-Package.ps1 -DSPGamePath "D:\Games\DSP" -DSPProfilePath "PATH_TO_PROFILE"
Pass -DotNetPath "PATH_TO_DOTNET" if the.NET SDK is not on PATH.
Compatibility notes
Signal uses LDBTool to register its building and recipe, then patches the vanilla monitor window so the combined state remains native to DSP's save, blueprint, and copy/paste systems. It is tested in a heavily modded DSP 0.10.34 profile, including BuildToolOpt and DeliverySlotsTweaks.
Please report reproducible issues with the game version, mod versions, and the relevant BepInEx log attached.
License
Signal is released under the MIT License.
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: