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Dyson Sphere Program Patch Notes Version 0.9.27.14659

Hi engineers,
We're about to start a holiday break, and we couldn't resist updating with some fixes before that. Have fun!

Features:
-Added new models (LOD 0/1/2) and textures that belong to [Quantum Chemical Plant]. Finally, no shared models! But the VFX is still in the making.
Changes:
- Modified the priority of Logistics Bot to put/collect items from Icarus. Now the priority to put/collect items from inventory is higher than before.
- Modified the priority of putting items in the Storage. Now items collected from Icarus inventory will be prioritized into the red compartment (the restricted ones) of the storage.
- When the mouse hovers over the logistics compartment of Icarus, the estimated delivery speed capability of the corresponding item will be displayed.
- The Logistics Distributor panel now can display the number of successfully matched delivery routes and the number of routes outside the delivery range.
- The operating distance of the Logistics Distributor has now become globally operable. You can also put/take item in the Storage directly from the Logistics Distributor panel.
‘- When you right click to cancel a handheld item and the inventory is full, the item will be added to the logistics compartment.
Balance:
- Adjusted the initial cargo capacity of Logistics Bots: 3 -> 8; The cargo capacities value after upgrading are: 9/10/12/14/16/18/20
Bugfix:
- Fixed the bug that when the Storage was built above the Logistics Distributor, the building alarm icon position was not changed .
- Fixed the bug that the Logistics Distributor may lose some of Proliferator under certain circumstances.

Dyson Sphere Program Patch Notes 0.9.27.14546

Hi Engineers,

The September update is here as promised! Today we bring you the promised new features of the logistics system, and *some performance optimization. Hope you enjoy them!

*If you haven't check out the latest trailer of Combat system, see it here: Youtube

[Version 0.9.27.14546]

Features:
  • A new distribution logistics system has been added. Its function is to distribute items between Storage ↔ Icarus / Storage ↔ Storage.
  • Added new items: [Logistics Distributor] and [Logistics Bot]. Technology and recipe have been implemented.
  • New optional function: Transport unit replenishment. It is shown in the panel of Logistics Stations and Logistics Distributors. When turned on, the corresponding item in Icarus' inventory will be automatically placed to the slot when performing the following three actions: opening the panel, copying and pasting building settings, and applying a Blueprint included this option. In Sandbox Mode, the number of the item will always be locked to the maximum.
  • Added new technology [Mesoscopic Quantum Entanglement] and new advanced chemical facility [Quantum Chemical Plant] - Faster than the primary one!
  • (Please know that the [Quantum Chemical Plant]'s model is not yet implemented. It is currently, temporarily shown as a chemical plant model with a different color scheme.)


Changes:
  • Optimized the computational consumption of working Logistics vessel (approx. 40% reduction in CPU time).
  • Optimized the computational consumption of Small Carrier Rockets in space and reduced the number of model vertices (approx. 50%/30% reduction in CPU/GPU time).
  • You can now set in the Dyson Sphere Editor to not rendering the model of Small Carrier Rocket. If you do so, the GPU consumption of Small Carrier Rockets can be reduced by 80%! Well, the only disadvantage is the rocket itself will disappear, only its tail flame remains - a helpful option when you have 10k+ rockets flying, and keep a spectacular space view as well!
  • Optimized the computational consumption for running manufacturing construction. Such as Assembling Machine, Smelter, and Chemical Plant (approx. 25% less CPU time).
  • Coordinate input is now supported when creating nodes in the Dyson Sphere Editor. No longer normalize the coordinates (on the panel) to the orbital sphere.
  • Added some UI sounds that should have been there.
  • Added exit button to the top right corner of the item selection, recipe selection and icon selection panels.


Balance:
  • The number of item columns in the Planetary Logistics Station: 3 → 4
  • Logistics Drone movement speed in the Logistic Station lane will increase with the upgrade.


BugFix:
  • Fixed the bug that after the engine level of Logistics Vessel was upgraded to level 200 and higher, it could not dock at the Orbital Collector on Gas Giant due to its excessive speed.
  • Fixed the bug that the prompt text of "cargo filter" in the Traffic Monitor was displayed incorrectly.
  • Fixed the bug that opening the stats panel in space may trigger an error prompt.
  • Fixed the bug that the translucent background UI of Dyson Sphere Editor may be opaque.
  • Fixed the bug that the latitude and longitude of node coordinates input in the Dyson Sphere Editor may not displayed correctly.
  • Fixed the bug that in Sandbox Mode, after fast travel from planet A to planet B, the construction sound FX of planet A may still be played.
  • Fixed a bug that in Sandbox Mode, if Icarus fast travel to space while mining, he may still mining (animation).
  • Fixed a bug that in Sandbox Mode, when fast travel to a planet in the Star Map, it may directly attached to the surface of the planet.
  • Fixed the bug that in Sandbox Mode, when fast travel to a planet in the Star Map, the planet did not load in some cases.
  • Fixed the bug that the mineral UI may report errors in multi-threaded mode.
  • Fixed the bug that it may report error when the number of power grids on a single planet reaches 512.
  • Fixed the bug that in extremely difficult mode, 1) the actual consumption of Crude Oil Seep did not change with upgrades when the mineral utilization level was lower than 22; 2) Crude Oil Seep lower than level 22's actual consumption was less than original design. Some settings had to be modified, they are:
  • In Minimal Resource Mode, the initial production of Crude Oil Seep is reduced to 50% of other multipliers (in the past, the initial production of the same Crude Oil Seep is the same in all multipliers) (it will only take effect in New Game); the initial half-life period is 5 hours, which 1.1 times the consumption rate of 0.5x resource multipliers (effective directly after the update)



Thank you for your continuing support! You can send your feedback in Discord and Google Form! See you next time!

Combat system Trailer: Rise of the Dark Fog

Hi Engineers,

We are releasing a trailer for the combat system today. The Dark Fog is spreading in the universe. It will be a time to make up your mind for new production and battle.

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However, due to the huge content and difficulties we encountered when developing the combat system, we had to postpone the launch to 2023. But we really do believe it's worth the wait, and we hope you can understand this decision.

On the bright side, the delay will not affect the update of existing content. The update for late September was set for logistics. It will bring you more convenience in obtaining desired items from complicated production lines.

Last but not least, thank you again for your support! We will continue to strive for a better Dyson Sphere Program.


Looking forward to your feedback on: Discord or Google Form!

An Update Planned for late September, and TGS Reminder

Hi engineers!

September is coming. How are you doing? Today we'd like to talk about some upcoming works.

As is shown in the title - we have an update planned for late September. The core of this update is the introduction of the distribution logistics system.



↑↑*Instructions for reference, not the final in-game text:
The Logistics Distributor can be built on top of the storage. The Logistic Bot will automatically distribute goods to Icarus or other distributors on demand. Within a certain distance, it can replenish Icarus's demand for specific items in a timely manner and greatly improve efficiency.↑↑

Briefly, Logistic Distributor and Logistics Bot can achieve two functions.
  • Logistic transportation between storage bins and Icarus.
  • Logistic transportation from one storage bin to another storage bin.

Finally, we don't have to worry about forgetting which house the goods were put in!



The second thing is that we'll also be at Tokyo Game Show this year, and the latest progress of the combat system will be revealed during Gamera Games' session on September 15 at 11am (GMT+8). Of course, we will also re-release this information to you afterwards.

More details of the updated content will be revealed to you in late September. Oh, and I need to set a reminder that September doesn't have 31 days......

Thanks for all your support and see you soon!

Thank you for your continuing support! You can send your feedback in Discord or Google Form!

Combat System Preview #1 Intro & Background

Hi engineers!

It's already halfway through 2022! How's going?
Last week we leaked some design-in-progress on Twitter, this week we decide to introduce them to you as more of a preview of the combat system. Let's get started!

[h3]The First Appearance of the Enemy Shadow[/h3]
In the current Dyson Sphere Program, there is not much plot expression. However, when a battle is about to happen, there is always a great deal of hidden agenda.
The backstory of the battle is already initiated at an earlier stage of our development. Some of you may have detected it from the existing plot. The first thing to tell you in the story, is the enemy's name - Dark Fog.

Backstory
After humans entered the virtual universe, the Mechanical Energy Program (MEP) was proposed to meet the growing need for energy.

Mechanical bodies with self-replicating functions were created. According to the program, they will be put into the galaxy to capture the energy and provide it to the CentreBrain. As soon as the energy supply to the CentreBrain is completed, they can use the remaining energy and resources to replicate themselves. As a result, the number of such machines grew rapidly. In addition, scientists have designed powerful defensive weapons for them to deal with the possible existence of imaginary enemies in the galaxy.


At first, the MEP progressed very smoothly, and the CentreBrain benefited greatly from it. But after several years of implementation, unusual signs gradually emerged. At first, the super matrix uploaded by some mechanical bodies was damaged, and some of the information was confused and could not be parsed; after that, some mechanical bodies even uploaded information sequences containing self-replicating modules, trying to hijack part of the CentreBrain's computing authority. The CentreBrain judged these anomalies as random errors by the small number of anomalous samples. However, all of a sudden, all the anomalous mechanical bodies in the galaxy cut off the connection with the mastermind by themselves.

At this point, the technology of the mechanical energy program was also no longer able to meet the needs of the latest virtual universe. Humanity reorganized the COSMO and proposed the Dyson Sphere Program. During the preparation of the Dyson Sphere Program, the CentreBrain was still secretly tracking the lost anomalies, continuously searching and analyzing the signals in the galaxy. However, the results of the observation and analysis were shocking: the AI modules of the anomalies had evolved self-awareness due to the influence of high-energy rays - they had betrayed the CentreBrain! These machines resemble a pervasive Dark Fog that engulfs one planetary system after another, posing a threat to the work of the Dyson Sphere Program. The engineers who observed these conditions gave a name to these anomalous mechanical bodies: Dark Fog.

Now, one of the top-secret missions of the Dyson Sphere Program is about to be revealed - defeat the Dark Fog! The Dark Fog is the greatest threat in the galaxy, and they are our enemy!

[h3]Building and ordnance develop together[/h3]
In the combat system, players and the Dark Fog forces will go toe-to-toe, competing from both industry and energy gathering. "Gather-Transport-Build" remains the core of the gameplay. Both player side and Dark Fog side need to compete for limited space and resources in the development process, colliding in construction and combat. While the player is constantly mining, the Dark Fog is constantly at work. It's all about winning the next battle.


Dark Fog has space forces and ground forces. Their logic, rules, and details of their development will be revealed later. We'll continue with the designs released last week - they all belong to Dark Fog forces!


Building: Central Core
Function: The core hub of the Dark Fog Force headquarters. The Tinder is the key to the building, it absorbs energy in the right environment. The entire headquarters will stop working after the Tinder is destroyed.


Building: Phase Laser Tower
Function: A laser tower that diverges from the seed node. It has a strong destructive power of laser due to the use of phase cracking technology. The tower needs a period of time to build up power and prepare for the next laser launch.


Building: Planetary Base
Function: The core building of the Dark Fog on the planets. Its function is to collect sand and soil on the surface and transport it to the relay station.


Building: Photon Harvest Station
Function: A receiving tower that diverges from the seed node. Its role is to receive energy from the star and provide it to the headquarters and ground buildings.

This is the end of the first part of the combat system preview. As development progresses, we will bring you more intros about this system.
[Hint: The battle system will be able to be switched on or off in your own favor.]

Thanks for reading and see you next time!



Thank you for your continuing support! You can send your feedback in Discord and Google Form!