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Patch Note V0.10.30.23430

Hi engineers,

Hope the weather is getting cooler out there (for the Northern Hemisphere). It's been over 40℃ (104℉) this week here. But don't worry, we are doing okay.

[h3]Here is the update for some issues addressed recently:[/h3]
Version0.10.30.23430

[Feature]
  • Added [Bloom Effect] in the video settings. You can now toggle or adjust the bloom effect in the scene (if black spots or screen glare occur, you can choose to reduce or turn off the effect).
[Change]
  • Added a restriction on the difference in tilt angles at both ends of the sorter. When building the sorter vertically, sorters with sufficient length at both ends will no longer prompt "Distance Too Close."
[Bugfix]
  • Fixed a bug where the recipe for replicator would display correctly but could not actually be crafted in certain cases.
  • Fixed a bug where mining machines could not detect minerals that were too high or too low in elevation.
  • Fixed a bug where in certain situation, after building all the holograms and leaving the planet, an error might occur when the battlefield analysis base powered on next time.
  • Fixed a bug where some buildings would show a foundation requirement when pasting blueprints onto the Maroonfrost surface.
  • Fixed a bug where sorters sometimes would not rotate according to the tilt of the conveyor belt during manual construction.
  • Fixed a bug where sorters would not rotate according to the conveyor belt tilt when pasting blueprints.
  • Fixed a bug with incorrect collision detection for tilted sorters.
  • Fixed a bug where sorters could be constructed underground.


Patch Notes V0.10.30.23341

Hello, Engineers. Hope you had a great weekend.
The update last Thursday has caused some issues. We've urgently fixed the bugs in this patch.

[h3]Here is the full patch notes:[/h3]

[Change]
  • Optimized the performance of inserting cargos to Conveyor Belt line, ensuring that the first node in a closed-loop conveyor line will not stop when cargo is inserted.
  • When a blueprint contains only Conveyor Belts, Sorters, Traffic Monitors, and Spray Coaters, it is now possible to raise or lower all buildings in the blueprint in the same way as elevating Conveyor Belts.
[Bugfix]
  • Fixed the bug where the mineral reserves displayed for Advanced Mining Machines on remote planets in the control panel showed as zero.
  • Fixed the bug where minerals accumulated on remote planets could be taken from the control panel.
  • Fixed the bug where some UI text displayed incorrectly in the control panel.
  • Fixed the bug where the Battlefield Analysis Base could not be built or rebuilt on its previously planned building holograms.
  • Fixed the bug where inputting cargo into a closed-loop conveyor belt with the pile sorter could lead to data anomalies.
  • Fixed the issue where, when the mecha construction drone was turned off and a large number of blueprints were pasted, errors might appear when entering a new planet and planning buildings.
  • Fixed the bug where sorter collisions might behave abnormally when pasting blueprints.
  • Fixed the bug where turrets would rotate according to the incline of the conveyor belt when built on it.
  • Fixed the bug where half-level elevated conveyor belts might attempt to avoid horizontal belts by raising or lowering when encountering them.
  • Fixed the bug where conveyor belts would also automatically raise or lower by half a unit when passing through buildings like spray coaters.
  • Fixed the bug where the end of a line would not check for excessive twisting when planning connections to conveyor belts.
  • Fixed the bug where mining machines might cause an out-of-bounds array error in multithreaded mode.
  • Fixed the bug where conveyor belts with different positions and input-output will be merged into one section after blueprint copy-pasting.
  • Fixed the bug where excessively long blueprint file paths in the blueprint library caused incorrect UI display.

Patch Notes V0.10.30.23272

Long time no see, engineers!

It's been a while since the last update. We've received lots of feedbacks from you on the "Transport Update". So we've been working hard during the dog days, and now the update is ready for shipment.


Now a new transport Control Panel(I) is added. All types of transport across the cluster can be managed through here. You can also locate desired Stations or Distributors by clicking the locate button.


Added route display for paired Stations or Distributors. You can now have a clear view of the route and the items transported.


There is some complaints about the pairing system since the last update. So we decided to optimize it further. Now with "Designated Pairing", you can create isolated route(s) without being interfered by other Stations.

And more...

Now you can "dive" the belts.

[h2]Here's the detailed Patch Notes:[/h2]
[Feature]
  • Added a control panel (I) where engineers can view current information and settings for all logistics facilities in the entire cluster, aiding in better factory management.
  • Added the "Interstellar Logistics" tab to view the current status of Interstellar Logistics Stations and Orbital Collectors.
  • Added the "Intraplanetary Logistics" tab to view the current status of Planetary Logistics Stations, Interstellar Logistics Stations, and Advanced Mining Machines.
  • Added the "Logistics Distributor" tab to view the current status of Logistics Distributors.
  • Added a setting to automatically pause the game when switching to the background.
  • Added a upgrade [Conveyor Belt Slope Limit], it can be unlocked after researching [Super Magnetic Field Generator]. If unlocked, building a Conveyor Belt will not be limited by its slope.
[Change]
  • Optimized the construction system to reduce lag when a large number of building holograms on the planet have all been constructed or deleted.
  • In blueprint paste mode, copying a Satellite Substation now shows the blueprint hologram directly as an unpowered state.
  • Players not in warp or flight mode will no longer be attacked by the Phase Laser Towers of the Dark Fog Hive.
  • Added a designated pairing setting in the Interstellar Logistics Station behavior settings. When set, other logistics stations will not actively execute normal pairing tasks with this logistics station.
[Bugfix]
  • Fixed the bug where small wreckages would shake or sink on the ice surface.
  • Fixed the bug where after a Guardian blocking skill, there was a chance of appearing at the planet's core.
  • Fixed several bugs related to conveyor belt operations in blueprint mode.
  • Fixed the bug where some target indicator lines would occasionally flicker frequently.
  • Fixed the bug where cargo flow speed would be abnormal if the node at the head of a closed Conveyor Belt loop or a particularly short node in the line had a different speed from the previous section.
  • Fixed the bug where inputting cargo into a closed loop might cause the line to stop.
  • Fixed the bug where the flow rate might not reach the maximum when merging high-speed conveyor belts.
  • Fixed the bug where a mysterious black hologram sometimes appeared in the conveyor belt construction preview when right-clicking to delete buildings in a blueprint.
  • Fixed the bug where building holograms might display abnormally when dragging and pasting blueprints.
  • Fixed the bug where erroneous connection might occur if blueprint coverage objects were constructed or dismantled during the forced construction process of pasting blueprints.
  • Fixed the bug where holding Shift and moving with arrow keys in blueprint mode would move in the wrong direction.
  • Fixed the bug where too many Chinese characters in the blueprint introduction would cause the blueprint to become invalid.
  • Fixed the bug where too many types of buildings in a blueprint would crowd the blueprint code display space. Now, the content of the blueprint introduction can be fully displayed, and it will be presented in a scroll list.
  • Fixed the bug where changing the case of letters while renaming a blueprint would cause an error.
  • Fixed the bug where selecting a corrupted save file would prevent it from being overwritten.
  • Fixed the bug where clicking the reconstruct switch on a Battlefield Analysis Base without power would mark ruins as holograms.
  • Fixed the bug where, even without power, the Battlefield Analysis Base would mark ruins as holograms when placed.
  • Fixed the bug where, when two Spray Coaters extracted proliferators from the same Conveyor Belt section, dismantling this section and building a new one elsewhere might cause one Spray Coater to extract proliferators from the newly constructed Conveyor Belt.
  • Fixed the issue where planning routes between short-distance buildings like Spray Coaters and Traffic Monitors would be incorrect.
  • Fixed the bug where the pie chart continued to update after disabling CPU real-time monitoring in the statistics panel.
  • Fixed the bug where the foundation could not lift more than 1024 minerals.
  • Fixed the bug where some building UIs could not be modified using the recipe paste shortcut when opened.
  • Fixed the issue where actions like entering/exiting construction mode would affect Icarus' movement status.
  • Fixed the issue where the collision range of unbuilt sorter holograms would be abnormal and difficult to select upon reloading a save.
  • Fixed the bug where UI elements overlapped when planet names were too long in the Esc menu.
  • Fixed the bug where too many buildings in the range during demolition could cause errors.




Small Patch V0.10.30.22292

Hi engineer,wishing you a happy Children's Day!

[Change]
- Adjusted the zoom scale of the camera to the target planet when selecting a destination for interstellar routes.
- Interstellar route selection no longer jumps the camera to the destination.
- Interstellar routes can now be established between any planets/systems, without the need for factories in the target planet/system.
- The search box in the point-to-point transport panel will now display all matched logistics stations.
- Optimized the WASD movement in the Technology Tree.

[Bugfix]
- Fixed the bug where group settings did not take effect immediately after clicking the group setting button.
- Fixed a bug where sand pile is picked up as a physical item. (Existing sand pile items will remain)
- Fixed the bug where the UI display of Advanced Mining Machine is incorrect.
- Fixed the bug where NaN was displayed in the brief information of the Eclipse Fortress under certain circumstances.
- Fixed a bug where Technology Tree keeps scrolling if the computer is connected with a joystick, steering wheel, controller, etc.

A Shipshape Transport Update

Hi, engineers. Long time no see. You might already know Icarus was preparing some new fancy stuff for a future update. It’s a project that requires lots of resources from across the entire cluster. Icarus can only hope its vessels had brought enough warpers, or they would return 2000 years later.

CentreBrain already found the Interstellar Logistic Stations not being very “logical” when they are on many different planets. Like when one ship set off to deliver some ores, all needing stations are going overboard and spamming “Mine, mine!” in the transmission. So CentreBrain is now planting a logic chip into the Interstellar Logistic Station to make it function more properly.

Now you can set priority settings in Interstellar Logistic Stations, it comes with a new shipshape UI will help you manage your transport priorities.



For the details of the transport update, please refer to the Interstellar Transport Optimization Dev Log

This is not a final update for the interstellar transport system, a few future optimization updates are planned for further optimization.

Here is the full list of this update:
(V0.10.30.22239)

[Feature]
- Added priority setting feature to the interstellar logistics system.
- Added ability to set point-to-point transportation for logistics stations with highest priority.
- Added ability to designate interstellar routes, which are high-priority transportation routes between planets/planetary systems for specified items.
- Added ability to group logistics stations, with higher priority transportation between stations within the same group.
- Added a 0.3x resource multiplier, adjustable from the start game interface.
- Added setting to automatically mute the game when switching to the background.
- (Experimental) Tilted conveyor belts can now be constructed; adjust them using the [←]/[→] keys during conveyor belt construction (no in-game prompt available).

[Change]

- [Battlefield Analysis Base] pickup speed x2.5; picking up sand pile will not affect the speed of picking up other items.
- Added an option in the [Pickup/Drop Filter] panel to disable sand pile dropping.
- Real-time height information is now displayed when constructing conveyor belts.
- Add the "Free item" toggle setting from the sandbox mode replicator panel to the save file.
- Now you can use [WASD] to navigate the Tech Tree(T).
- Optimized docking positions for drones at the [Battlefield Analysis Base] to reduce clipping issues.
- Increased on-screen rendering limit for Traffic Monitor.

[Bugfix]
- Fixed a bug where, after a downhill slope with a curved bridge on a conveyor belt, constructing a sorter would result in the direction being the same regardless of how it was pulled.
- Fixed an issue in sandbox mode where inputting items with proliferator point bonuses into locked slots at interstellar logistics stations would cause individual item proliferator point bonuses to exceed 4 points.
- Fixed a bug where enemies would get stuck underground in certain situations, causing defense turrets to continuously attack the ground.
- Fixed a bug where Icarus would incorrectly deduct energy shields in certain situations.
- Fixed visual effects bug with the plasma projectile of the Dark Fog plasma sentry tower.