Dyson Sphere Program (Chinese Factorio-esque indie game)
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scaramonga




Posts: 9800

PostPosted: Sun, 7th Feb 2021 07:13    Post subject:
dethy wrote:
Right, some of the factorio concepts go out the window in this game. Once you unlock logistics, buses don't matter no more. Just ship things across planet and between planets as needed.


It's not Factorio.
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Silent_Lurker




Posts: 7511
Location: France
PostPosted: Sun, 7th Feb 2021 09:06    Post subject:
So I built my first smelter ! Smile


Holly shit, these building are nice, you don't have to smelt all your ores by hand anymore.

I love this game.


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zmed




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PostPosted: Sun, 7th Feb 2021 12:12    Post subject:
Your first factory game? Smile
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Silent_Lurker




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PostPosted: Sun, 7th Feb 2021 13:24    Post subject:


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dethy




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PostPosted: Sun, 7th Feb 2021 16:34    Post subject:
scaramonga wrote:
dethy wrote:
Right, some of the factorio concepts go out the window in this game. Once you unlock logistics, buses don't matter no more. Just ship things across planet and between planets as needed.


It's not Factorio.


Never said it was. I'm just commenting that bus lanes are not needed, unlike factorio.


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Sin317
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PostPosted: Sun, 7th Feb 2021 17:00    Post subject:
It's a lot simpler that factorio. Hope the aliens come soon, lol.
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PumpAction
[Schmadmin]



Posts: 26759

PostPosted: Sun, 7th Feb 2021 18:59    Post subject:
fuck me, you guys are right. Built 6 lanes around the planet and apparently I can simply sail to other planets and just unlocked the planetary transport shit. It says it only works on one planet though. Do I need to upgrade it first?


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Sin317
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PostPosted: Sun, 7th Feb 2021 19:13    Post subject:
It starts with Planetary Logistic and then you can upgrade that to the interstellar Logistic Station.
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zmed




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Location: Orbanistan
PostPosted: Sun, 7th Feb 2021 19:14    Post subject:
The interplanetary stations should be fairly close at that point. I'd say wait and build around those. They have 5 slots instead of 3, can hold 10k instead of 5k and can obviously house interplanetary shuttles.

That 5 slots is a huge improvement over the 3.
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termcan




Posts: 352

PostPosted: Sun, 7th Feb 2021 23:14    Post subject:
It bugs me that starting planet always lacks the same resources.
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DaLexy




Posts: 3041
Location: Germany
PostPosted: Mon, 8th Feb 2021 18:57    Post subject:
Just tech up, leave the old world behind and search a new one Smile
I found a decent system with 5 planets, most of the rare stuff and have a Tidal Wave locked Planet i can use to generate Power.

But i feel you, more variety aka rng when starting a game would be great.

https://dsp.thunderstore.io/package/pthcon/MegaSystems/
https://dsp.thunderstore.io/package/pthcon/MorePlanets/

Maybe this helps ?!


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Il_Padrino




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PostPosted: Mon, 8th Feb 2021 20:13    Post subject:
zmed wrote:
The interplanetary stations should be fairly close at that point. I'd say wait and build around those. They have 5 slots instead of 3, can hold 10k instead of 5k and can obviously house interplanetary shuttles.

That 5 slots is a huge improvement over the 3.

That requires yellow cubes, though. These are a bit more complicated, it seems, when you haven't left the planet yet. Still managing on the starter planet Very Happy Pretty much mined all titanium I could find though, but I finally have the global power running, and slowly replacing everything with planetary stations. Does distance between stations matter?


There must have been a door there in the wall, when I came in.
Truly gone fishing.
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zmed




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PostPosted: Mon, 8th Feb 2021 22:58    Post subject:
Il_Padrino wrote:
zmed wrote:
The interplanetary stations should be fairly close at that point. I'd say wait and build around those. They have 5 slots instead of 3, can hold 10k instead of 5k and can obviously house interplanetary shuttles.

That 5 slots is a huge improvement over the 3.

That requires yellow cubes, though. These are a bit more complicated, it seems, when you haven't left the planet yet. Still managing on the starter planet Very Happy Pretty much mined all titanium I could find though, but I finally have the global power running, and slowly replacing everything with planetary stations. Does distance between stations matter?

You can still lay the groundworks. You can fly to the other planets with red tech, set up a bit of titanium/silicon mining, and then you can stuff your inventory full of ore that you can bring back home, and it will be plenty enough to make enough yellow cubes that can reach interstellar logistics.

And at that point it's trivial to hook those mining outposts up to the logistics network.

I think distance only matters for priority. I bet they look for requested stuff closer first.
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Neon
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PostPosted: Tue, 9th Feb 2021 17:10    Post subject:
Quote:
Dyson Sphere Program Patch Notes 0.6.16.5759


Dear engineers,

Chinese New Year is just around the corner and we wish to extend our best wishes to all of you! Despite that, the journey towards the starry sea will continue, so don't forget to replenish and re-energize yourselves while awaiting our return!

As a going-on-holiday gift, we present to you our last update before Chinese New Year's eve! As promised a few days ago, Keybinding and Quick Upgrade functions are now launched in this patch. And guess what, we also brought you an extra present - the Chain Dismantle function!

We're taking a short break and will be out of the office for a few days to celebrate Chinese New Year before returning to bring you more anticipated and fancy game updates. After the holidays, we will begin work on delivering a multi-language patch. Stay tuned!

~Best wishes and Happy Chinese New Year~

[Version 0.6.16.5759]
Feature:
Quick Upgrade: You are able to upgrade the conveyor belt, sorter, and assembling machine by directly putting the new ones (cover/overlap/move) on the lower grade ones.
Chain Upgrade and Chain Dismantle: You are able to upgrade or dismantle a whole conveyor belt directly with this new function.
Keybinding: You are able to rebind hotkeys.
Add a hint message of pressing 'SHIFT' to accelerate while sailing.


Change:
We modified the planet generation to make it easier to start. From now on, there must be 6 iron and 6 copper beside Icarus's landing place.
We changed the saving process to relieve the memory pressure. The savedata will be written directly to the hard disk.


Balance:
Reduce the energy consumption of deceleration and steering in sail mode.


Bugfix:
Fixed a bug that the lights of the energy exchangers flash for no reason.
Fixed a bug where the arrow on the energy exchanger panel might be reversed.



Thank you for your continuing support! Looking forward to your feedback in Discord and Google Form! See you next time!
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Sin317
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Posts: 24322
Location: Geneva
PostPosted: Tue, 9th Feb 2021 18:00    Post subject:
imagine that, they made a list of things to do before the holiday and did it all and then some...

who would have know that was possible ^^
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PredOborG




Posts: 1937
Location: BG
PostPosted: Tue, 9th Feb 2021 19:12    Post subject:
Sin317 wrote:
imagine that, they made a list of things to do before the holiday and did it all and then some...

who would have know that was possible ^^


Impossible ! All game devs are evil and lazy! Evil or Very Mad
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Tue, 9th Feb 2021 19:31    Post subject:
It appears you need all tiers to upgrade. You cannot go from T1 to T3, you need to upgrade to T2 first. Not bad for a first run at the feature, given their track record I'm sure they will make it work after CNY. They definitely deserve some rest. Smile
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Wed, 10th Feb 2021 13:54    Post subject:
These people just don't know how to relax. Razz

Quote:
[Version 0.6.16.5775]
Change:
Canceled the restriction on keybinding of zoom in/out camera.
Canceled the restriction on keybinding of move forward and backward.
Optimized the operation experience of keybinding. Now you can cancel the key-binding response status by click left mouse button or click the blank space.
Optimized the mouse picking detection of the conveyor belt and sorter.
Now the mouse picking detection will ignore the sorter in construction mode.
Now it will automatically optimize the conflict when View Rotate button and Move to Target button are the same.
Repair:
Fixed the bug that the panel may open automatically when copying a facility in construct mode
Fixed the bug that the Mecha panel may open at Ctrl + C (custom) operation.
Fixed the bug that the star map may open at Ctrl + V (custom) operation.


Real happy about that first "repair" entry. Been bugging me to no end.
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dethy




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Location: Conclave of Shadows
PostPosted: Wed, 10th Feb 2021 16:29    Post subject:
do the updates break mods?

Kinda want to restart in new area with a mod that adds bunch of planets


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DaLexy




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PostPosted: Wed, 10th Feb 2021 18:08    Post subject:
Nope, they still work without issues !


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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Thu, 4th Mar 2021 12:04    Post subject:
Well, would you look at that. My screenshot won the dev's choice award in their reddit contest. The prize is 20$ on Steam so they basically refunded the game for me and let me keep it. Very Happy

The picture:

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Photish




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PostPosted: Thu, 4th Mar 2021 15:40    Post subject:
That is a nice screenshot! Congratz zmed!
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vurt




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PostPosted: Thu, 4th Mar 2021 16:18    Post subject:
Congratz!
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Yondaime
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PostPosted: Thu, 4th Mar 2021 16:20    Post subject:
⁢⁢


Last edited by Yondaime on Mon, 2nd Dec 2024 15:29; edited 1 time in total
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briangw




Posts: 1752
Location: Warren, MN
PostPosted: Thu, 4th Mar 2021 16:29    Post subject:
Man that is way cool. Nice screenshot! WTG!
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Silent_Lurker




Posts: 7511
Location: France
PostPosted: Thu, 4th Mar 2021 17:16    Post subject:
Brilliant screenshot indeed !

Well done sir. Wink


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VonMisk




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PostPosted: Thu, 4th Mar 2021 17:22    Post subject:


sar·​casm | \ ˈsär-ˌka-zəm \
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Sin317
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Posts: 24322
Location: Geneva
PostPosted: Thu, 4th Mar 2021 17:41    Post subject:
Quote:
Hi Engineers!

Here comes our first update in March. And, an important functional update is also coming soon!


[Version 0.6.17.5827]
Feature:
From now on, the savedata will also save its creator's ID. The players will be able to see the savedata creator's ID in the right upper corner of the game.
Improved some UI interactive SFX.

Changes:
Data reduction of Dyson shell. The length of archive data generated by Dyson shell is reduced by 50% ~ 60%, and the save/load time is reduced by 20% ~ 30%.
Data reduction of Sorters and Assemblers.
The research materials won't be returned immediately after the research list is suspended. This change is made to avoid the loss of items caused by the logic of "No item will be returned for fractions of a count".
The scene at the end of the prologue is improved.
Now you can storage/pick fluid items manually and check the information of fluid items.
Optimized the description of some items and technologies.

Bugfix:
Fixed the bug that huge amounts of Mini-suns and Storages may made your planet flickering too much.
Fixed the bug that the first frame of the game is incorrect by modifing the loading process.
Fixed the bug that sometimes the mecha may fell into the land after skipped the prologue.
Fixed the bug in calculating the quantity of items when held Ctrl to operate items in Fractionator.
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Sin317
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Posts: 24322
Location: Geneva
PostPosted: Fri, 5th Mar 2021 16:59    Post subject:
Quote:
An Important Update Notice
Dear engineers,

We were just astonished to find that the power generation and power consumption of the facilities remained unchanged after a 'quick upgrade'. It is a bug and we are going to fix it soon.

We're sorry to inform that a decline in the electric power supply should be expected after the bug fix, and it may result in large-scale blackouts. Please understand that Centrebrain executes no half measures. So, Engineers! Please prepare your power supply plan and develop the power grid in advance to overcome the upcoming Centrebrain's firmware update.

We will also be adding a function for you to see how the savedata is adjusted after the game version is updated.

Thank you for understanding and support!



and

Quote:
Dyson Sphere Program Patch Notes 0.6.17.5831
Hi Engineers!

CentreBrain is ready for the bug fixes!

[Version 0.6.17.5831]
Fixed the bug that the facility' power consumption was not upgraded after a 'quick upgrading'.
Fixed the bug that the facility' animation was not upgraded after a 'quick upgrading'.
Added a function of 'Savedata Modification' log. You will be able to look up how your savedata was adjusted after the game updates. We added it In order to prevent the similar situation in the future and reduce some impact of facility data adjustment.
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Sin317
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Posts: 24322
Location: Geneva
PostPosted: Fri, 12th Mar 2021 14:30    Post subject:
https://store.steampowered.com/news/app/1366540/view/4178750236020840924

Quote:
Dyson Sphere Program Patch Notes 0.6.17.5932
Hi Engineers!

Today is the tree planting day in China. Although we cut down a lot of trees in the game, please be eco-friendly in reality Wink.
We heard your voice of the quick copy of the Sorters, Blueprints, etc. Don't worry, they are on their way - as big fans of factory games, we understand your needs!


[Version 0.6.17.5932]

Features:



The Mass Upgrade / Dismantle function is now available! You are now able to define the scope of batch upgrades/demolitions in the same way as laying foundations. Please notice the red mark in the screenshot above.
LOD1 and LOD2 are added to the rendering to optimize the GPU Rendering cost of the Smelter.


Changes:
Remade the model, texture, and VFX of Thermal Power Station, and the interface position for Sorter is fine-tuned.
Remade the model, texture, and VFX of Mini Fusion Power Station, and the interface position for Sorter is fine-tuned.


Bugfix:
Fixed the bug that the stored liquid may be mixed when the liquid stored in the vertical direction with different kinds of liquid in each Storage Tank.


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