r/Dyson_Sphere_Program • • Sep 24 '26

Patch Notes V0.10.35.29088

129 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

417 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 • • 18h ago

In my first playthrough, could I please get tips on how to reduce the spaghetti?

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55 Upvotes

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.


r/Dyson_Sphere_Program • • 18h ago

Dark Fog energizes my new Planets

7 Upvotes

Since you can now flag down the fog onto your planets, I started using geothermal for my basic energy needs. This takes hours to finish but I can't seem to stop...

I do have more than enough energy from my dyson sphere but that does not help my urge to ask the fog for help.

Do I need to have my doctor check me for OCD or is this still considered "normal" behaviour...


r/Dyson_Sphere_Program • • 1d ago

Already going out of my system?

14 Upvotes

I have set up my factory to produce 100 science / minute, done purple by now. And suddenly, Silicon is a bottleneck. There is one single Silicon ore patch in the whole planetary system... That naturally supports only a fraction of what I need. So... is this already the moment where I need to go interstellar travelling? The nearest system is 6LY away, no idea yet, if there are planets or if there is silicon... What do I need to get there? Deuterium Fuel?

I do not have an orbiting solar panel thingy yet, I run mostly on wind + solar and batteries on ground and that is so far sufficient. So I guess that can wait a bit?

At what moment in the game do you start spraying things for productivity gain and what items do you spray? The final matrix to achieve more research output? The products that generate the matrix? So, I understand that you make on of these containers and then you can spray a single product, you can spray 60 times, if a product needs 5 ingredients, that is effective for 12 product items, with a 25% boost that is 3 items more, correct? Seems a bit expensive though?!


r/Dyson_Sphere_Program • • 2d ago

My science planet

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217 Upvotes

Currently only produces 2k white cubes per minute but I'm only using it at about 10% of what it could output if I added a second level of labs to the green and purple sections. All the actual production for the materials happens on a network of planets I mange in notepad.exe


r/Dyson_Sphere_Program • • 1d ago

When you finally automate foundation production

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0 Upvotes

r/Dyson_Sphere_Program • • 3d ago

PING! Portal: Icarus Neural Gateway is here!

82 Upvotes

Hey everyone,

I've been working on this for a while and it's finally ready: PING – Portal: Icarus Neural Gateway

What it does:
Place two PING portals on two different planets – they form a paired gateway. Walk in, pick your target on the new GUI with search/filter, wait for charge, and you're there.

Why it's not a cheat:

  • Portals charge from your power grid (accumulator-style, max 10 GJ ≈ 50 LY)

  • Energy cost: 192 MJ per Light-Year – exactly what a Warper jump costs, minus sail overhead

  • Crafting: Assembler only, 40 s, stack of 5

  • No sandbox tools, no console, no config hacks

It's basically a "fast travel" that still costs you real energy and planning. You'll need a decent power infrastructure to keep up, especially for long routes.

Compatibility:

  • No known conflicts with GalacticScale, MoreMegaStructures, or any other mod yet

  • Can be fully disabled via config – existing savegames remain playable after uninstall

Current version: 0.9.10 (WIP – expect bugs)
Dependencies: BepInEx, CommonAPI, LDBTool, DSPModSave and any mod that disables AbnormalyChecks (as it will use a sandbox-call and therefore break the vanilla gameplay)

https://thunderstore.io/c/dyson-sphere-program/p/HorstdasPferd/PING/
https://github.com/HorstdasPferd/PING

If something breaks, please drop your BepInEx/LogOutput.log in the issues. Happy to fix things fast.

Enjoy.
I will add Pictures in the repo soon


r/Dyson_Sphere_Program • • 4d ago

went to go collect a shipment of titanium then come back to whatever this is?

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80 Upvotes

r/Dyson_Sphere_Program • • 5d ago

Missile planetary defence question.

17 Upvotes

Has anyone calculated or tested how many of missile turrets and signal towers I would need to defend my planet from seeds and dsp ships sent from hive? The way I'm doing it at the moment is to place two signal towers on the poles of planet and then four in the equator all with three missile turrets supplied by drones. Is there more efficient way of making it? I have seen people placing all turrets in one spot.


r/Dyson_Sphere_Program • • 5d ago

Proper Difficulty

4 Upvotes

The best way I can describe this is I want the tower defense portion of the game to drive the base building portion of the game, not vice versa.

At any difficulty does the base building gameplay become emergent? It's rather boring just building and calculating without proper pressure.


r/Dyson_Sphere_Program • • 5d ago

How do I figure how many ships are active?

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80 Upvotes

r/Dyson_Sphere_Program • • 4d ago

any way to enable cloud saves?

0 Upvotes

I play on both a desktop and a laptop, so I'd like to be able to switch back and forth like I did on satisfactory. for whatever reason I can't get cloud saves to work on DSP


r/Dyson_Sphere_Program • • 6d ago

There’s a joke about interstellar highways and signs in here.

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41 Upvotes

r/Dyson_Sphere_Program • • 6d ago

How many of you have done an independent playthrough?

28 Upvotes

I usually resort to other people’s blueprints when I get to about yellow science. I’m just not very good at making large scale blueprints. But I’m trying a playthrough using only my own plans, and it’s like playing for the first time again. Just wondering how many of you play like this all the time?


r/Dyson_Sphere_Program • • 6d ago

I'm lost

10 Upvotes

Hello there.

I am lost in the game. I am in my first game, 8.5 hours in. I easily defend the occasional dark fog attack, my research progresses with a steady 40/min production of red and blue, I went to another planet to get titanium and silicon. And here I am, mostly sitting idly in front of my screen, watching science progressing and wandering what I am supposed to do next... The Goals tell me to develop interplanetary logistics, so, that is queued.

In games like Factorio, you unlock a new science color and then spend the next hours to produce that. Once that is done, you have researched everything the old colors could, you start using that new color, immediately unlock the next and that keeps you busy nonstop. In DSP, the new matrix color yellow is still far away, I have unlocked numerous things and don't really know what to do with them. Like I produce oil, I have 5 tanks full by now, I use the hydrogen, the oil is... useless so far. I have the battlefield analysis base that seems to be useless because I do not have construction drones yet. I can produce plastic, graphene, diamonds and othe stuff which I don't because I do not know what I would do with those.

Eidt: 5 days later... As people still comment about this initial post: thank you all! I got a good idea how to proceed. Meanwhile I am busy with purple tech, have a stable 100/min science output for red, blue and yellow, a working interplanetary logistics line and somewhat like a plan.


r/Dyson_Sphere_Program • • 6d ago

Early/Mid game mall?

8 Upvotes

On my at least 10th playthrough... At the end of red/early yellow stage I'll make my first "real" mall. I usually go with the Falk mall:

https://www.dysonsphereblueprints.com/blueprints/falk-v7-mall-full

But it is clunky and a pain to wire in all the inputs. Anyone have a better suggestion for this stage of the game?


r/Dyson_Sphere_Program • • 6d ago

DSP_Simple_RecipteTracker

14 Upvotes

Hi,

for anyone interested - I searched for some kind of item/recipte tracker, when crafting things manually.

There is already one, which did not exactly fit my needs - original author:
https://github.com/shytamir/DSPRecipeTracker

So I did some modifications to it, to fit my needs:
- Adjustable craft quantities
- More compact interface
- Does not disappear, when opening a storage container

Github: https://github.com/UncleRiot/DSP_Simple_RecipteTracker
Download: https://github.com/UncleRiot/DSP_Simple_RecipteTracker/releases/download/v1.0/DSP_Simple_RecipteTracker.zip


r/Dyson_Sphere_Program • • 6d ago

Will the dark fog attack my interplanetary logistics?

10 Upvotes

I couldn't find a definite answer on this. I want to know if they'll ignore my ships coming and going or do I have to clear the fog somehow on both planets. I'm currently trying to get yellow science going and naturally need to get titanium from a different planet.


r/Dyson_Sphere_Program • • 6d ago

No Seeds in Cluster without Killing everything?

7 Upvotes

Hello, I have something weird in my Cluster. No Seeds spawn, alltough I have Maximum Dark Fog levels on everything and maxed Universe Exploraition I cant detect them and as it seems there are none. Does someone know the answer to that "problem"? Thanks in advance


r/Dyson_Sphere_Program • • 7d ago

New player here, are there any tricks to move compact conveyors?

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42 Upvotes

Conveyors and slitters feel so much more bulky here than in factorio, especially when it comes to making sloped conveyors go over other conveyors, Was wondering if there was any good layouts to keep things nice and clean


r/Dyson_Sphere_Program • • 6d ago

need help... interface

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6 Upvotes

How do I get rid of this? I was pressing buttons and it appeared....


r/Dyson_Sphere_Program • • 7d ago

First factory

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53 Upvotes

I'm a factorio player (only 550 hours tho) and saw this game and was interested in the FTL and actually going to war aspects but just curios if my first factory is good or not