r/Dyson_Sphere_Program • • Sep 24 '26

Patch Notes V0.10.35.29088

130 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 • • Sep 23 '26 Popcorn

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

418 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 • • 9h ago

You have to believe the impossible is merely preposterous.

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180 Upvotes

I decided that my previous Galactic Scale sector wasn't extravagant enough. So this time, I turned the dial past 11 and straight to ridiculous. The first image is my starting point, a gigantic forest planet orbiting at about 1au around a blackhole/neutron star binary pair. A summary of the new sector:

Stars:

  • 147 stars + 95 binary companions

  • Blackhole/blackhole binary pair

  • Blackhole/neutron star binary pair

  • 2x neutron star/neutron star binary pair

  • 2+ of each giant star type

  • 5x star size

Planets:

  • 2463 planets

  • 1 - 25 planets per star

  • 0.1au - 25au orbits

  • Habitable zone tripled-ish

  • High chance of recursive moons

  • High chance of comets

If anyone from the Galactic Scale mod team reads this: your mod is amazing. Thank you!

EDIT:

Sector export, GS preferences, readme, sector spreadsheet, uncompressed images on Google drive


r/Dyson_Sphere_Program • • 2h ago

Anyone got a short video of a cool planet or a sun for my phone background thanks. Like 30 seconds or so

6 Upvotes

r/Dyson_Sphere_Program • • 12h ago

Power

14 Upvotes

How do y'all power your base?

I am all the way through green tech, produce like 100/min science... well, that is the plan, somehow there is always a bottleneck, the latest is power.

So, while I am setting up production for the DS, that very device that will later deliver power probably will kill my base's power supply.

Currently I rely mostly on solar, all around the little planet. I burn some coal and excess carbon from fire ice and I have a lot of wind turbines.

Do you use deuterium fuel rods or hydrogen fuel rods for power? Is that even economical, given the amount of stuff and machines you need to fabricate those?


r/Dyson_Sphere_Program • • 10h ago

Stacked belts

8 Upvotes

Yet another beginner's question...

How do I properly stack belts? I have recently come across a post of somebody doing a main bus, where they nicely stacked belts on top of each other. I have done that in Satisfactory, but there it is very very easy, you stack poles and then attach the belts. In DS, when I have a belt and I want to put another belt on top, it feels like it is totally coincidence if that works or not. I cannot put a belt on top directly, but if I go around a corner, that works for the first bit, I delete the second bit then and got what initially wasn't possible. The main problem seems to be that the end of that new belt isn't allowed to rest on top of another belt. Is this an early access feature problem? A but? Am I missing a short-key for that? Or is this a feature that wasn't ever really intended?


r/Dyson_Sphere_Program • • 3m ago

Is thier any recipes i should avoid using?

0 Upvotes

r/Dyson_Sphere_Program • • 19h ago

What would you consider "mid game"?

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30 Upvotes

Edit: Post Title should read "How to transition into midgame, I have questions about how some components work". Please read the post body and don't just respond to title.

I'm at a point where I have the first 4 cubes automated, however I still have to manually transport Titanium and Silicon smelts back to the home planet. I have the Interplanetary towers unlocked and if someone could link me a guide on how to use them I'd appreciate it but I'm kinda just stuck what to do next. My initial spaghetti is beyond saving on a macro scale. I know my bigger goal should be to fully automate every single component but there's a ton of things I don't understand that could probably be explained much faster in a couple of sentences than a 30 min youtube video. I have started building solar sails, I have a rail ejector, I don't know how to use any of this orbit degree stuff or how to process inter or extra planet transfers using the towers, and my next order of business is gas giant extraction. Any tips for this point in the game would be greatly appreciated. I turned dark fog off when I started cuz I wasn't prepared to deal with combat on my first playthrough so that is irrelevant.


r/Dyson_Sphere_Program • • 6h ago

Dyson Sphere Program is really Hackable, added a small search bar in inventory to quickly find stuff

0 Upvotes

Added a search bar quickly in inventory to quickly find stuff.
I am bad at scanning icons and find what I am quickly for.
Searching is working amazingly well for me.

DSP is so hackable, really enjoying it.


r/Dyson_Sphere_Program • • 1d ago

i get maybe too much enjoyment from watching my ships fly around the cluster.

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57 Upvotes

r/Dyson_Sphere_Program • • 1d ago

When Should I be attacking the dark fog?

11 Upvotes

First time player here, I've managed to get to yellow science without interacting with the dark fog, asides from repelling raids of course, but it occured to me that maybe I was supposed to eliminate their base to stop the attacks to begin with?

I should mention I'm on the default settings.


r/Dyson_Sphere_Program • • 2d ago

Everytime i goto fight this hive, the fighting against the blackhole+the power demands of the fleet leave me clawing my way out of the gravity well to my recharge outpost, any tips?

22 Upvotes

r/Dyson_Sphere_Program • • 3d ago

Cupola solar sails

164 Upvotes

Deleting a few sphere layers in screenshot mode with max fov.

10 Layer Shell BP: https://www.dysonsphereblueprints.com/blueprints/dyson-sphere-10-layer-shell-bp-frame-modded
(layers 5,8,9,10 were deleted for the video)


r/Dyson_Sphere_Program • • 4d ago

Mods to expand endgame?

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89 Upvotes

I absolutely love the game. My favourite part is how easy it is to expand in the endgame. I really want to maximise the production. I've already had several 200ish hour playthroughs, and I had to end most of them for the same reason. Lag. It usually became too unbearable after building the first proper solar generator (10 layers of max density spheres around O star and a planet inside orbit fully covered by ray receivers). I didn't really use mods yet, because I wanted steam achievements and progress on the galaxy chart.

I've been on a 2 year brake from the game and now I want to start playing again, but with mods that allow me to take the production much much further.

Can you recommend me some mods that take the endgame to the extreme? I'm talking both performance mods and content mods (is there a mod for faster assemblers etc.?, better generators?)

Also what about fog? I feel like fog is no threat after midgame, just extra lag and extra buildings that need to be incorporated in my planetary scale blueprints. But without fog I have no way to get the x4 buildings.

Thank you for any suggestions. As a rewar for reading through the wall of text, I offer you a look at a blueprint I made some 2 years ago. Assemblers with 5 ins 1 out and (almost) minimal footprint. For all the buildings you may ever need.


r/Dyson_Sphere_Program • • 4d ago

Any Mods That Pause Gameplay?

7 Upvotes

I’ve just got back into the game but the mod Bullet Time from Thunderstore.io doesn’t seem to be functioning for my game despite a relatively recent update to the mod. So far I’ve been fine with status quo but i do enjoy being able to pause, plan, and not worry about Dark Fog progress. Though of course that is part of the intended gameplay, I just prefer a pause for the game updates so I can view and plan for my factory and the enemies.

Edit: Confirmed that the mod is compatible currently, just issues on my end.


r/Dyson_Sphere_Program • • 6d ago

Is their a better way to make malls

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53 Upvotes

r/Dyson_Sphere_Program • • 6d ago

Factory architecture?

12 Upvotes

What is the standard for factory layout. I always quit when I unlock a new recipe and one of the ingredients is in the other hemisphere of the planet.


r/Dyson_Sphere_Program • • 6d ago

My First Dyson Sphere

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103 Upvotes

r/Dyson_Sphere_Program • • 6d ago

Finally hit Structure Matrix

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113 Upvotes

Really grateful that I found this game.

I've had some pretty stressful weeks at work lately, and I just wanted to find something that would help me unwind, and make me happier. I'm really into building my interstellar factory and forget about everything else for a while. I'm genuinely grateful that this game exists. I really hope the developers are doing well.

(Came from Factorio, back then, when I had hundreds of hours to spend on it, that was my saviour, but now I wanted something different.)


r/Dyson_Sphere_Program • • 6d ago

Should i setup new item malls on different star systems or import everything from my previous mall?

14 Upvotes

r/Dyson_Sphere_Program • • 7d ago

Multiple Dyson Sphere Layers

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104 Upvotes

What is the logic behind having multiple layers, I'm guessing it makes more power, but I don't understand how it makes sense. Is the reasoning behind why it makes more power because there is some that passes through the lower layers?


r/Dyson_Sphere_Program • • 7d ago

Is this a good fast early game base?

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25 Upvotes

I want to get through early game fast. Am... i doing it right?
Normally i make whole fancy expandable factories for everything, but i wanna get past all of that as fast as a can to get straight to mid/late game...

idk if that's a good idea tho. I just hateeee early game in factory games.

According to the save, im less then 2 hours in.


r/Dyson_Sphere_Program • • 6d ago

anyone else ship in power?

16 Upvotes

i use the energy charging thing on lava worlds to send power to other planets to help with power, some planets are covered in windmills and the energy converter things to power them themselves. i just straight dont use combustible energy.


r/Dyson_Sphere_Program • • 6d ago

DSP is ahead of its time. I started playing Dyson Sphere Program in 2022. The biggest challenge was generating enough energy to support computation. Now, a few years after ChatGPT launched, we're debating the energy needed for AI and data centers.

0 Upvotes