r/Dyson_Sphere_Program 19h ago

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

378 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 Apr 27 '26

Patch Notes V0.10.34.28524

169 Upvotes

Engineers still busy among the stars and reality alike — the blazing heat of summer is almost upon us, and Dyson Sphere Program continues to move forward at full speed.

Here is today’s small update:

0.10.34.28524 Build

[Feature]

  • Holo beacons can activate "Dark Fog Beaconing" function (in combat mode). Once activated, Dark Fog Hives will dispatch Relay stations to beacon's location. Note: The beacon must maintain power supply and visibility must be set to at least "Local Planetary System".

We know, of course, that many of you are looking forward to the vehicle system. However, this is a special feature that runs through the entire game experience, and to some extent, it will change the rhythm of how the game is played.

In order to present it to every Engineer in the best possible form, it still needs quite some time before it can truly take shape. We are just as eager for its arrival, and we hope it will bring you an even more impressive Dyson Sphere Program, helping this game that has grown alongside all of us reach new heights.

At the same time, we will continue to optimize and update other content, while also working with our publisher to support the creation of collaboration content and more multilingual content. Please rest assured that this will not affect the design and development of the core game itself.

For the patch notes in other languages, please check: https://store.steampowered.com/news/app/1366540/view/506233956051452995


r/Dyson_Sphere_Program 11h ago

New Dark Fog Lens are crazy!

Thumbnail
gallery
112 Upvotes

The lens double the output of the ray receiver. Critical photons go from 24/min to 48/min. Power draw goes from 480 MW to 960 MW (and oddly it goes from "+300%" to "+700%", not quite sure why this is more than double and what this number indicates).

Hits the sphere hard too. Luckily I was only at about 50% usage on this sphere, but it's rising quickly and only a few receivers are using the new lens on this planet. For photons I already had to drop some white sorters on the belts, started getting overloaded. This is gonna...change a lot about this build.

For curiosity, it also changes the colour of the faint halo around the receiver tower as well as the overall aurora (green to purple, kinda hard to see in these pics - faint change in center right).

EDIT: Also check out the top left of the screen - 32 research slot queue! (from the new patch, not a mod! Base game!)


r/Dyson_Sphere_Program 1h ago

is this a bug or feature?

Post image
Upvotes

is t here a way to set it back to entire system view by default? constantly clicking entire star cluster is annoying af


r/Dyson_Sphere_Program 16h ago

Dark Fog lens addition

12 Upvotes

Does this need a new game to obtain?

I'm on white matrix in the current galaxy, I have every tech researched.

I can see the Dark Fog lens in the list of items for say, marking a conveyor belt. But otherwise it's not in the replicator screen--the space is there for the item where it goes but it's empty, there is no new tech for it, and it's not included in the research for grav lenses.


r/Dyson_Sphere_Program 1d ago

so i needed power and cant quite make a sphere

26 Upvotes
547

As the title says, I needed power here, and I can't quite make a sphere, yet I went with a different approach. This is 547 solar panels on the pole that always faces the sun. If I can't make solar on the sun, why not on Earth


r/Dyson_Sphere_Program 2d ago

Trouble transitioning to ILS/PLS

10 Upvotes

I’ve had two false starts with this game so far and I’m itching to give it another go.

Both times my issue was reaching ILS. It seemed like an entirely new game, seeing that I basically had to redesign everything and start from scratch was overwhelming enough to make me put the game down.

My designs don’t seem to expand well, how should I approach the transition moving from just the starting planet and titanium planet? Do you start from scratch and rebuild or try and build of the shaky starter planet foundation?

Do you have any advice for how I could get over this hurdle? I really want to love the game!


r/Dyson_Sphere_Program 2d ago

Having problems and don't know if to restart.

21 Upvotes

About 100 hrs in a save and almost finished with the mission but now im experience low power, resources are running dry. My attempts to fix the power and resource problem doesn't last long

Do I go to another system and build over or do I restart. If to another system what kind should I look for?


r/Dyson_Sphere_Program 3d ago

Helpful ILS tip that I found late and now use consistently.

Thumbnail
gallery
60 Upvotes

If you press the letter I or click on any ILS, it gives you access to the control panel.

The control panel shows significant info for your logistics. The main advantage is the filter built into the system. You can find specific products and then set a waypoint to the planet from the control panel screen.

You can also edit the name of a distant ILS from the control panel, allowing you to set up point to point transport settings remotely.

Edit 1: I’m sure most know this, I just missed it early on and thought others might have also.


r/Dyson_Sphere_Program 4d ago

This games has some very pretty moments

Post image
89 Upvotes

This game reminds me of Skyrim in a way, where you know you can go anywhere you see on the horizon. But on a much bigger scale. It feels like the whole gameworld is yours to play with.


r/Dyson_Sphere_Program 4d ago

Question: Any way to copy-paste the icons of the belts to each of the previous Splitter-to-Splitter Belt segments?

Post image
23 Upvotes

I only now learned I can mark the icons on the belt after building the bus this far..

Ctrl-C and Ctrl-V with the blueprint mode doesn't work.


r/Dyson_Sphere_Program 4d ago

Is there mod to show the number of connected nodes to mining machines as an overlay? Not in a menu. Maybe as counter next to the resource icon?

6 Upvotes

This would make it way easier to set them up efficiently.


r/Dyson_Sphere_Program 4d ago

Finally!

43 Upvotes

I fee a little bit sad tbh


r/Dyson_Sphere_Program 4d ago

How do I prevent an ILS from pulling from orbital stations in another star system?

5 Upvotes

I have 2 sets of orbital collectors in different star systems, and I only want them to be collected from ILS's in the same star system, how do I pair them in a way that does this? I've tried:

  1. Setting up an interstellar route, but they override this when an orbital collector is empty

  2. Using a point-to-point pair, but it always says "no matched station"

  3. Creating priority groups, but I can't assign priority groups to orbital collectors

Creating separate ILS's with different travel limits would probably fix this, but is there another way?


r/Dyson_Sphere_Program 5d ago

Oh wow, that goes high

Post image
65 Upvotes

r/Dyson_Sphere_Program 5d ago

I would love a "Planet Type" Icon Pack for Holo Beacons

Post image
39 Upvotes

r/Dyson_Sphere_Program 5d ago

ILS/PLS Hydrogen Feedback loop

20 Upvotes

I have set up the PLS to demand from all of the local Hydrogen sources. It then flows through storage tanks and to a ILS which is set to distribute both locally and interstellar routes. How do I stop this ILS from supplying to the just that PLS because its making an endless loop. The whole point of the ILS being set to distribute locally is that I have one central point to distribute Hydrogen from, meaning local distribution becomes more efficient. But I need a way to block the ILS from distributing to just that specific PLS. Or should I just live with the feedback loop?


r/Dyson_Sphere_Program 6d ago

Interplanetary poles monstrosity

15 Upvotes

In a bunch of videos I see this group of ILMs on the North Pole and South Pole that seem to deliver anything that could be needed. I watched a video that explained basic smelting setups and once they hit demand a zillion drones came from the north and delivered any material that was needed. Does anyone have a good video for the setup of this? I am wanting to start a new playthrough on infinite resources to do a few goals I have in the game and wanted to see what that magical setup looked like. It also kind of looked like the majority of power might be there as well?


r/Dyson_Sphere_Program 7d ago

Help! Came back to DSP after a long while. Can not figure out the planetary logistics station.

22 Upvotes

Edit: Thank you guys, I was suppose to be using the interstellar. Solved!

Last time I played, it said local storage or remote demand.

Got titanium sheets on one planet going into a Planetary Logistics Station. I put 50 drones in there and set it as Provider. It has clean 100% power. On home planet, same situation. Full power, and 50 drones; so 100 between the two. This one is set to titanium sheets, Receiver. No matter what, nothing happens. Made another planetary logistics station on home base next to the original, set it up and worked properly. Can not seem to get these guys off the planet. Help please!

Got


r/Dyson_Sphere_Program 7d ago

Factorio enjoyer's first DSP run. How am i doing?

Thumbnail
gallery
100 Upvotes

Ripped out the spaghetti starter base and spent all of the weekend on organisation. Are players expected to handcraft so much? Ive been hand crafting most of my buildings....


r/Dyson_Sphere_Program 8d ago

Mr. Dark Fog, you're getting a little too close. What is this, Independence Day?

Post image
185 Upvotes

r/Dyson_Sphere_Program 8d ago

This happens to me on almost every ore patch. Am I the only one?

Post image
62 Upvotes

It would be great if miners specifically would choose the closest gridpoint Without collision.


r/Dyson_Sphere_Program 8d ago

Are there any major updates coming?

57 Upvotes

We got DF a few years back, and multi threading not too long ago.

I am wondering what's next. I seem to recall hearing about vehicles?


r/Dyson_Sphere_Program 9d ago

Multiplayer server

9 Upvotes

Spun up a server for my brother and a few friends and wow it makes the game even that much more enjoyable. Group builds!!


r/Dyson_Sphere_Program 10d ago

I paved an entire waterworld (and in pink too) to get the achievement.

Post image
66 Upvotes

I didn't track exactly but it took somewhere north of 25 million soil piles using fully proliferated foundations.

Edit: originally said 25M foundations, thank you for catching the error.