Dyson Sphere Program

Dyson Sphere Program

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ZoomMan24 May 13, 2023 @ 9:04pm
After combat
After combat comes, what else would you like to see?

I'd like to see travel to other seeds, official multiplayer platform, something special with black holes and neutron stars, tech to automate harvesting to take over new seeds.
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Showing 1-15 of 20 comments
sel50000 May 25, 2023 @ 8:17am 
I would like a form of asteroid mining. I picture a drone depot like building that could house maybe 12 mining vessels. To use it you could set the asteroid belt/ring system you wish to harvest from and the vessels would fly off to capture a rock which they would return with and mine back at the depot. Each ring/belt would have i percentage value for each resource that decided how many percent of the materials in the rocks there are made of for example iron. Each rock would have a resource value of between 500 and 2000 in total, maybe even less. This would not be an unlimited resource as each belt/ring would have a set amount of rocks one could bring back to base and over time the belt/ring would become more and more transparent as you mine it until it disappears completely.
The King Nuro May 25, 2023 @ 12:32pm 
Originally posted by sel50000:
I would like a form of asteroid mining. I picture a drone depot like building that could house maybe 12 mining vessels. To use it you could set the asteroid belt/ring system you wish to harvest from and the vessels would fly off to capture a rock which they would return with and mine back at the depot. Each ring/belt would have i percentage value for each resource that decided how many percent of the materials in the rocks there are made of for example iron. Each rock would have a resource value of between 500 and 2000 in total, maybe even less. This would not be an unlimited resource as each belt/ring would have a set amount of rocks one could bring back to base and over time the belt/ring would become more and more transparent as you mine it until it disappears completely.

Asteroid mining would be cool.
ZoomMan24 May 25, 2023 @ 8:58pm 
Yea. I would also like to see asteroid mining, with newer resources.
Inkotron May 25, 2023 @ 10:39pm 
optimisations everywhere - weekly drops with more and more. i don’t see this game being playable with the extra load of combat.
Jonut May 29, 2023 @ 11:44am 
asteroids just by themselves would really add to the game
DaBa May 29, 2023 @ 11:48am 
I really just want a bunch of useful QOL. Things like being able to add additional name tags on planet surfaces, giving us a way to build things remotely on planets and not having to personally fly there every single time, things like these.
Jonut May 29, 2023 @ 11:49am 
Originally posted by DaBa:
I really just want a bunch of useful QOL. Things like being able to add additional name tags on planet surfaces, giving us a way to build things remotely on planets and not having to personally fly there every single time, things like these.

Did you know you can rename planets?
DaBa May 29, 2023 @ 12:26pm 
Originally posted by Jonut:
Originally posted by DaBa:
I really just want a bunch of useful QOL. Things like being able to add additional name tags on planet surfaces, giving us a way to build things remotely on planets and not having to personally fly there every single time, things like these.

Did you know you can rename planets?

Of course, that's not really what I meant though.
Cheet4h May 29, 2023 @ 1:09pm 
A full logic system would be neat.
Being able to selectively turn factories on or off, control whether or not railguns should shoot solar sails into orbit, alerts on storages/logistic stations content running low, setting logistic station priority dynamically, etc.
Sphinxer May 29, 2023 @ 5:13pm 
Honestly I'd prefer to see them focus on improvements to the main game right now, instead of this unwanted combat stuff. Seriously every indie games does this. Instead of focusing on what made the game popular, they put 100% dev time into a game mode substantially different from what we actually came for.

There are so many basic improvements to be made. Even cloud saves would make a big difference. And real actual signalling to bring the production lines up to at least on par with where Minecraft was 10+ years ago.
Geirfinna Lieselotte May 30, 2023 @ 6:45am 
I'd like some QoL improvement and some quirks fixing. I'm having a blast playing DSP but some things are midly frustrating especially when encountered often.

You can put a spray coater right onto a conveyor belt, but you can't do the same with a piler or a splitter even on a straight belt.
Moreover, if you put a spray coater onto belt so the end of the spray coater matches with the end of the belt, you won't be able to continue building the belt and link it to the one under the spray coater, it will display "colliding with object". Meawhile, if you put the spray coater over a belt so there is one empty tile underneath, you can connect the belt.

But there's more.
The auto-elevation when building belts is unconsistent, If you let the game build the slope, it will be a long gentle slope, while you can have steeper slopes when connecting two different height manually. Why so ?
Building a belt that crosses another one automatically makes a half-height bridge. If you delete one tile of that bridge, you can't connect it anymore, you have to demolish the bridge then let the game automatically generate it.

And as stated above, I'd love to have logic wires.
Rekal May 30, 2023 @ 12:14pm 
Originally posted by Inkotron:
optimisations everywhere - weekly drops with more and more. i don’t see this game being playable with the extra load of combat.
Optimizations are coming with the combat update. From the latest Dev Log of which 80% of was talking about optimizations: "It’s a hard process, but we have determined to reach our goal: Dyson Sphere Program must perform smoothly after the combat system is implemented." I agree that more is better though!
Originally posted by sel50000:
I would like a form of asteroid mining.
I like the idea of some type of infrastructure positioned in space but as of now there's no logical reason to do it aside from the cool factor. All the Mining and Factory work is covered already with on planet resources.
Originally posted by ZoomMan24:
Yea. I would also like to see asteroid mining, with newer resources.
Agreed, this is the way to make asteroid mining actually fit into the game. Maybe a complete overhaul of the resources and recipes through the entire tech line to make gathering from asteroids actually make sense. Some elements are easier to find in large quantities from planetary remnants (asteroids) than from an outcrop on a planets crust.
Originally posted by Cheet4h:
A full logic system would be neat.
Being able to selectively turn factories on or off, control whether or not railguns should shoot solar sails into orbit, alerts on storages/logistic stations content running low, setting logistic station priority dynamically, etc.
I don't think the current game is complex enough to warrant a logic system. If the Devs reworked a bunch of the recipes and added more resources to make the game more complex I could see it, but right now there's very little you could want to do with logic that you can't already do with a little creativity and belt shenanigans. Outside of the logistic network anyway, the Dev's definitely need to rework it's priority system. Storage alerts can be done currently with the traffic monitors. If you can think of some examples of things you believe you can't do currently I'd love to hear them. I'd like to try to come up with a solution currently workable -- I love a good brain twister.

Instead of a manual logic solution I think the EM-Railguns should have a check box option built into them named "Create Swarm." This would let the railgun fire continuously while checked and when unchecked only fire when the solar sail will be immediately absorbed into the Dyson Sphere. I think it's silly to have to try to manually rate limit your railguns to the Sphere's absorption rate to avoid "waste." I'd like to see the auto re-targeting mod added to the base game too.
Originally posted by Sphinxer:
Honestly I'd prefer to see them focus on improvements to the main game right now, instead of this unwanted combat stuff. Seriously every indie games does this. Instead of focusing on what made the game popular, they put 100% dev time into a game mode substantially different from what we actually came for.
Combat has always been a planned and promised feature. You expect your whinging is going to convince them to give up on it just because the game is already fun and playable without it? If you bought the game without being aware that combat was on the table I suppose the Dev's could update the Steam page description but the earliest FAQs all addressed the feature.
Originally posted by Dev News:
Kickstarter Phase - January 14 2021 - Dyson Sphere Program FAQ
Q: Are there enemies in the game?

A: Icarus does not have an enemy in the current version, but it's a feature we plan to implement in the future. We are also looking forward to it!

Early Access Release Day - January 21 2021 - Dyson Sphere Program FAQ #2
Q: Is there combat in the game?

A: The current Early Access build includes the core gameplay with a sandbox universe to explore, logistics chains, etc. Combat will be implemented in the future; we will announce our development roadmap soon.
All the latest news state you'll be able to leave combat off though and all the optimizations and game improvements that come with the Dark Fog Combat update will still be available to you. The last Dev log was almost entirely about how they were optimizing the game to make the Dark Fog playable. You can probably safely expect some good improvements even with the combat turned off.
Originally posted by Ophélie Wolfrayet:
You can put a spray coater right onto a conveyor belt, but you can't do the same with a piler or a splitter even on a straight belt.
Yeah kind of a bit of an annoyance, but there's a mod for this already so making it work is possible. I'm sure it'll get added to the base game at some point.

I think the reason it doesn't work now is that the piler and splitter change how the belt connects while the spray coater just modifies what is flowing down the belt. The piler and splitter both have internal in-line buffers that get connected to the belts. New logic needs to be added to the belt mechanics to get things to auto-connect.

This is the same for the buildings that connect directly to belts like miners, oil extractors, pumps, energy exchangers, ray receivers, and logistic stations. I think the solution could be as simple as, "Delete all colliding belts, place building, attempt to place belts back down using the current belt connect mechanics." The problems/bugs/quirks pop up when you throw in belts at different heights or multiple colliding belts. You know, all the edge cases. We'll have to wait to see what they do.
josmith7 May 30, 2023 @ 1:02pm 
Originally posted by Ophélie Wolfrayet:
Moreover, if you put a spray coater onto belt so the end of the spray coater matches with the end of the belt, you won't be able to continue building the belt and link it to the one under the spray coater, it will display "colliding with object". Meawhile, if you put the spray coater over a belt so there is one empty tile underneath, you can connect the belt.
This is a workaround, and they should fix the problem so you don't need to use it, but I've had luck attaching a belt to one partially under a spray coater by using the blueprint copy/paste mechanic.

Select a 2 grid section of belt and paste it onto the end of the one under the spray coater and repeat until either you've hooked the belts together or you've moved it far enough from the spray coater to connect up normally after exiting blueprint view. (You could also copy a length of belt that exactly fits the gap - but a 2 segment belt always fits; and this way I don't need to try to count :D)


But speaking of belt blueprint mechanics I wish you could paste down a belt into a 2- or 3-way belt merge (note, a corner is treated as a 2-way belt merge) if that would create a valid 3- or 4-way belt merge. But no, you have to force place which leaves a 1 grid gap due to the collision mechanics.
I also wish it'd merge belts together when you force place it because you've got more than a 1 grid overlap; instead of leaving that 1 grid gap due to the collision mechanics.
Last edited by josmith7; May 30, 2023 @ 1:02pm
josmith7 May 30, 2023 @ 1:02pm 
Originally posted by Rekal:
Storage alerts can be done currently with the traffic monitors. If you can think of some examples of things you believe you can't do currently I'd love to hear them. I'd like to try to come up with a solution currently workable -- I love a good brain twister.
Here's a common scenario for me where traffic monitors don't work well.
I have an ILS/PLS importing, say, silicon which is feeding multiple belts into columns of smelters; and I would like to know if the ILS/PLS silicon buffer starts running out (ideally get warned once it dropped to say 20 or 25%).

The issues with traffic monitors for this scenario are:
a) they'll only see a decrease in material on the belt after the storage hits empty; rather than warning that it is getting low.

b) the ILS/PLS doesn't load balance output belts, so if just enough material is coming in for 1 belt you'll get 1 belt at full output and all the others at zero output; so you need the monitor on the lowest priority belt; but the game doesn't tell you which one that is -- so now you need to set up monitors on all output belts (leading to multiple alarms if the one ILS/PLS runs out of material).

c) flow rate on the belt might drop because of lack of supply or because of surplus of production (full output buffers). I don't want an alarm from that monitor if there's overproduction which is causing the supply buffer to be full.
Alarms set for 'fail and no cargo' can kind of adjust for that; but if resupply is almost keeping up, that alarm will flicker on and off, only appearing in the instants when cargo isn't immediately present.

What could address 'c' is an alarm mode that was more intelligent than simply 'pass cargo' and so could alarm if fail & no belt backup within the sampling window. That would completely suppress alarms due to oversupply, but would generate alarms if the belt was steadily flowing outside the target parameter rate. But that doesn't fix 'a' or 'b'.

That said, traffic monitors are still vastly better than nothing -- they were a very useful addition to the game. I just wish I could also set storage level alarms in an ILS/PLS.
Last edited by josmith7; May 30, 2023 @ 1:04pm
Rekal May 30, 2023 @ 4:38pm 
Originally posted by josmith7:
Here's a common scenario for me where traffic monitors don't work well.
I have an ILS/PLS importing, say, silicon which is feeding multiple belts into columns of smelters; and I would like to know if the ILS/PLS silicon buffer starts running out (ideally get warned once it dropped to say 20 or 25%).
These are the kinds of logic problems I tend to enjoy -- maybe I'm a bit odd because of that. I try to build things to ratio so I don't ever concern myself with traffic monitors and warnings but I'll have a go at these.
Originally posted by josmith7:
The issues with traffic monitors for this scenario are:
a) they'll only see a decrease in material on the belt after the storage hits empty; rather than warning that it is getting low.
So this can be solved with just a splitter and a storage box. I kind of overbuilt this example, presuming that you would use a full belt output. If the ILS in this picture ever empties out the alarm triggers, and the splitter storage starts to empty. Once the ILS resupplies the double belt fills up the splitter storage faster than it can output thus filling the final buffer back up. The percentages aren't exact, but you can get the idea. https://steamcommunity.com/sharedfiles/filedetails/?id=2982911444
Originally posted by josmith7:
b) the ILS/PLS doesn't load balance output belts, so if just enough material is coming in for 1 belt you'll get 1 belt at full output and all the others at zero output; so you need the monitor on the lowest priority belt; but the game doesn't tell you which one that is -- so now you need to set up monitors on all output belts (leading to multiple alarms if the one ILS/PLS runs out of material).
This one can be done with just splitters. If the output is above 1 belt of throughput the high priority monitor won't trigger and if the output is ever at 4 belts or below the low priority monitor will alarm. https://steamcommunity.com/sharedfiles/filedetails/?id=2982910023
Originally posted by josmith7:
c) flow rate on the belt might drop because of lack of supply or because of surplus of production (full output buffers). I don't want an alarm from that monitor if there's overproduction which is causing the supply buffer to be full.
Alarms set for 'fail and no cargo' can kind of adjust for that; but if resupply is almost keeping up, that alarm will flicker on and off, only appearing in the instants when cargo isn't immediately present.
This can be solved with the belt priority example above too. A full output belt would stop up all 5 input belts while a lack of supply means the low priority belt will be empty and would trigger an alarm.

Like I said, most things can be already be done with a little creativity and belt shenanigans. A few extra bits to place down, but not a huge undertaking. Having the logic built-in would be nice but I still think the game is just not complex enough to need it.
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Date Posted: May 13, 2023 @ 9:04pm
Posts: 20