Dyson Sphere Program

Dyson Sphere Program Dev Tracker




19 Jul

Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/1366540/announcements/detail/5632298429345135214]here[/url].

06 Jul

Post
Hi engineers,

Only a few days until the promised Blueprint System Day Wowww! We didn't forget! Here we bring some fixes and adjustments today.

[Version 0.7.18.7275]
Pick Up:
!Since the Splitter logic has been optimized in this patch, there will be slight changes in the logistics logic built with the Splitter.
!Since the stacking number is adjusted in this patch, the production line had reached its upper limit of manufacturing products in the previous patch may restart to the product.

[Version 0.7.18.7275]
Feature:
  • Added real-time data display on Fractionator panel
Change:
  • Optimized the input and output logic of Splitter, Storage Tank, and Logistic Station to solve the problem that the conveyor belt was not easy to work in full load. Conveyor belts are now easier to fulfilled by the cargo (work at full capacity).

    ...
Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/1366540/announcements/detail/3007823739880909105]here[/url].

19 Jun

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

Our progress on Blueprint:
  • 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 eq... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/1366540/announcements/detail/3031467004851626065]here[/url].

18 Jun

Post
    Yomiya on Steam - Thread - Direct
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[discord.gg] and Google Form[forms.gle]... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/1366540/announcements/detail/3031467004848232624]here[/url].

17 Jun

Post
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 ge...
Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/1366540/announcements/detail/3031467004844823507]here[/url].

12 Jun

Post
    Kacper on Steam - Thread - Direct
Hi Mechanics!

We have collected and answered a lot of your questions! The idea of this Q&A is to be informative and to not leave you hanging, while we are working on the next chapter.
We have focused on your most commonly asked questions, as well as a few fun ones. Let us know if you would like us to do these Q&As from time to time in the comments below.



Story & Next Chapter


Q: When is the next chapter update coming?

A: The honest answer is that we don't know yet. The next chapter is a big, ambitious update with a lot of new locations. New bots to fight. New interactive parts to craft with and new game mechanics. We don't want to commit to a release date just yet. If we did, we would be forced to cut corners later on. It would also stop us from adding new ideas that would make it better if they came up.
We will make sure that the update is really fun to play and that it offers a lot of hours of p... Read more

11 Jun

Post
    Yomiya on Steam - Thread - Direct
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!

·About the blueprint 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 ... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/1366540/announcements/detail/5396982262647236838]here[/url].

08 Jun

Post
    Yomiya on Steam - Thread - Direct
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 se... Read more