Highly doubt that. Unless they chose to go for a different planet generation process. That "let's pick a 3D noise and try to fit *something* to it" approach isn't very reliable. At best @jables is referring to providing some additional CSG elements which are solely reserved for manually constructed planets. Not gonna happen with PA's engine. It just won't work with the way the feature placement is done. In order to truly scale up, there would need to be a distinct decoupling between visuals and the simulation part, as well as an efficient strategy to recompile landscape features at runtime so that planet details like tiny rocks and alike can actually be loaded and unloaded at runtime as part of culling and LoD. (Or even just dynamic placement by noise based distribution and sampling the height map at runtime so that they don't waste any precious memory at all.) It would also require using a much simplified planet geometry for the simulation part, compared to the visual side.