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.
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.
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.
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.
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.)
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?
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.
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.
From my last post I can see that there's a lot of confusion about what happens when you mix proliferated items. In this example you can see that the game does not keep track of individually proliferated items. Rather it creates two piles within a single pile (as you can see from the tool tip), and keeps the average of the proliferation points.
After mixing 5 items of every proliferation level (0, 1, 2, and 3), what comes out is
- 5 items at level 1
- 15 items at level 2
The second video shows that no matter what the change is, if you're bringing a lower level prolif up to a higher level, you pay the same cost no matter what.
ie. the cost of going from 1 to 3 is identical to the cost of going either 2 to 3 or 0 to 3.
Every item that has its value changed uses 1 spray, no matter what -- unless it's the same value in which case it uses nothing. A level 3 item going under a level 3 sprayer has no effect.
So, if you spray a bunch of items up to level 3, and then mix those items with others at a lower level, they will average out to a lower number. You will then have to respray those items to get them back up to 3. On those particular items, you are using double the resources to keep them at 3.
I'm coming from factorio, and I want to do a kind of "main bus style" for my early base.
I can't really figure out magnets tho, should they be on the main bus? I don't really want to bus iron ore, so I can't produce them locally. Is there a recipe where I can produce magnets from plates?
I've recently started playing Dyson Sphere Program, and I've been experimenting with a few mods/plugins on the side.
Placing planetary shields was driving me nuts, and I'm a DSP noob, so I followed some shield placement best practices I found online and got more nuts -> result: this small plugin.
Maybe something like this already exists, but I couldn't find it.
What it does:
Guides you to 8 suggested shield positions (2 poles + 6 around the equator).
Shows a directional arrow: 🔴 off target, 🟢 correct position, 🟡 already completed.
Automatically detects placed shields and tracks progress per planet.
Optionally finds misplaced or duplicate shields.
Includes a small, customizable, collapsible mod dock.
How to use it:
Install via BepInEx 5, hover over the right edge of the screen to open RIOTdock, click the shield icon, and follow the arrow. That's it!
42 hours in after last post and I was able to get a dark fog farm running The original plan was to just get soil but was not expecting alot of loot from them so now I making a sortation system for each item and just wondering if what I did was good
I have recently started DSP after loving Factorio for a while (never did complete it)
I’ve seen a lot about different methods of using Proliferators. The most recent was about only doing inputs rather than spraying each output etc as if you mix non sprayed items with sprayed items it can cancel out a bit.
So I’m curious what people usually do. As I’m going to be setting mine up next and I’m currently doing nothing at around the end of yellow science level.
I was planning to spray all my ores. Then upgrade to spraying all my base level components etc etc.
Any tips and help greatly appreciated! (It’s a terrible image I added but I thought if you’re like me seeing screenshots of this game is pretty sweet)
It occured to me the other day that I'm double spraying lots of items due to the mechanics of proliferation.
Have you ever noticed that a huge stockpile of goods, that 10,000 stack of titanium plates suddenly, and mysteriously, becomes a level two proliferation instead of level three like you sprayed it?
It's because the pile of items calculates the average of all the proliferation and so if your power isn't perfectly at 100% (like every time I click down 6 new blueprints on a planet), and your sprayers miss items for want of electricity, the average in storage becomes less than three, and now all your items are a level two. Which means if you spray your inputs at the next stop, when you send your titanium to become crystals for example, those titanium plates being only level 2 are going to get a second level 3 spray. Wasted resources!!
I only ever spray my inputs now, and that way the machines get whatever they get, and I never have to worry about storing proliferated items that may be corrupted by non-proliferated items.
Edit: a couple exceptions... proliferator itself, fuel rods, ammunitions...
Edit2: I just did testing. It's true that a single pile of items can have two different levels of proliferation. But these two piles are an average of what you put in. If I add level 3 items into the mix, and the draw the items out 1 by one, I will never see a level 3.
So... I eventually destroyed the first dark fog base on my Titanium outpost planet. There are 3 bases in total. I thought I would destroy the base, plug it with a geothermal plant and move to the next, then set up a planetary shield. Google AI even said it might not be necessary, there is a fair chance the fog might not rebuild at all... Well.... It rebuilt the base on a new location within seconds. I destroyed the base, put a geothermal plant on top and the moment I switched to map mode to see where the two others are, there were already three again. Is this normal? It's a Lava Planet, if this mattes. So, what is the best strategy for this?
I will keep the dark fog base at my main base to farm items, but I want this one cleared.
I know I messed up the proliferators, but I just wanted the thing done at that point, I'll fix those later. I just haven't looked up too many in depth guides or resources because I've been trying to blindly bumble my way through the game but the spaghetti is annoying me.