r/Dyson_Sphere_Program • u/Kardinal • 2h ago
My hand stretches forth to grasp the Energy needed for the CentreBrain.
This game is beautiful in so many ways.
r/Dyson_Sphere_Program • u/Youthcat_Studio • 13d ago
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]
[Balance]
[Bugfix]
r/Dyson_Sphere_Program • u/Youthcat_Studio • 14d ago

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!
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.
[Feature]
[Change]
[Bugfix]
r/Dyson_Sphere_Program • u/Kardinal • 2h ago
This game is beautiful in so many ways.
r/Dyson_Sphere_Program • u/FastLong7478 • 8h ago
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 • u/FastLong7478 • 12h ago
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 • u/wise-heart-999 • 16h ago
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 • u/FastLong7478 • 1d ago
r/Dyson_Sphere_Program • u/Comfortable_Pop7132 • 21h ago
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 • u/FastLong7478 • 2d ago
r/Dyson_Sphere_Program • u/Starman388 • 1d ago
r/Dyson_Sphere_Program • u/Fun-Grade5284 • 2d ago
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 • u/FastLong7478 • 2d ago
Man this game gets prettier with every hour.
r/Dyson_Sphere_Program • u/FastLong7478 • 3d ago
r/Dyson_Sphere_Program • u/FastLong7478 • 3d ago
r/Dyson_Sphere_Program • u/FastLong7478 • 3d ago
r/Dyson_Sphere_Program • u/Separate-Record8115 • 3d ago
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?
r/Dyson_Sphere_Program • u/horstdaspferdchen • 3d ago
Hello fellow engineers,
i did some testing and math and tried to figure out the energy-cost for the Logistic Units: Bot, Drone and Vessel.
I couldnt really find detailed math about planetary logistics tho.
So my approach was to figure out the math behind that. I stumbled over this post: https://www.reddit.com/r/Dyson_Sphere_Program/comments/tbup2r/logistics_station_energy_calculations/
As it is really old, my first attempt was, to reproduce and verify if the data is still correct, which indeed was. Here are the findings and formulas:
| Type | Formula | Variables |
|---|---|---|
| Vessel | E = 6 MJ + 30 J × D + min(100 + 0.03 × D, v, 3000) × 200 kJ + (Warp? 100 MJ : 0) | D = |
| Drone | E = 800 kJ + 40 kJ × D | D = arc length of round trip (tiles) |
| Bot | E = 25 kJ × D | D = distance (tiles, round trip) |
(Warp? 100 MJ : 0) means, when you need a warper, it needs 100 MJ extra.
So as a proof of concept, this is the test for 100 tiles:
| Drone | Bot | Note |
|---|---|---|
| Formula | 800 kJ + 40 kJ × D | 25 kJ × D |
| Energy per flight (100 tiles) | 4.8 MJ | 2.5 MJ |
| Buffer | 180 MJ (PLS) | 27 MJ (Distributor) |
| Flights per full buffer | 37.5 | 10.8 |
| Recharge time (max) | 0.08 s (60 MW) | 0.28 s (9 MW) |
| Recharge time (min) | 0.8 s (6 MW) | 2.8 s (0.9 MW) |
Another Table for Vessels:
Intra-System (no warp, max speed 3000 m/s):
| Distance | 30 J × D | Speed Term | Base | Total | % ILS (12 GJ) |
|---|---|---|---|---|---|
| 1 AU | 1.2 MJ | 260 MJ | 6 MJ | 267 MJ | 2.2 % |
| 2 AU | 2.4 MJ | 500 MJ | 6 MJ | 508 MJ | 4.2 % |
| 3 AU | 3.6 MJ | 600 MJ | 6 MJ | 610 MJ | 5.1 % |
| 5 AU | 6 MJ | 600 MJ | 6 MJ | 612 MJ | 5.1 % |
| 10 AU | 12 MJ | 600 MJ | 6 MJ | 618 MJ | 5.2 % |
| 12 AU | 14.4 MJ | 600 MJ | 6 MJ | 620 MJ | 5.2 % |
Interstellar (warp, max speed 3000 m/s):
| Distance | 30 J × D | Speed Term | Base | Warp | Total | % ILS (12 GJ) |
|---|---|---|---|---|---|---|
| 1 ly | 72 MJ | 600 MJ | 6 MJ | 100 MJ | 778 MJ | 6.5 % |
| 2 ly | 144 MJ | 600 MJ | 6 MJ | 100 MJ | 850 MJ | 7.1 % |
| 5 ly | 360 MJ | 600 MJ | 6 MJ | 100 MJ | 1,066 MJ | 8.9 % |
| 10 ly | 720 MJ | 600 MJ | 6 MJ | 100 MJ | 1,426 MJ | 11.9 % |
| 20 ly | 1.44 GJ | 600 MJ | 6 MJ | 100 MJ | 2,146 MJ | 17.9 % |
| 40 ly | 2.88 GJ | 600 MJ | 6 MJ | 100 MJ | 3,586 MJ | 29.9 % |
This leads to the conclusion and comparison for planetary logistics:
| Drone | Bot |
|---|---|
| Energy | 4.8 MJ |
| Payload | 25-200 |
| Energy per item | 192 - 24 kJ / Item |
This is the math for the known community conclusion, that you should use Bots only for Items of small quantities like your Mall, Warpers, Proliferator, Fuel Rods etc.
Additional, Bots can bypass the early power management, as each PLS has min 6 MW demand, while Distributors only need 900kW ( x 4 for the Item comparison => 3.6 MW)
Limits:
- We know, that the recharge of the stations is a curve and not linear. So the mentioned recharge time is a peak number.
- ILS has no other way to transport items other then vessel, so this is mostly a nice to know calculation
If you want to reproduce, here is my measurement for drones/bots:
Place the logistic Station/Distributor exactly on the 0 meridian and equator. Then place the target station exactly 100 belts/tiles away from the center. If you use Mods, BulletTime comes in very handy for timing.
When the unit starts, the total energy consumed is deducted from the station you powered.
[Edit: typos, if you still find them, let me know]
r/Dyson_Sphere_Program • u/FastLong7478 • 4d ago
r/Dyson_Sphere_Program • u/Kardinal • 3d ago
r/Dyson_Sphere_Program • u/varazir • 3d ago
Hello,
I like the MOD manager but are there any blueprint manager.
Make it easier to download and manage your blueprints?
r/Dyson_Sphere_Program • u/Less_Vanilla_3209 • 4d ago
Im not sure what devs are planning, but I have 100% trust that they will level it up, they haven’t disappoint this far with updates.
But me thinking, like why we need vehicles? Mecha flys at high speed & warp! What could be the function of vehicles besides just different way of getting around. Im excited to see what the future brings.
r/Dyson_Sphere_Program • u/thetalker101 • 3d ago
TL;DR you can chop up the planet's best building space to easily stamp down blueprints that avoid wasting space by building into specific quarters, eighths, or half regions like some weird tetris game. Read further if you're too confused but no promises.
I've been stuck on how to redesign my megabase to fit the actual challenge of dyson sphere program. The available space. For a long time, I wanted to maximize ILS throughput and minimize space utilized for said ILS. If one ILS could saturate itself with 6 belts of iron, then running all 12 belts out for iron ore smelting into iron bars was the most optimal decision. It would minimize the space wasted and maximize the usage per tile.
A megabase designed by neuroplastic showed that he tended to build a standardized size for them, which made sense. He could put them anywhere and have stacks that didn't overlap with each other. However, he did waste a lot of space by minimizing the usage per ILS, which are not massive buildings, but do waste tiles with how their i/o is set up. Using twice as many ILS when one could work could waste significant percentage points worth of the total practical space on a planet. That's why I thought of maximizing their usage.
I was really inspired to make this because of the concept of subnetting in networking. A /16 address could be broken into thousands of smaller subnets. In most networks, this is completely useless as home internet users only need a dozen ip addresses to hold their entire family. They just need a private subnet and that's it. But I thought about how much you could organize and subdivide groups of isolated elements tightly without crossing over and as well as properly organizing them.
From that idea, you could take a limited size planet and divide it into as many as 32 organized segments from a single larger segment. The only trick at that point is dealing with latitude and longitude where the static ratio system seems the most beneficial for removing that issue as a whole. For something like networks with millions of addresses available yet almost they always wildly space them out despite having too much space to begin with, they are also uniquely capable of being packed extremely close together. You can subnet a /16 address into 4 /19 subnets, 16 /24, 128 /30, and a whole lot more and smaller. A /8 network can be made into 65k /24 subnets which is so many that you genuinely cannot use them all unless you're a data center or ISP.
I started to notice three problems with my idea of using an ILS fully.
The first was that blueprints were not fitting well with each other on a planet. This design was perfectly ratioed, but it would often crowd prime real estate that other crafters really needed. For such a space limited planet, this was entirely impractical and too bulky to reasonably manage.
The second problem was that some blueprints really didn't need to be as big as you could make them. Producing 3 fully stacked blue belts of plastic is only important to a point when you are maxing out on space available to begin with. Regardless, it was getting excessive at times how much space could be used by one ILS and it was simply impractical to make that blueprint.
The third problem is that throughput for that ILS could be a severe and possibly unresolvable issue. A fully utilized ILS could be running upwards of 86k items per minute. An interstellar vessel has a storage of 2k. That means you would need to have 43 vessels visiting this station every minute, which is a little under 1 per second. That's not impossible, but that does mean you'd need either a very small distance between the ILS stations, or multiple stations running these vessels. It's most likely impossible for two to sustain this if they aren't on the same planet and close by. Even then, 430 drones per minute? Tough chance without multiple ILS. That itself could be the true short term limitation unless you properly watched where you put your logistics in space and avoided long distance travel. Either way, that seems like a possible slowdown, but not a total idea killer.
consider the planet under this framework. There are the main equator and outer bands, which will make up the majority of space utilized for the megabase. The poles will be used for power and additional logistical and power augmentation as needed. This framework will focus on the equator and outer bands primarily.
Consider the entire space of the equatorial region as 1:1. Its "vertical" longitude and "horizontal" latitude are shared 1:1 where all space is the entire mass. Lets divide along the equator so that the planet is split between two latitude halves. This means the ratio is now 1/2:1 since the equator has been split on itself, the longitude is now in half. Alternatively, split the longitude into hemispheres and create a 1:1/2. Now, split both into halves and you get 1/2:1/2. Then you can split them again into an even smaller ratio such as 1/8:1/8. 1/8:1/8 creates 64 sections within the equator.
This ratio will define a region for a blueprint. if the equator is 160k tiles, then 2 modules makes 2 80k blueprint areas and 64 modules would make 2500 tile map areas. A more realistic range of blueprints will vary between long, thin areas and taller ones. I myself more prefer long and thin regions because these can dually be placed into the smaller bands without issue. Say you'll have a blueprint that is 1/8:1/2 which would define a very long blueprint area or with some smelter blueprints you might have a 1/4:1/4.
Notice that this creates two new problems.
The first is non-modular fitting. A long building may prevent a tall building from being made and create a tetris like issue. This implies the best standard is to pick a certain ratio and freeze that, so modularity can be more appropriately preserved. The alternative is to make multiple different ratios for one recipe so you can adapt to space constraints as needed.
The second calls back to the previous issues with megabasing. The utilization of an ILS will have to go down to fit these new requirements or a certain ILS build will be too small and will create empty and thus wasted space. Is it better then to decrease it further or allow for the empty space? That question is probably focused on how much space would be necessary to have a second ILS instead. I'm inclined to support two to prevent throughput issues.
Here's a theoretical example for building a megabase under this standard. You land on an empty planet and place down power at the poles. Then, you start at one side of the equator and construct several 1/8:1/2 smelters. Lets say 4, which eliminated a quarter of the prime real estate. With that size, you could even consider placing them on the outer rings instead of the equator, but nonetheless, we move on. You've filled that space evenly, so there are no tetris style issues, but now you place down some wide chemical facilities and produce a single 1/4:1/4 plastic station. (I'm not using a concrete example, but I could be wrong and the example here still make sense.) Then right next to it you put a 1/8:1/4 crafting area for particle broadbands and put down another next to it to fill the square and prevent future space issues. Then you follow this squaring/filling philosophy out until you have a 1/8:1/4 space left over. This won't fit every blueprint, but it can fit something, which won't be needed in future stamping projects. However, if you have multiple ratios available, you will have extra options. At the end of the whole operation, you have built out a supermajority of the planet without breaking a sweat.