CelestialMapRevamp
Replaces the schematic celestial map with the game's real rendering: every planet filmed live, with its buildings, belts, etc.
模組介紹 作者原文
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
安裝與使用 安裝:BepInEx 外掛
- 本站下載的壓縮包就是模組本體,通常是 BepInEx 外掛(解壓後得到 .dll 或外掛資料夾)。
- 建議流程:用社群模組管理器(如 r2modman)選中本遊戲後匯入該模組,管理器會自動裝好 BepInEx 前置並處理依賴。
- 手動流程:先在遊戲目錄裝好 BepInEx 載入器,再把解壓出的 .dll 或外掛資料夾放進 BepInEx/plugins/。
- 啟動遊戲,BepInEx 控制台會列印載入日誌;確認這個模組出現在日誌裡即為安裝成功。
帶「前置依賴」的模組需要一併安裝,否則不會載入。功能開關通常在遊戲內或外掛自帶的設定檔裡調整。
下面這些內容需要先安裝,否則該模組不會生效: