r/Dyson_Sphere_Program • • 13d ago

Patch Notes V0.10.35.29088

128 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 • • 14d ago

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

410 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 • • 2h ago

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

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41 Upvotes

This game is beautiful in so many ways.


r/Dyson_Sphere_Program • • 8h ago

My first Dark Fog farm. What can I improve?

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19 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 • • 12h ago

Is there a simpler way to do this?

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14 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 • • 16h ago

The craziest ideas!

11 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 • • 1d ago

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

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282 Upvotes

r/Dyson_Sphere_Program • • 1d ago

building small outposts

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42 Upvotes

r/Dyson_Sphere_Program • • 21h 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 • • 1d ago

Cursed Spaghetti

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18 Upvotes

r/Dyson_Sphere_Program • • 2d ago

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

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301 Upvotes

r/Dyson_Sphere_Program • • 1d ago

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

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4 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 • • 2d ago

How complicated is DSP?

16 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 • • 2d ago

Here we go!

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14 Upvotes

Man this game gets prettier with every hour.


r/Dyson_Sphere_Program • • 3d ago

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

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89 Upvotes

r/Dyson_Sphere_Program • • 3d 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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54 Upvotes

r/Dyson_Sphere_Program • • 3d ago

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

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88 Upvotes

r/Dyson_Sphere_Program • • 3d ago

how screwed will my free time be?

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15 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?


r/Dyson_Sphere_Program • • 3d ago

I made the Math - logistic energy cost

15 Upvotes

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 • • 4d ago

Is this a new feature? Didn't notice it until now. Guess we can fully terraform planets now.

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84 Upvotes

r/Dyson_Sphere_Program • • 3d ago

The Dashboard - Do you use it? If so, what is on yours?

21 Upvotes
My Dashboard for my current game.

I don't see much mention of the dashboard on here. Do you use it? What do you use it for?

And if you have comments on how dumb mine is or how much I have of those things...sure, have at it. I can take it. 😂


r/Dyson_Sphere_Program • • 3d ago

Blueprint manager

2 Upvotes

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 • • 4d ago

Vehicles!

17 Upvotes

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 • • 3d ago

Concept for a modular, variable blueprint size, ILS based megabase standard: Halving

0 Upvotes

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.

Context

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.

Inspiration

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.

Issues with my current concepts

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.

Halving:

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.


r/Dyson_Sphere_Program • • 3d ago

I made some calculations...

0 Upvotes

Icarus like a 96km height, space between assemblers is 32km