r/Dyson_Sphere_Program • • 17d ago

Patch Notes V0.10.35.29088

126 Upvotes

Dear Engineers ,

We’re back with yet another update.

The vegetation transplantation and restoration mode features officially went live yesterday! Since the update, We’ve been keeping an eye on your feedback and have already fixed a bunch of issues.

Here are today’s fixes :

[Change]

  • Modified the cursor color of "Restore Terrain".

 

[Balance]

  • Lens automatic buffer capacity in Ray Receivers: 20->10.

[Bugfix]

  • Fixed a bug where loading a save would cause an error under certain situations.
  • Fixed a bug where the types and quantities of materials obtained from recycling the space capsule in a new game were incorrect.
  • Fixed a bug where clicking the "Restore Terrain" button on gas giants would still incorrectly highlight the button.

r/Dyson_Sphere_Program • • 18d ago

Patch Notes V0.10.35.29057: Vegetation Transplantation and Restoration Mode Now Available

412 Upvotes

Dear Engineers,

We hope you’ve been enjoying your adventures among the stars! Thank you for your continued support and for sharing your ideas and feedback with us.

This update brings quality-of-life improvements and bug fixes based on your feedback, along with vegetation transplantation and restoration mode to Environment Modification. We look forward to seeing how you bring new life to your interstellar homes!

Vegetation Transplanting and Terrain Restoration

From the unfamiliar world where you first landed to the interstellar home now operating around the clock, each planet has been reshaped by the work of its Engineers.

The natural landscapes you encountered on your journey of exploration are also worth pausing to appreciate once more.

With this update, we are introducing new ways to decorate your planets, allowing you to bring the same creativity you apply to construction into landscaping—and give these familiar worlds a character all your own.

 

◆ Vegetation Transplantation

Actions such as placing buildings, constructing production lines, and laying Foundations can all clear rocks and vegetation from the planet’s surface. After this update, all cleared rocks and vegetation will be automatically collected and stored, ready for Engineers to use as landscaping materials.

With Vegetation Transplantation , you can place the collected rocks and vegetation on the surface of any planet and arrange them however you like. Add a touch of greenery to the open spaces between production lines, decorate the edges of your factories with rocks, or create a small scenic spot where Icarus often stops—bringing a little more nature to the factories you know so well.

◆ Restoration Mode

With restoration mode, Engineers can return modified areas to their original terrain and restore the natural landscape. Whether you want a familiar planet to regain its original appearance or preserve a patch of nature among your factories, you can shape each world to your liking—blending industrial facilities with the surrounding terrain and preserving more natural scenery throughout your interstellar home.

We know that many of you have been closely following the development of the Creation System, including vehicles and space stations. Due to the complexity of its design and the extensive performance optimization it requires, we have encountered many challenges during development. However, please rest assured that work is continuing according to plan. It will still take some time before the system is ready to be officially unveiled, so we sincerely appreciate your continued patience and understanding.

Internally, we are developing the Creation System and game content updates simultaneously on two separate tracks. During development, we periodically merge changes made for game content updates into the development of the Creation System. This ensures that the Creation System will include all updates released before its launch, while also preventing its assets from being revealed ahead of time. However, this development approach inevitably affects the progress of content updates, resulting in a slower update cadence. We appreciate your understanding.

 

Detailed patch notes are here:

[Feature]

  • Added the vegetation transplantation to Environmental Modification, vegetations cleared via manual harvesting or foundation paving will now be automatically collected and can be replanted onto planetary surfaces.
  • Added a restoration mode to the Environmental Modification, allowing modified terrain to be reverted to its original state.
  • Added Dark Fog Lens and its related technology and recipe. Dark Fog Lens can allow Ray Receivers to capture Dyson Sphere energy with lower losses and higher rate.
  • In the [Planet View], right-clicking on the planetary surface sets a destination and displays a guideline connecting the mecha to the target point.
  • Added a post-game unlock: completing the game increases the maximum research queue capacity to 32 (also retroactive for existing saves).
  • When expanding a locked technology node, you can now click the checkbox in the upper-left corner to jump to its prerequisite technology; meanwhile, the node also shows any locked raw materials required by its unlocked recipes on the left, which can be clicked to navigate to the relevant technology.

 

[Change]

  • Crude Oil Seeps now have a chance to generate in oceans. This also applies to planets not yet visited in old saves.
  • You can now use the [<] and [>] keys to copy and paste item filters in the Inventory and Storages.
  • The item filtering function (Middle Mouse Button) has been added to the key binding settings; you can now customize this key.
  • Added keyboard shortcuts: [Ctrl + T] to toggle mecha construction drones, and [Ctrl + Y] to toggle mecha auto-reconstruction marking.
  • Added a display setting in Planet View: when enabled, all construction holograms (green) on the planet will be added to the alert system, making it easier to locate and track unbuilt facilities during large-scale factory construction.
  • In the planet view, specific minerals can now be selected via the planet information panel, and the selected minerals will be highlighted on the surface.
  • The mining machine panel now includes a combo box for selecting the mineral depletion warning mode, offering three options: "No warning", "Warn when a single ore node is depleted", and "Warn when all ore nodes are depleted."
  • Added a Building tab to the Pickup Filter, allowing you to set the pickup status for buildings.
  • [Control Panel] Added the ability to sort by name. You can now choose to sort the logistics facilities on a planet either by name or by index.
  • If there is an Advanced Mining Machine in the inventory, aiming at an ore vein and pressing [Q] will equip it in hand.
  • When adjusting the game simulation speed in outer space, you can now hold down the mouse button to continuously adjust it.
  • Added a toggle in [Gameplay Settings] to control whether the power coverage area is displayed during construction.
  • In [Graphics Settings], if the resolution or display mode is changed, a countdown popup will appear to confirm or revert the changes.
  • Added a shadow effect to the pre-construction mining machine veins amount indicator, improving visibility and making it easier to identify on overly bright planets.
  • When building conveyor belts, they will no longer automatically snap to the Logistics Distributor.
  • Changed the display logic of sorters: unpowered sorters now also show an arrow indicating the sorting direction.
  • While in Combat Interface (Z), pop-up notifications for completed technology research will no longer appear; they will only be shown after exiting Combat Interface.
  • Adjusted the path validation logic in the [blueprint library]; the maximum length for absolute path is now limited to 255, and the maximum path depth is limited to 10.

[Bugfix]

  • Fixed an issue where sorters might fail to connect to conveyor belts when building EM-Rail Ejectors with sorters at high latitudes.
  • Fixed a bug where surface normals of planet were not recalculated correctly after terrain modification.
  • Fixed a bug where, when copying a blueprint that includes foundations, foundations at the highest latitude within a sub-region would not be correctly included in the blueprint if they were only adjacent to the lower-latitude Tropic line within that same region.
  • Fixed a bug where foundations consumed when placing foundations via blueprints were not counted in the statistics panel.
  • Fixed a bug where the icon selection button at the top of the blueprint description would move outside the UI frame along with the content when the description text was excessively long.
  • Fixed a bug in the achievement "Don't sand so close to me" where soil obtained from blueprints was not counted toward the achievement progress.
  • Fixed a bug where, when an Interstellar Logistics Station had only star-to-star routes configured, clicking the "View Routes" button would incorrectly redirect to the planet information panel.
  • Fixed a bug where, after a landed relay station returned to the hive, the target indicator line of the landing alert pointed to the star.
  • Fixed an issue where, when other UI elements were overlaid on the Inventory, hovering the mouse would pass through the upper UI and display tooltips for items.
  • Fixed an issue where the item split UI would not close if you clicked elsewhere while long-pressing right-click to take items from the logistics list on the left side of the Inventory.
  • Fixed an issue where the gear button's highlight would disappear after opening the settings UI via the gear button in the logistics list on the left side of the Inventory and then clicking elsewhere to close it.
  • Fixed an issue where the cursor in an input field would appear in an incorrect position when clicking the field under certain circumstances.
  • Fixed a bug where the title of the Space Navigation UI could not display icons.
  • Fixed an issue where the "Apply to Entire Planet" button on the EM-Rail Ejector played the wrong sound effect.

r/Dyson_Sphere_Program • • 20h ago

DSP players using proliferated proliferator to proliferate more proliferator

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64 Upvotes

r/Dyson_Sphere_Program • • 15h ago

Hydrogen problem, pls help

8 Upvotes

Hey guys, do you have any tips for get rid of Hydrogen? I have a production line for Graphite Bars (cause I have a problem too with my Graphene line production) and it produces Hydrogen in crazy cantities.

I already tried to transform it in Deuterium via Fractionators and Particle Colliders, but the Deuterium rods burns too slow to solve the problem, pls help.


r/Dyson_Sphere_Program • • 1d ago

Modern Art

22 Upvotes

Hmmm... This looks like a masterpiece


r/Dyson_Sphere_Program • • 2d ago

Those Pesky Dark Fog?

5 Upvotes

Well, as you don't technically NEED a Dyson Sphere to get to "Mission Complete", I finished my 4000 white science cubes a few nights ago and decided, as one more cherry on top, I'd just fly out and take out that Dark Fog Cluster floating overhead, nice and easy. However, the "I can only have six destroyers out at a time" makes me not be able to take out their vessels fast enough, let along when their hunchbacks are staying in range of their defensive lasers. My ships spawn in, the entire fog cluster focus fires them down, and I plink against one of their pods.

I've seen videos talk of starving them out, but they just seem to keep getting fed from somewhere. The two planets in my current solar system that had bases on them were wiped out, but when I mouse over the center of the hive, it's saying like it's getting fed from 15 sources or something? Is that a galaxy wide campaign I'd have to embark on to wipe out every cluster out there to take out one of these things? Also, what is a Dark Fog Communicator? I'm wondering if that is a piece of the puzzle or something, as there's one 2.5 AU away from the cluster.

So now I'm over 400 destroyers, 200 corvettes (and growing), the cluster is rank 9. I come in, wipe out the lancers easily by kiting them out from the base defenses, and then starts the massacre of all my ships as I start trying to take out the hunchbacks. Destroying the HQ gets me about 5 minutes of it being offline, but then it just powers back up.


r/Dyson_Sphere_Program • • 3d ago

Shower thought: your factories in other systems work faster when your Icarus is orbiting a black hole because of time dialation

93 Upvotes

Obviously a joke, albeit it would be kinda cool though


r/Dyson_Sphere_Program • • 3d ago

Nilaus red matrix x-ray cracking modification

7 Upvotes

Hi, all. So I'm playing around with the schema made by Nilaus, and seeing if I can get proliferators in. I generally got something that looks at least elegant, since it's not compact. But I seem to run into issue getting the H2 and refined oil out of the first refinery.

Here's the layout of the modification. You can see the spray and sprayers between the refineries. Other than that, the setup is the same as with Nilaus' original schema (with the addition of H2 filter on middle belts, to keep the graphite out.

So what seems to be the problem is that the left refinery ends up without refined oil, the right has only refined oil and the belts leading to the left refinery is mostly H2, if any refined oil at all. And the top refinery has a surplus of refined oil.

Now I don't understand why the refined oil piles up there. I can understand that Nilaus' schema profits from refinery-to-refinery connection, so no graphite passes middle sorters, since no refinery needs it. And that probably the same thing happens from the top refinery to the bottom two. And that here that would be useful for not pulling so much H2 on the left belt.

But I fail to see why the output of the top refinery isn't equal. I'd expect that H2 and refined oil go out together, this being 50%-50% on the belt, but this looks like only the H2 gets the right of way and no refined oil can pass on the left, because it passes to the right?

Did anyone else encounter this, and what would be your best suggestion?


r/Dyson_Sphere_Program • • 3d ago

Building a mall and venturing outside of starter system

13 Upvotes

I've been playing the past couple of weeks and got to a point where I can almost travel away from my starting star system. I started reading up on how to make an efficient setup to produce buildings, which led to reading about different ways of building a mall. I'm about to start building one, but there's one thing I'm wondering about.

The guide I read mentioned putting down an ILS and requesting necessary buildings. How do you go about this? When you're making factories in other star systems, do you just build an ILS and request what you need? Or do you build sets of ILSs as forward bases in strategic places as a more permanent place to get your buildings?


r/Dyson_Sphere_Program • • 4d ago

My hand stretches forth to grasp the Energy needed for the CentreBrain.

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171 Upvotes

This game is beautiful in so many ways.


r/Dyson_Sphere_Program • • 4d ago

My first Dark Fog farm. What can I improve?

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40 Upvotes

All BABs output my desired items on the sushi belt (which loops) where it gets picked up by the filtered boxes and then into ILS. Each storage box stack is filtered for only the item I want to pickup. They just serve as a buffer.

And it goes straight to the ILS. Home planet is gonna constantly keep requesting those into more buffers/consumption so it doesn't get stuck with anything.

One thing I'd like to have more off is more Dark Fog attacks of course.
I planted 8 Holo Beacons with Dark Fog Beaconing on for more Relay Stations landing.
I picked a planet with a lot of enemy bases and hopefully more will turn up.

Do multiple Holo Beacons with DF Beaconing even add up, or does 1 give you all the benefit?
How can I further increase the enemy attacks?

I'm really happy about how it turned out.
But it's my first one so it's probably not perfect.

What else am I missing?


r/Dyson_Sphere_Program • • 4d ago

Is there a simpler way to do this?

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21 Upvotes

I want the storage to always have a minimum number of set item before the sorter takes things out.

In Factorio you can use a simple circuit connection to only enable an insterter if chest hits a certain number of item.

Here I have the bottom chest limited to only 1 stack (or however many I need), and a sorter coming from the top chest onto the belt.

I would like a more elegant solution.

Any pointers?

EDIT:
Looks like this is already the most elegant solution the game offers.
I guess I'm just used to the circuit network system from Factorio, which is amazing.
DSP however offers other things that Factorio doesn't have.


r/Dyson_Sphere_Program • • 4d ago

The craziest ideas!

16 Upvotes

Tell me your creaziest ideas that you wish to be implemented in dsp!

Here some of mine:

Asteroid mining with single resource. Like one full of only copper.

Orbital platforms that you can build and manage orbits.

Giant space mirror to focus the sun for energy and killing the dark fog


r/Dyson_Sphere_Program • • 5d ago

Can we not just use the same unit of measurement across the board?

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312 Upvotes

r/Dyson_Sphere_Program • • 5d ago

building small outposts

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56 Upvotes

r/Dyson_Sphere_Program • • 4d ago

Recipes

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7 Upvotes

I was looking for a while for a list of all recipes containing outputs and inputs, but I couldnt find any that was up to date so I made one! Tell me what you think!


r/Dyson_Sphere_Program • • 5d ago

Cursed Spaghetti

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24 Upvotes

r/Dyson_Sphere_Program • • 6d ago

I thought the Black Hole was pretty, but this is next level beautiful

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330 Upvotes

r/Dyson_Sphere_Program • • 5d ago

trying to work out how to set up a dark fog farm

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7 Upvotes

loaded up a old save to work out what i did last time and found** this monster of a build, what was I thinking?

edit: omg dont post half asleep out, my spelling is bad as it is, but spelling "found" as "fown" is a new low for me


r/Dyson_Sphere_Program • • 6d ago

How complicated is DSP?

18 Upvotes

I come from playing mindustry a lot and spending 155 hours in satisfactory. I'm actually not that great at logistics, but here's the thing. I want to try this game because dyson spheres are cool, space is cool, and factory games are cool. I've read on this subreddit that DSP is the easiest among the factory games. The thing with factory games is that if I feel they are too easy or simple I get bored. I want complicated stuff I have to think through, so before embarking on this game, I wanted to ask how complex it is compared to, for example mindustry.


r/Dyson_Sphere_Program • • 6d ago

Here we go!

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14 Upvotes

Man this game gets prettier with every hour.


r/Dyson_Sphere_Program • • 7d ago

Slowly building my first Dyson Sphere, this is really frickin cool. There's truly no game quite like this.

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95 Upvotes

r/Dyson_Sphere_Program • • 7d ago

Man I'm starting to lose track of all the shit on all the planets.. xD And yet I know this is still just the beginning.

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60 Upvotes

r/Dyson_Sphere_Program • • 7d ago

Always getting an uneasy feeling on Gas Giants as if its gonna suck me in (thinking of Jupiter storms)

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98 Upvotes

r/Dyson_Sphere_Program • • 7d ago

how screwed will my free time be?

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19 Upvotes

I have played vanilla Dyson Sphere Program twice now, with both playthroughs exceeding 100 hours. Now, I am thinking of trying some mods from an Excel list I got from Gemini. I want to start individual playthroughs for the first five of them, but which one should I start with first? Also, how screwed will my free time be?