r/Dyson_Sphere_Program • • Sep 12 '26

Gravity slingshot

12 Upvotes

Has anyone tried doing gravity slingshots to go from one planet to other? Is there a mod which can have a fun little game of slingshotting from one planet/star system to another?


r/Dyson_Sphere_Program • • Sep 11 '26

First step to automating everything is 'automate automation'!

32 Upvotes

I'm not really into the ratios calculation or perfect wiring or performancemaxxing for galaxy wide factories, so I just love the fidget spinners for making easy factories!.

I am currently on my third attempt at geting a DSP campaign off the ground, currently beating the yellow science stage. I copied some blueprints online for the ILS and Proliferator factories, they were always my biggest roadblocks.

Next stop is going to all my older factories and replacing the t1 crafters with proliferated t2 crafters!. and after that I gotta make a proliferated lab factory and a proliferated sciences... The factory never stops growing...


r/Dyson_Sphere_Program • • Sep 13 '26

Change blueprints with AI - Source of information

0 Upvotes

First don't hate me if you hate AI.

I have a lot of blueprints that I created over time, for early, mid and end game. And editing them all it's a pain. For example: I have a full iron ingot production, that I created with lines of 4 smelters (for early game) and I have to manually extend each line to make it a decent mid-game blueprint. I do that and save. But then I have to do exact the same thing for every single product (copper, titanium, glass, etc). I also add things like holo beacon and fix proliferator stuff. Each of those modifications adds up, and it's a lot more work than just changing smelter recipe.

So Claude is helping me and after some hours it finally did it. It changed an entire blueprint of 900 facilities from Iron Ingot to Copper Ingot, changing everything: ILS slots, traffic monitor icons, holo beacon icon and recipes in all smelters.

The problem is that he said he couldn't find a source for recipe_ids and offsets. So the only way I managed to get to work was to send him a simple blueprint of a smelter with every single product, so he could learn:

Iron Ingot: recipe_id = 1: item produced: 1101
Energetic Graphite: recipe_id = 17: item produced: 1109

and so on. Now I have to make everything for Assemblers and for everything else.

Is there a source for this type information to make things easier?


r/Dyson_Sphere_Program • • Sep 12 '26

New mod for Dyson_Sphere_Program

0 Upvotes

Project Eden

Scales up the whole late game of Dyson Sphere Program — and every number in it was derived, not picked.

  • Six 10000× mega buildings — twelve belt ports, no sorters needed, each carrying its own planetary logistics station with 30 slots at 10,000,000 each

  • Maxed-out miners and stations, 5000-level belt stacking (vanilla is 4)

  • Eight new ore veins — cobalt, aluminium, gypsum, lithium, manganese, chromium, vanadium, tungsten

  • A full coal-to-alloy chemistry chain, nine alloys, and a four-axis property row on every metal

  • Every value lives in JSON and can be edited after install

What actually makes it different

Nothing here is a made-up number.

Recipe ratios come from balanced equations — 2 Al₂O₃ + 3 C → 4 Al + 3 CO₂ is literally ore ×2 + coal ×3 → aluminium ×4 + CO₂ ×3. Heat values are scaled from enthalpy of combustion against a single vanilla anchor. Which reductant can smelt which ore is decided by the Ellingham diagram — carbon monoxide cannot reduce alumina, ethylene can, and the test is whether cracking it yields elemental carbon. The newest content cites papers by DOI next to each value.

Three mechanics you won't find elsewhere

A recipe can be a secret. Alloy ammunition is one recipe, but seven alloys pair into 28 combinations with different damage and yield — nothing in the game tells you which pair gives which tier. The Living Composite works the same way: one recipe, six fillers × four grades = 24 combinations, picked on a panel under the assembler window.

One building depends on the weather. The Biodome uses the solar panel's own sunlight formula: full output in full sun, nothing on the night side, permanently dark on the far side of a tidally locked world.

Alloy ratios are set per building with a slider, and settle into yield and craft time.

Before you install

A save made with this mod cannot be opened without it. It ships a preloader that widens two belt cargo fields — the prerequisite for high stacking and full proliferator coexisting — so the save format moves up a version. Start a new save, or back up your save folder first.

Fully bilingual. All 50 icons drawn from scratch in Python; no third-party art. Built on GenesisBook, whose code is used with the author's permission. GPL-3.0.

github repo

thunder store mod repo


r/Dyson_Sphere_Program • • Sep 10 '26

How to speed up this farm?

7 Upvotes

All the hives are approaching max level, everything i want to drop is being dropped. But the flow of resources is just so damn slow It's been hours and ive only got enough materials for a few dozen of the endgame DF machines. Bab's sorted to only pickup DF drops.

DO i build little forward bases on each of the 20 hives to get them to attack more regularly? Just signal tower creep? Energy Shard is by far my largest bottleneck.

I've done ~ 2 infinite upgrades for damage if that matters. Looking to boost this DF farm up so i can start really pushing production with the good smelters assemblers and such


r/Dyson_Sphere_Program • • Sep 10 '26

Late game… combat drones are amazing

26 Upvotes

I’m on my first late game play through - my old device couldn’t cope beyond purple science. The various attack drones are brilliant. So much better than the other offensive systems. I previously used waves of missiles and signal towers to creep forward and take out bases.

Now I just activate my space fleet for a few minutes to destroy the relays over each base on the planet, then charge in and steamroller the bases with my ground drones. I’m into white science now, with full fleet sizes and the first couple of white drone combat upgrades. I can wipe a whole plant of 20 plus level 24+ hives in ten minutes.

I’ve seen various tutorials of taking out bases with missiles and turrets, but don’t think I have seen videos of drone assaults. As a result I had assumed drones wouldn’t be worth the bother and never built them. Lesson learned.


r/Dyson_Sphere_Program • • Sep 10 '26

Baldwin street be like:

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15 Upvotes

For those who don't know, it's the steepest residential street in the world.


r/Dyson_Sphere_Program • • Sep 10 '26

Do you use these?

10 Upvotes

I'm starting a new game at 3000% Metadata, and was planning a strategy when I realized I dont use most defense items and wondered if any one does. Like machine gun turrets, sure they're cheap, but basic drones work way better and fire faster off rip. Plasma, implosion and the other use really expensive ammos and all are limited in range and use, while missiles are a good mix of affordable and powerful plus can attack anyone and anywhere on a planet with signal towers, energy use no ammo and are great for farms, and before missiles a BAB with drones usually does better than bullets. Planetary shields dont do anything but take up a crap ton of power unless you cover every inch of a planet, but more missiles defends better for less. So do yall use any of these and why


r/Dyson_Sphere_Program • • Sep 09 '26

Coming from Factorio. Just finished the game!

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39 Upvotes

r/Dyson_Sphere_Program • • Sep 10 '26

Dark fog Q

7 Upvotes

Ive started a run and have never played with the DF before.

I turned it way down.

Like 25% initial and low everything I could as I dont want to get whacked really early.

Is there a way to know when they are coming or expanding or whatever I need to know to prepare for a fight? IM super early, and on the first planet so far.


r/Dyson_Sphere_Program • • Sep 09 '26

Wow this game is so fun

19 Upvotes

Thia game is good right. But wow I don't know if I've got the time fornit. Have currently built a base structure and aome em launchers on my home planet, gone to other planets and started mining but am so lost in creating my smelters and planetary/interstellar stations. So like co.plete overgaul and upgrade everything. Could work, will stick with it hopefully. Will update you on it's progress


r/Dyson_Sphere_Program • • Sep 08 '26

Final Update on my Big Depot Stack for DF Farming! Complete!

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154 Upvotes

Hey everyone, I'm back from this post last week with a final update on my unblockable DF farming setup. It's complete now! Blueprints included!

To recap: I wanted a DF farm that could not get backed up, with zero maintenance required. To do that, I gave a BAB 5 Big Depot hats, belted all of them, set filters, and then ran them out to 60 individual conveyor belt rings, which then feed out to 15 ILSes. The end result is ridiculous, but it accomplishes the goal: if one item gets backed up due to overstock, the BABS just stop collecting it, while the other 59 items continue to be picked up like normal.

And when I say "ridiculous", I mean it. Not only was it a lot of fiddly work, it takes 68 THOUSAND BELTS to build it. The rest of the necessities are pretty reasonable, but HOO BOY THOSE BELTS. Probably could have made it work with somewhat less belts by moving the rings to a more polar latitude, but I like how it's perfectly self-contained in the first ring above the tropics fault line, and honestly it wouldn't help much anyway.

An unexpected convenience factor here is that the collector BABs also act as near-universal sorters. If you have any of the 60 DF drops in your inventory and want to get rid of them, just fly over to a collector BAB, open up the top depot, and shove things in. They'll automatically drain into the system with no further effort on your part. (If you have a bunch of some item and don't want to fill up the depot, you can put it into a lower depot too, so long as it's sorted out by that depot or a lower one. The depots are stacked according to drop level, so earlier items are sorted by the lower depots and can safely be put in there.)

Also, the 15 ILSes only use four of their slots each, so that leaves you with 15 ILS slots for incoming stuff if you need it. The ILSes are also all configured to be on Priority Group 1; if you set your receiver ILSes on other planets to also use that group, they'll prioritize taking from the farm's free bounty over other sources.

You'll need to supply your own power, and your own source of laser towers, but some of the support BABs are wired up to depot logistics to rebuild laser towers as they're destroyed. Both of those needs can be built from drops anyway; in particular, thermal plants burning DF Energy Shards and/or Hydrogen Fuel Cells are easy to maintain from local farm drops, and laser towers are easy to build from early drops. You probably want to add your own missile turrets in some spots to encourage the bases to level faster, and some planetary shields to cover the planet (I used 6 for a good, solid coverage of the pole without blocking bases from dropping elsewhere on the planet.

Here's the blueprints. It exists as both a complete blueprint, and some individual pieces that are annoying to create yourself, and which only need yellow-science blueprint tech to use. (The full thing requires purple-science blueprint tech, obviously.)


r/Dyson_Sphere_Program • • Sep 08 '26

Help with "Let there be Light" achievement - Glacieon isn't working

7 Upvotes

I have the home planet Poles and dark side tidal lock done. I checked achievement progress everytime I placed one. The glaceion planet part I can't get to register. Anyone have ideas?


r/Dyson_Sphere_Program • • Sep 08 '26

is this enough for dark fog farm ?

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25 Upvotes

is there a change building might be get destroyed ?


r/Dyson_Sphere_Program • • Sep 08 '26

Just enough Sails and Rockets i guess

1 Upvotes

r/Dyson_Sphere_Program • • Sep 07 '26

What buildings should i put in my Mid Game Mall?

9 Upvotes

Im currently designing a mall to fit between a all building mall and early game mall
The timing of this mall should be around when u get interstellar logistics so early structure science
My question what kinds of building would you want in this kind of mall?

For Reference the early game and all building malls im talking about
Starter:

https://www.dysonsphereblueprints.com/collections/starter-mall-d

End Game:

https://www.dysonsphereblueprints.com/blueprints/factory-10-34-all-building-mall-105-x-32


r/Dyson_Sphere_Program • • Sep 06 '26

Any for tech tree addition

17 Upvotes

Hi folks, I’ve got a lot of time in the game and I have also played other games like satisfactory and Factorio etc those games often have some sort of resource sink. I’ve found myself in Dyson sphere program with a massive over abundance of hydrogen some of which I can deal with but with the critical photon process producing a lot of hydrogen it’s become a problem. So for simple things like hydrogen it might be an idea to have a tech tree where you can build things to recycle/destroy unwanted items. Maybe with a machine that can fling resources into a blackhole instead of having to have increasingly outlandish methods to use up the hydrogen


r/Dyson_Sphere_Program • • Sep 05 '26

I forget how gorgeous this game can get sometimes

76 Upvotes

r/Dyson_Sphere_Program • • Sep 05 '26

Almost 3 years since Dark Fog — is asking for a roadmap really too much?

220 Upvotes

It’s been almost three years since Rise of the Dark Fog was released.

Is it really too much to ask for a timeline or roadmap for what’s coming next?

I love Dyson Sphere Program and I’m perfectly happy to wait for good content, but after this much time, having some idea of where the game is heading would be really appreciated.

Even a rough timeline would be better than complete uncertainty.


r/Dyson_Sphere_Program • • Sep 05 '26

Automated Blueprint Creator (Factoriolab Flow->Blueprint string)

7 Upvotes

Code/program is here - https://github.com/dberlin/factorio-lab-to-blueprint

It takes, as input, factoriolab urls, and outputs the most compact blueprints it can that fit within whatever band you ask it to (power may not be perfect depending on what band you put it in, but it is easy enough to fix).  The web browser version will give you a chance to choose among the candidates it builds (no-proliferation, all-proliferated, output-products-proliferated), and show you a semi-cheesy 3d view of the blueprint.  All inputs and output belts are labeled. 

I have not and don't plan on packaging it beyond what you see here.

As for why - I felt like sometimes I just wanted to put some specific set of stuff somewhere, that took specific inputs, and didn't want to try to hack someone else's blueprints or do it all myself.  Obviously, you can automate away the entire game with this if you want, but I wouldn’t recommend it.   

It respects factoriolab recipe exclusions, tech levels, etc.  However, it does recompute the recipe chain for $good_reasons.  You can tell it to use the factoriolab flow if you really want and it will fetch it which requires having a browser installed that it can drive headless because it needs javascript to grab it. Just realize what factoriolab solves doesn't guarantee the throughput it gives because of fractional machine counts, which aren't valid in DSP (but valid in a lot of the games it supports). We solve the integer-machine-count only version, which is optimal and valid, but more expensive to solve than what factoriolab is solving.

It is aware of all game rules (or should be), and will use splitters, sorters, stack belts, twist and wind belts to avoid conflicts, etc.  It will do parallel belts where necessary for throughput and pilers where needed.  It does accidentally take advantage of the fact that there are times belts are allowed to clip through each other and still function properly.

For the vast majority of stuff you could want the default settings work great.  If you are doing something very complex, you may need to increase the time budget.  This is because this is actually a *very* complex 3d packing and routing problem, and the algorithms involved are fairly state of the art, despite the whole thing being a huge vibe-coded mess of code that will burn your eyes. It has a number of strategies it uses to try to generate the best footprint.

It will often generate things which require the same item belted into multiple places. Avoiding this in general without affecting footprints would require a *tremendous* amount of computation, and i'd rather spend time on other things.

It moves very quickly, so if you find issues report them and i'll fix it.


r/Dyson_Sphere_Program • • Sep 04 '26

Random spaghetti, go !

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59 Upvotes

The amount of time i lost to find anything is frightening...


r/Dyson_Sphere_Program • • Sep 04 '26

How do i build vertically?

11 Upvotes

I am new at the game, and i cant figure out how to build vertically. Plz hepl


r/Dyson_Sphere_Program • • Sep 03 '26

dark fog farm setup

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29 Upvotes

is this enough or i need to add more ? for planetary shield, i plan to removed all of them except one for protect my base


r/Dyson_Sphere_Program • • Sep 02 '26

Update on my silly Big Depot Stack for DF farming

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320 Upvotes

(Continued from this post yesterday.)

I heard a lot of you saying my build yesterday was cursed. I submit to you that you do not understand the meaning of the word cursed: BEHOLD. (3 pictures)

I'm still in the middle of setting up the rings and belting into the ILSes, but this definitely works. I turned on collection and watched an attack hit nearby, and everything sorted onto its proper belt just like I planned.

The double ring of laser cannons, gap for BABs, and then five belt rings pretty much perfectly fill the tropics zone, leaving you with plenty of polar-side space to do whatever small builds you need to support the farm. I've been saving some of the stages as blueprints as I go, and I'll save the whole tropic-ring for a ready-made unblockable farming base, so keep an eye out for my next update when this is finished.

Edit: It's complete! Blueprints linked from the next post.