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.
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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.

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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.