DSP Planner Export
Serves live game state to the DSP Ultimate Suite planner over localhost: research, production rates, and blueprint protos.
| Last updated | 3 days ago |
| Total downloads | 33 |
| Total rating | 1 |
| Categories | Info Quality of Life |
| Dependency string | Suite-DSP_Planner_Export-1.8.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
DSP Planner Export — BepInEx plugin
A tiny BepInEx plugin for Dyson Sphere Program that serves your live game state over a localhost HTTP server, so the DSP Ultimate Suite planner can show Live mode: your real research progress, plan-vs-actual production rates, and exact blueprint footprints.
The plugin is optional. The planner works fully without it — Live mode just lights up the features that compare the plan to your running factory.
Install
Option A — r2modman / Thunderstore Mod Manager (recommended)
- Install r2modman (or the Thunderstore app) and select Dyson Sphere Program.
- Search for DSP Planner Export and click Install (BepInEx is pulled in as a dependency).
- Start the game from the mod manager.
Option B — manual
- Install BepInEx 5.x into Dyson Sphere Program (the standard DSP modding setup).
- Download
dsp-planner-plugin.zipfrom the latest release. - Unzip it into your game folder so the DLL lands at
…\Dyson Sphere Program\BepInEx\plugins\DSPPlannerExport.dll. - Launch the game. The BepInEx console should log:
DSP Planner Export: serving http://localhost:8765/state, /protos, /rates
Use it with the planner
Open the planner at https://skieller-software.github.io/dsp-ultimate-suite/ with the game running:
- Research tab → Live: on — repaints the tech trees as you research in-game.
- Planner tab → Plan vs actual → Live: on — compares the plan's per-item rates with what your factories actually produce/consume.
- Mapper tab → Load protos (plugin) — pulls exact model indices, footprints, z-steps and sorter slots for precise blueprint export.
What it serves (localhost:8765)
| Endpoint | Data |
|---|---|
GET /state |
researched tech / upgrade levels |
GET /protos |
full item/building proto dump (footprints, z-step, sorter slots) |
GET /rates |
cumulative production/consumption counters (→ items/min) |
GET /deficits, /events (SSE), /config |
live deficits, push updates, settings |
The HTTP thread never touches Unity objects — the main thread refreshes JSON snapshots
~once per second and the listener serves the latest strings (thread-safe). The page
fetches http://localhost from the planner because the plugin sends
Access-Control-Allow-Origin: *.
Build from source
CI can't build this (it needs the game's assemblies), so releases are built locally.
Prerequisites: BepInEx 5.x in your DSP install, and the .NET SDK.
dotnet build -c Release -p:DSPManaged="C:\…\Dyson Sphere Program\DSPGAME_Data\Managed"
BepInEx + HarmonyX restore from the official BepInEx NuGet feed (see nuget.config) as
compile-time references; the game's BepInEx install provides them at runtime. Only the
game-install path is machine-specific — edit DSPManaged in the .csproj or pass it on
the command line. Copy bin\Release\DSPPlannerExport.dll into BepInEx\plugins\.
Troubleshooting
- No connection / "no plugin on :8765": make sure DSP is running with the plugin installed; check the BepInEx console for the "serving …" line.
- Listener fails to start: another app may hold port 8765, or Windows needs a URL
ACL — change
PortinPlugin.cs, or run the game once as administrator. /ratescounters reset when the plugin reloads; the planner detects the tick going backwards and re-seeds automatically.
Compatibility
Built against DSP on Unity 2022.3 (verified 2026-06). If a future game patch renames an API, the compiler points at the exact spot; the planner side needs no change.
License
MIT — see LICENSE.