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Dyson Sphere Program News

Dyson Sphere Program Development Progress 2021.6.19

Hello engineers! We are writing the new progress on Blueprint system to you!

[h3]Our progress on Blueprint:[/h3]
  • Select multiple building using a frame dragged by the mough - the frame doesn't have to be square, it can be a circle!
  • Generate blueprint data of the frame selected field
  • The preview of applying/using/restore buildings of a Blueprint. All the buildings part have been finished, while the Conveyor Belt and Sorter part are still in process.
  • Realized constraints of applying/using/restore buildings by a Blueprint.


Frame Select and restoration:






Blueprints created around the equator can be applied/restored to other locations:




When the players want to build the “equatorial Blueprint” near the poles, the amount of buildings in the blueprint won’t reduce, but the Latitude line will not be long enough to lay out the original buildings. There will be an error message for the head to tail collision situation.

Circle frame select and restoration:




The blueprint in circle created in high latitude will be C-shaped due to the shortage of the amount of buildings in low latitude.

-----------------------------------This is a Tropic--------------------------------------------

The concept of "tropic" is the core of our blueprint generation and restoration. The basic rules is: if the area be selected in the blueprint does not cross the tropic, then it cannot cover the tropic when restoring. On the other hand, for Blueprints crossed the tropic, then its position of restoration must meet the following conditions or it can’t be restored:
1. across the tropic
2. the tropic across same proportion of the grid number as the original one
3. in the similar/same position as the original one. (Refer to the previous development progress).


This is an inevitable design. The reason is, if we forcibly adapt to different tropics, at least one of the following problems will occur:
1. Buildings can't be built correctly on grid;
2. The aligned buildings are misplaced during restoration.

However, we don't need to get mad about the current restrains on restoration. We have started our research on dealing these problems – for example, we are demonstrating the feasibility of removing the restriction that "buildings must be built on Grid". After that, if we can solve all the possible troubles in the following demonstration and development, the limitation of tropic will no longer be a problem.

Frame selection and restoration across single, double tropics:




The blueprint areas that do not meet the restoration requirements will be marked red, like this:




Our team is stepping up the developing of blueprint system. If everything goes well, the Blueprint will be presented to you within 30 days.

Thank you for reading!

Dyson Sphere Program Patch Notes 0.7.18.7189

Engineers!

We fixed some bugs today. Definitely had nothing to do with yesterday's patch!

[Version 0.7.18.7189]
Bugfix:
  • Fixed a bug that the mass copied Sorters may not connect correctly because of the optimized collision frame in [7178] update.
  • Fixed a bug that some conveyor belt intersections could not be connected.
  • Fixed a bug that when the maximum capacity of Logistic Station, the drone may still flied without any item with it.


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

Dyson Sphere Program Patch Notes 0.7.18.7178

Hi engineers!

New updates, a step closer to the Blueprint! In addition, we are continuously optimizing the operation experience of the conveyor belt construction. In consideration of the coming system and its stability and balancing, please understand that some ‘good’ bugs that you are using may be fixed in the near future.

[Pickup: This update adjusted the recipe of battery, rare ore, and fuel rod. Check your assembly line if there's some!]

[Version 0.7.18.7178]
Feature:
  • Now the Accumulator's VFX of charging, discharging, and full charged status are different.
  • Now the conveyor belt will be highlighted when it is selected
  • Added LOD1 and LOD2 to Chemical Plant and optimized its GPU efficiency.


Changes:
  • Restored animation of the node when constructing the conveyor belt
  • Optimized the collision generating algorithm according to the actual geometric information of the conveyor belt, and modified a part of the collision detection when the conveyor belt is constructed.
  • Optimized conveyor belt's selection logic for a better operation experience.
  • Fine-tuned the collision frame size of the Assembler, Storage, and Tesla Tower.
  • Remade the collision frame of the Ray Receiver and adjusted its minimum distance in batch construction.
  • Optimized the geometric calculation logic of the connection between the conveyor belt and the building, so that the collision size of the Splitter and Storage Tank is also reduced
  • Added some prompts for conveyor belt construction, including "export required" for buildings and "press R to change path" when the deflection angle is too large
  • Modified the construction logic of the conveyor belt. The starting point will not be able to be confirmed when the indicator point is red


Balance:
  • Increased the power and capacity of the Accumulator, reduced the Super-magnetic ring consumption of accumulator recipe
  • Changed the recipe of the three kinds of fuel rods to reduce the consumption of 'shell materials'
  • Increased the Small Carrier Rocket's consumption of Deuteron fuel rod recipe
  • Increased output of two rare minerals, Kimberlite ore, and fractal silica, and reduced their production time
  • Reduced the number of Optical Grating Crystal Vein required in the Casimir crystal (advanced) recipe
  • Increased the material consumption of solar panel's recipe


BugFix:
  • Fixed a bug that there was no collision between conveyor belt and minerals when building a conveyor belt on highland
  • Fixed a bug that the environment modification may cause an error on collision frame refreshment which lead to a problem of minerals not being collected
  • Fixed a bug that the frame could be connected inside the Dyson Shell which may made the Dyson shells overlaps each other
  • Fixed a bug that continuous clicking at the same position in the Dyson Sphere planning frame may made the nodes overlap each other
  • Fixed the error message prompt caused by switching the program window (error code: PlayerAction_Inspect 271)
  • Fixed a bug that the light rendering of Milky Way may superimposed when entering and leaving the Milky Way in succession
  • Fixed a bug that using foundation at position [latitude 0°, longitude 180°] may caused terrain voids



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

Dyson Sphere Program Development Progress 2021.6.11

Hello engineers!

This is not a patch note, we're here bringing you our progress on BLUEPRINT system - As we said before, it is one of our important functions that takes time to implement, but we will share our working progress from time to time - Let's go!

[h3]·About the blueprint[/h3]
This is one of our most important works at the moment. Our aim is to implement it for our engineers as soon as possible. Working in progress in full swing!

1. We have rewritten the generation logic of the conveyor belt collision.
Previously, the conveyor belt collision is sparse and some error may occur during its position refreshment, and it may lead to incorrect construction judgments, such as: clipping, unable to construct Tesla Tower among the conveyor belts, etc. In order to give players a better gaming experience and improve the stability of the coming blueprint system, we optimized the collision based on the actual geometric information of the conveyor belt, as well as its construction and selection logic.

Before:


After:



2. Frame Selection.
The early design of rules is very important for spherical terrain. We have already dealt with the following issues related to the spherical surface:

Before:


After:


If we expand the sphere into two-dimensional plane data, the x and y of the blueprint will be corresponding to the longitude and latitude of the sphere. If the frame selection comes from the high latitude area end at the low latitude area, it will be like this:


We define the boundary of the grid density change between different latitudes as the tropic. We further stipulate that the grid intersections on the tropic belong to the dense side of the tropic. In this way, the area selected by the box and the number of corresponding grids can be clarified.

Before:


After:


The vicinity of the tropic can be divided into six situations according to the number of grids on both sides (the ratio is 3:4, 4:5, 5:6, 5:8, 2:3, and 1:2). If a blueprint spans one or more tropics, the corresponding types of tropics must be aligned when using it to restore construction. Of course, the player doesn't need to know such a lot of details in the actual process of using the blueprint. It will work simply by following the instructions.

During the player's frame selection operation, the range of grid intersections actually contained in the proportion of the area divided by the tropic will be calculated based on the latitude and longitude from the start to the end drawn by the mouse:


[h3]·About the Milky Way[/h3]
The Milky Way's data process was not optimized enough in the previous version, so we will reset the Milky Way data and do re-statistics with its new function more effective cheat-judgment system. Don't worry, the savedata version later than 0.7.18 will still be available. You can be shiny again on the Milky Way by enabling the Milky Way function and load the savedata you have!

That's all for today. Have a nice weekend with Icarus!


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

Dyson Sphere Program Patch Notes 0.7.18.7103

Hello engineers!

We did a modification on [TAB] hotkey usage in the previous patch and saw plenty of engineer's feedback about it. We took the initiative to consider the problems that players may meet, and hope that every fine-tuning of the game operation can bring you a better experience, so we adjusted the [TAB] function again.

[Version 0.7.18.7103]
Changes:
  • Restored [Tab] as the hotkey of Logistic Station output filter, and the hotkey of Conveyer Belt path change is set as [R].
  • The production and consumption of manual work are added to the statistics panel's 'Total' tab.


BugFix:
  • Fixed the bug that the size of the Foundation cursor automatically changed back to 2x2 after restarted the game.
  • Fixed the bug that when quick coping Splitter by [Shift]+[Left Click], the Splitter style may be incorrect.


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