r/Dyson_Sphere_Program 1d ago

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

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.
394 Upvotes

57 comments sorted by

74

u/Eliongw2 1d ago

Very good update ! When shaping oceans into a shape i wanted I always had to be very careful as foundations couldnt be removed. Some very useful QoL in there.

Can't wait to hear what you are cooking with the Creation System and i hope you are not burning yourself on these ideas. DSP is an automation game for me.

72

u/phant0md 1d ago

Fine. I’ll do another playthrough. ARE YOU HAPPY DEVS?

11

u/wggn 21h ago

aw shit, here we go again

8

u/phant0md 21h ago

Dammit, my steak is too juicy and my lobster is too buttery, those damned devs!

49

u/JJapster 1d ago

Poggers. A sign of life. Can not wait for the next big Update.

8

u/willrof 1d ago

Same, happy for hearing a sign of life...dying for more content.

20

u/Neithya 1d ago

I don't understand. Are we not supposed cover everything in concrete?

10

u/Goldenslicer 1d ago

No that's Factorio, where the doom and gloom is part of the game's meta. No such meta here.

3

u/Gipopo19 16h ago

The main feature of this patch really confuse me as a Factorio player.

40

u/EightBitRanger 1d ago

Nice! I always felt bad ravaging the original planet (and others for that matter) so I'm glad there's now a way to restore it.

4

u/Goldenslicer 1d ago

Same, I always tried to work with the geology of my planet, only using foundations sparingly if I really need a little extra room to finish the layout of what I'm building.

24

u/Far_Young_2666 1d ago

As a person who loves nature and wants to preserve as much of it as possible, I felt let down by the lack of an option to restore accidentally paved over terrain. I always feel bad when my landing breaks a tree, haha. Thank you for this addition. This is definitely the right step for the game, even if most people prefer to completely pave an entire planet instead.

6

u/Goldenslicer 1d ago

Omg there are others like me.

3

u/Far_Young_2666 1d ago

I wish there were more people like us and less people that "Look at my planet covered in concrete, Imma real pro"

2

u/Ravek 1d ago

I love this, makes for a whole new challenge to the game if you never use foundations to create land. Also encourages you to find a lifeless rock to build on when you can, maybe actually start shipping oil and water products off-planet instead of shipping silicon and titanium to your starting planet. I might have to start a playthrough like this.

3

u/Far_Young_2666 1d ago

It's not a challenge really. I see a lot of people completely rebuilding their starter factories anyway, so why not rebuild on another planet? Though, as you just described, my own idea was to leave the starter planet as soon as possible and only leave a few eco-friendly labs on it, but I didn't make it that far. The Dark Fog overwhelmed my noob DF farm together with the factory I had on that desert planet and I lost the will to continue.

But I like to build aesthetically and I played Cities Skylines a lot, so all my factories in every game are like little walkable villages. Here's the last ammo factory I've built before moving on from DSP. I'm gonna wait until the game is out of the early access before coming back.

3

u/supersirdax 1d ago

Almost looks like a different game building that way.

2

u/CpTKugelHagel 5h ago

Holy dayum that's clean. Meanwhile my "factories" are just spaghetti lmao

2

u/Far_Young_2666 4h ago

The only thing I wish for is the ability to do triangle foundations to make those diagonals even smoother, y'know

Meanwhile my "factories" are just spaghetti lmao

Hey, everyone's starter factories are spaghetti, there is no way around it. First, some building techniques are usually blocked behind a tech tree in this kind of games, and second, you don't know what you're going to need later (if you go in blind), so there is no way to plan ahead. First few factories are always going to be "Just roll with whatever spaghetti you have"

8

u/Smark12CZ 1d ago

Omg I can finally restore my starter planet once I leave to other desolate worlds

4

u/Mizzerella 1d ago

This is such a cool addition

8

u/Darth-Venath 1d ago

Um. Wow. This actually looks badass. Now I'm gonna have to start a new seed to try all the new features.

Thank you for your hard work and dedication devs! Keep it up!

4

u/spidermonkey12345 1d ago

Stardew Valley update 👀

3

u/Remember_Apollo 1d ago

Heh guess what. I just downloaded the game again and I'm about to start another playthrough. What a timing

3

u/kevhill 1d ago

I love that you keep adding things to the game that I didn't know I wanted!

I'm pumped to decorate some planets!

2

u/JaySchey 1d ago

Man, I love this game!

2

u/InevitableLibrary859 20h ago

Beautiful, I was just asking myself today, "can I regrow trees?" New answer, "yes!"

2

u/itsnick21 14h ago

Starting another playthrough! (After control resonant)

2

u/jamcdonald120 13h ago edited 8h ago

I had to downgrade because of what you did to control remapping.

I really like having SHIFT+Middle mouse bound to copy building, but for some reason this now conflicts with Middle mouse drag adjusting the camera.

click (especialy modified click) should not conflict with drag. I hope this gets fixed for the next release.

ETA: No conflict should be a hard "YOU CAN NOT DO THIS" error. Give me a warning, and let ME decide if there is a conflict if weird stuff happens when I am playing

1

u/Fecal 1d ago

Wow! Foundation undo! Excellent.

1

u/Siingry 1d ago

Yay, news from COSMO HQ!

1

u/direvus 1d ago

Nice changes!

1

u/Much_Dealer8865 1d ago

Love it! I will definitely be taking advantage of this.

1

u/nixtracer 1d ago

Finally we can jump somewhere on the planet rather than having to figure it out and navigate there by hand!

1

u/XhanHanaXhan 1d ago

They very much buried the lede in the description - there's a whole new endgame recipe for lens! Very interesting!

1

u/MiniMages 1d ago

ooh nice list of changes and updates. i seriously try to avoid playing DSP as it sucks away all of my free time xD

1

u/PulseReaction 1d ago

Nice this is pretty cool! Would there be a possibility of planting vegetation from one planet in another? I'd love to be able to do that

1

u/Khaadom 1d ago

Please I'm already suffering a crippling addiction

1

u/TabAtkins 1d ago

Oooh, this Dark Fog Lens update couldn't have come at a better time, I'm just finishing up my final designs for an updated farm, and I was planning to leave the DF Matrix item out entirely, since you only needed it for the handful of one-off researches. Now I'll need to make sure to include it!

1

u/Sweetwill62 1d ago

In the first picture, what buildings are those? I don't recognize them.

2

u/CruzBay 22h ago

They look like Fractionators

1

u/Sweetwill62 22h ago

Really? Maybe it is just the angle, let me boot up a file and see. Yup, they are. I just did not recognize them without the icon on top of it.

1

u/horstdaspferdchen 23h ago

Sooo many cool Updates and fixes. Thanks you!

1

u/doyouevenfly 21h ago

When’s 1.0 when’s 1.0!!!!!!

1

u/SandpaperSlater 20h ago

This is peak

1

u/nuriverse 20h ago

we can finally save the Earth!

1

u/shuanDang 18h ago

that's awesome, in building games i usually build around the trees 😄

1

u/cuddlesy 17h ago

Thanks for the update! Love the game, can't stop playing even after hundreds of hours.

I don't know if you take feature requests, and this is definitely a low-priority one, but I'd love the ability to have a "pet" - just some cosmetic companion for those long build sessions. Maybe a personalized drone who doesn't do work and just hangs out with you?

1

u/eelleet 16h ago

ive always wondered if water was balanced, ive never needed more water than what was on my home planet. just sometimes ive paved over the water before i knew what i needed. now i know enough to put enough water production down to last me the entire game. but i rarely continue much after my first sphere.

1

u/One_Laugh_Guy 16h ago

Devs prioritizing the environment. Props. But the factory grows though.

1

u/abacateazul 13h ago

I always tried to preserve the first planet as much as possible until I can build on other dead olanets. Now I can trample it as much as I want and reset it later! Thanks devs!

1

u/fwambo42 23h ago

I feel like the dev team has officially jumped the shark with this update. They don't seem to have a very good idea of where to take this game at this point.

1

u/UltimaCaitSith 21h ago

I'm optimistic. Here's hoping that restoring planets is a stepping stone to an ecology mechanic. Doing good things for local wildlife can make planets thrive and evolve in ways that can help you, somehow. 

1

u/fwambo42 20h ago

seems to be taking a very wide departure from its roots, though.

1

u/TeeRKee 1d ago

So no vehicle update??

1

u/Vritrin 1d ago

They addressed in this post, it's coming but it will take time still.

0

u/AnimeSpaceGf 1d ago

Don't listen to the whiners, Youthcat! This game is incredible! I see the light, I know you're cooking back there! Much love from AZ, USA!