Dyson Sphere Program (Chinese Factorio-esque indie game)
Page 6 of 6 Goto page Previous  1, 2, 3, 4, 5, 6
Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Thu, 1st Apr 2021 16:00    Post subject:
Quote:
Dyson Sphere Program Patch Notes 0.6.17.6112
Hi engineers,

With the coming of April, we are about to enter the rhythm of medium / large scale content development, and a new round of difficulties, and an intensive development schedule. It will take a lot of time, but we will forecast the content of the upcoming patch earlier to facilitate you to plan and prepare in advance. For example - the quick copy of the sorters is on its way.

Let's see the update log today:

[Version 0.6.17.6112]

Features:
Added system framework of item drop/pick up
Optimized the Assembler GPU Rendering cost by adding the LOD1 and LOD2 to rendering detail levels
Optimized the models of logistics drones and vessels and the rendering costs on GPU


Changes:
You won't loss your items due to "Inventory is full" anymore. Instead, they will fall on the ground or float in the space!


Bugfix:
Fixed a bug that mecha walking may be interrupted when pressing S from the perspective of God in the Construction Mode
Fixed the bug that the customized celestial bodies' names may not be updated in the production statistics panel
Fixed a bug that a facility may be built in the wrong place because of the failure of the calculating of building placement distance
Fixed the bug that it may report an error when the Logistics Station is dismantled
Back to top
Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Fri, 2nd Apr 2021 21:40    Post subject:
Quote:
Dyson Sphere Program Patch Notes 0.6.17.6137
Hi engineers,

CentreBrain can't dismiss the problems that occur on your way to power it, so we fixed them!
The development of new content will be a long journey full of inspiration. We are also looking forward to the future of the Dyson Sphere Program universe just as you, dear engineers.
Let's take a look at today's update:

[Version 0.6.17.6137]

Features:
Added the query (double-check box) before dismantling the Storage/Tanks/Logistic Stations. You can turn the pop-up box on/off in the Setting.
Added a function that now you can press and hold [SHIFT]+[DELETE] to delete the holding items directly.

Changes:
Power Statistics Panel UI: exchanged the colors of Discharging power and Charging power

Bugfix:
Fixed the bug that sometimes you may received an empty Accumulator after removing a fully charged Accumulator
Fixed the bug that sometimes solar sail was not generated after removing the Dyson sphere frame and Dyson shell
Fixed the bug that the heat value in the Thermal power station did not change after the heat value of fuel was changed
Back to top
zmed




Posts: 9234
Location: Orbanistan
PostPosted: Fri, 28th May 2021 15:14    Post subject:
Dyson Sphere Program Patch Notes 0.7.18.x wrote:
Dear engineers,

We have reached the start of Civilization Type III. In the future, the Dyson Sphere Program universe will become even broader because of our joint efforts.

Before we go to the update log, CentreBrain wants to send you some special tips that will affect your game progress:
·Crude oil becomes a consuming resource. The less crude oil remaining in the blowout well, the more difficult it will be to collect. The extraction efficiency can be down to 0.1/s. To keep your extraction efficiency, you can change the resource magnification setting and upgrade the mineral utilization level.
·The Cluster Seeds are different from the old version.
·You need to reopen the file to experience some of the newly added content
·Blueprint is NOT included in this update yet but on the way!

[Version 0.7.18.x]

Features:
A Brand New Milky Way View- Civilization Type III System
All the engineers are generating ONE galaxy! - Among the engineers using the same star cluster seed, the engineer's universe with the largest power generation will be displayed in the Milky Way.



Added an entrance for Milky Way view. There are two ways to enter it: Click and enter the 'Milky Way' button in the main menu, or scroll to the farthest view in the starmap.
Now you are able to browse the star cluster you selected in the Milky Way view.
Added the statistics of the Milky Way view, including the total number of Dyson spheres, the total power generation of Dyson spheres, and the total number of solar sails launched.
Added functions to the Milky Way view, included cluster data browsing, ranking of each star area in the Milky Way view.

New Assembly Line construction mode – Now you can press [TAB] to switch between 'Snap to Grid' or 'Free line' mode. In 'Free line' mode, you don't have to build the conveyor belt stick to the grid, but like this:



New Mass Construction function! Left-click and drag your mouse can build the construction in a row. The interval among the constructions can be adjusted before the drone works on them.
Now you can quickly replicate the construction along with its SORTERs! Use [Shift+left click] to copy the built building, and the position of the Sorters will be intelligently adapted to the available position.



Now you can cover and quick upgrade in the construction mode.
CPU multi-threading system and related settings are available now. The logic of Sorters, Logistic Stations, Manufacturing Building, Matrix Lab, and Electricity System are incorporated in the multi-threading system.
Added new advanced Smelters and its related new tech and recipes.
Added new technology that can increase the speed of warp. The more you upgrade the tech, the faster the warp!
Added the logic to manually control the warp speed of the mecha
Added 4 new background music themes of space, factory, and ocean



New desert planet: Dry Lack Planet
New desert planet: Scarlet Ice Lake Planet
New desert planet: Hurricane Stone Forest Planet
New ocean planet: Blossom Forest Planet
Added a new terrain generation algorithm for the Scarlet Ice Lake Planet
Added ice shader for Scarlet Ice Lake Planet
Added 9 planting model for Blossom Forest Planet
Decorate the planet with your foundation! Now you can choose a color or customize a color on the palette for the foundation.



Add a new foundation texture
Added LOD1 and LOD2 rendering detail level to the sorter optimized the Sorter's GPU consumption.
Added LOD1 rendering detail level to Storage, optimized the Storage's GPU consumption.
Now you can browse the local file of savedata in the Save/Load interface.


Changes:
Dyson Sphere Program's underlying code framework is fully updated. It is now more efficient on CPU calculating.
Dyson Sphere Program's construction system logistic framework is fully recoded.
Optimized the logic of copy and paste building settings (recipes, filters, mode settings, etc.) to prepare for the BluePrint.
Adjusted and narrow the construction collision frame of the Ray Receiver.


Balance:
Increased the working power of Assembling machine Mk.II and MK.III
Increased the standby power of the Satellite Substation
Increased the working power of the EM-Rail Ejector
Increased basic life of solar sail (0.5h -> 1.5h) and maximum life after upgrade (1h -> 2.5h)
Increased the basic power generation of the Ray Receiver (5MW -> 6MW)
Increased the power generation multiple of the photon mode of the Ray Receiver (5 -> Cool. The new maximum power of the Ray Receiver is 240MW
Increased the warm-up time of the Ray receiver (15min -> 20min)
Increased the critical photon energy (750MJ -> 1.2GJ)
Decreased Antimatter fuel rod's energy (7.5GJ -> 7.2GJ) and consume antimatter quantity (10 -> 6)
Decreased Artificial Star power generation 75MW -> 72MW
Fine-tuning the calorific value of various fuels
Crude oil is now a consuming resource. Collecting crude oil will gradually reduce the production of blowout wells down to a minimum of 0.1/s. The rate of decline is now related to the resource magnification setting and mineral utilization level.
Increased the production of crude oil blowout wells in the beginning planet and reduced the production of crude oil blowout wells in distant planets


Bugfix:
Fixed the bug that the Warper were not be returned when the Logistics Station was dismantled
Fixed the bug that the Graviton lens was not be returned when the Ray Receiver was dismantled
Modified the miplevel algorithm of the foundation and fixed some potential seam problems in the foundation rendering.


This is the end of the update log. Thanks for reading and see you next time!



My body is ready!

Back to top
Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Fri, 28th May 2021 15:20    Post subject:
Guess it's DSP time again.

Grid free building, yay.
Back to top
zmed




Posts: 9234
Location: Orbanistan
PostPosted: Fri, 28th May 2021 16:03    Post subject:
First hotfix already out.

I noticed that after looking around in the staring system, the bottom part of the UI disappeared. I quit to ask in the forums, open the steam window and see they already patched it. These guys never fail to impress. Very Happy
Back to top
dethy




Posts: 3093
Location: Conclave of Shadows
PostPosted: Fri, 28th May 2021 16:05    Post subject:
Shocked

There is also a thing about combat coming too


My specs:
Ryzen 5950x @ boosting 5ghz, Gigabyte x570 Aorus Master, 32gb G.Skill Trident Neo pc3600 ram, nVidia RTX 5080, SoundBlasterX G6, Samsung 980 Pro m.2 1TB and Hynix m.2 1TB storage SSD. Custom watercooling loop.

Derpsole: Nintendo Switch, Derpstation 5 Pro
Back to top
zmed




Posts: 9234
Location: Orbanistan
PostPosted: Fri, 28th May 2021 16:12    Post subject:
As far as I heard they only confirmed that combat will be optional and will be done before leaving EA. So not much.

The Milky Way feature is completely inaccessible right now. I bet everyone and their grandmas are trying to see it. Very Happy
Back to top
zmed




Posts: 9234
Location: Orbanistan
PostPosted: Thu, 3rd Jun 2021 19:40    Post subject:
Quote:
Hi engineers,

There's an old Chinese going says 'The weather in June changes rapidly like Children's mood'. Don't forget to see the weather forecast and take care of health!

[Version 0.7.18.7063]

Feature:
Now you can choose to Enable/Disable your Milky Way function in the [Settings - Gameplay] option.
Now you can choose to upload/not upload your Dyson Sphere data to Milky Way server in the [Settings - Gameplay] option.
Now you can manually delete your Dyson Sphere data already uploaded to Milky Way in the [Settings - Gameplay] option.
Now you can turn on/off the advisor's prompts Added the ability to turn on or off advisor prompts in the [Settings - Miscellaneous] option.
Now you can hold down the right mouse button in Milky Way to see the camera facing the center of the Milky Way and automatically patrol around.


Change:
Now your ID in Milky Way will be different from other players
Optimized server operating efficiency, and the Milky Way can be loaded smoother than before.
No longer publicly display the names of the Top 10 Possessors in the Milky Way
Adjusted the initial camera position of the Milky Way when entering the Milky Way from StarMap - Now if you enter the Milky Way from StarMap, you will see the location of your star cluster in the Milky Way at the first glance.
Optimized the logic of camera control in the Milky Way
Optimized the VFX of the Milky Way view
Increased the building limit for mass construction from 12 to 15


Bugfix:
Fixed a bug that may appear when the player picked up items in the construction mode
Fixed a bug that the name may be obscured by the bright light of the star cluster when rolling closer to a star cluster
Fixed a bug that the player's name and his/her Dyson Sphere data may not be displayed correctly in the Milky Way after the player's Dyson Sphere data reached the requirements.
Fixed the bug that the thumbnail of the Logistic Vessel may be displayed incorrectly when entering Milky Way from StarMap
Fixed a bug that the UI of Milky Way may be displayed incorrectly
Fixed a bug that the cargo may be imported or exported incorrectly after built Storage Tanks, fractionators or energy exchanges under certain circumstances
Fixed a bug of mold-through under Construction Mode due to the too-late refreshing of collision frame while building a construction
Fixed the bug that the dismantle gizmo may be displayed incorrectly when dismantling the splitter
I bet there are a ton of people happy to see that advisor option. Never bothered me personally, but I kept hearing how it annoyed some ppl.
Back to top
zmed




Posts: 9234
Location: Orbanistan
PostPosted: Tue, 8th Jun 2021 01:38    Post subject:
Nothing new, just wanted to share a little timelapse of a ring-section of my current sphere being under construction. Razz

Back to top
zmed




Posts: 9234
Location: Orbanistan
PostPosted: Wed, 9th Jun 2021 22:35    Post subject:
This one is a bit more dynamic, not just a static view of the sphere being built. A quick little glimpse at my home system.

Back to top
zmed




Posts: 9234
Location: Orbanistan
PostPosted: Sat, 19th Jun 2021 22:04    Post subject:
https://steamcommunity.com/games/1366540/announcements/detail/3031467004851626065

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


Hnnng!

Making dedicated forge worlds churning out a single product will be so much easier. Smile
Back to top
zmed




Posts: 9234
Location: Orbanistan
PostPosted: Fri, 25th Jun 2021 12:45    Post subject:
Forgot to put the last one here, so I'll just quote it from the screenshot thread along the new one.
zmed wrote:
Third video with DSP, this time using the Synthetic God track from the Stellaris OST. Considering that the game is about an AI strip-mining whole star systems to build megastructures, I though it was fitting. Smile




Just re-doing the central mess-o-rings, wasn't really happy how obvious the different layers were. The new one is way more spread out and neighbouring layers don't share the same axis. This is another timelapse video, starts out normal speed, ramps up to...I don't remember, maybe 12x or thereabouts, then slows down again at the end. Same as the first timelapse.

Also, rail guns go BRRRRRRT!
Back to top
zmed




Posts: 9234
Location: Orbanistan
PostPosted: Tue, 29th Jun 2021 23:41    Post subject:









As a side note, if they can keep on schedule, we should get blueprints in 20 days. Fingers crossed.
Back to top
zmed




Posts: 9234
Location: Orbanistan
PostPosted: Tue, 6th Jul 2021 19:20    Post subject:
https://store.steampowered.com/news/app/1366540/view/3007823739880909104

Quote:
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).



Optimized the output priority and diverter logic of Splitter, so that the conveyor belt with the correct ratio can be fully transported and run with a full load



Optimized the port determination. Now you can choose the port easier when connecting a building with Conveyor Belt, especially for multi-port buildings such as Logistics Station, and adjusted the port configuration of the port buildings





Optimized the logic of the Fractionator, so that when the Conveyor Belt MK.III enters with hydrogen fully loaded, the fractionation speed can be exactly 30 times/s
Optimized the CPU multi-thread logic operation of Sorter, so that the CPU time cost of Sorter will be reduced by 30%~40%
Optimized some special construct methods of Conveyor Belt under freeline mode

Balance:
Increased the stack number of some items, including some materials, accessories, vessels, conveyor belts, sorters, and some production buildings
The speed at which the Ray Receiver station consumes the graviton Lens decreased from 0.25/min to 0.10/min

BugFix:
Fixed the bug that sometimes the minimap in the lower left corner does not refresh
Fixed the bug that the celestial bodies in the same distance may display a different 'Reaching in...' time.
Fixed the bug that the cargo icon from Plane Smelter may not be displayed correctly on conveyor belts


Oh.. yes I have another good news for you: You won't have to restart a new game for the coming Blueprint Patch Wink!

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








Quote:
Only a few days until the promised Blueprint System Day
Back to top
zmed




Posts: 9234
Location: Orbanistan
PostPosted: Fri, 23rd Jul 2021 18:21    Post subject:
https://steamcommunity.com/games/1366540/announcements/detail/3008952177453034897

Dyson Sphere Program Patch Notes [Version 0.8.19.7662]

Quote:
Dear engineers,

\WE REACHED BLUEPRINT SYSTEM YAAAY!!!/
This is the first time for Dyson Sphere Program to have a BluePrint system. We are well aware that the system is still in an immature stage, and our team will be ready to fight the bugs in the few days after the BluePrint patch. If you find a bug, please don't hesitate to send your feedback in Discord or Google Form!, we will listen carefully and continue to improve the BluePrint system!
At the same time, when you use the Blueprint function the first times, please do NOT forget to save and back up the savedata, just in case.

REMINDER: You don't have to restart the game for the BluePrint system. Blueprint system can directly apply to the existing savedata.

[Version 0.8.19.7662]
Feature:
Added Blueprint System.

Now you can create (copy) a new Blueprint. You can select the range of Blueprint by clicking or box selection. The ready-to-build facilities can also be included in the Blueprint system.
Now you can apply (paste) the Blueprint on the planet. You can paste the Blueprint in a chain if you hold and drag the mouse.
Blueprint construction can realize the quick mass upgrade and downgrade of existing buildings, as well as direct coverage of building recipes and settings.
Added the Blueprint facility statistical function. You can right-click and delete the single building you don't want in the Blueprint, or delete a certain kind of facility in the Blueprint statistical panel.
Added Blueprint saving and Blueprint code export functions.
Added the custom information function of Blueprints. Now you can customize the name, description of Blueprint.
CentreBrain upgraded Icarus! Icarus can manually mine the Gas giants now. Don't be caught by Gas giant and become space junk again, Icarus!
Added 12 rock models and textures for Arid Desert.
Added the model and texture of the Plane Smelter.
Added LOD1 and LOD2 of the Plane Smelter, and optimized its GPU cost.
Add a scene for the main title. From now on, the 2 main title scenes will be randomly displayed.


Changes:
Modified the key detection logic to resolve key conflicts such as [C] and [Ctrl]+[C].
In the Surface Formation Mode, the color prompt mask on the decorated foundation is removed, and the color prompt mask on the undecorated foundation is retained.


Balance:
Increase the number of Drones obtained through the "Communication Control" technology (This function can only be applied in a new game. The old savedata can still make up the number of Drones by upgrading the technology).
Adjusted the flight speed of construction drones improved by the "drone engine" technology(This function can only be applied in a new game. The old savedata can still make up the speed of Drones by upgrading the technology).
Increased the power generation of Mini Fusion Power Station (9MW ->15MW).


Bugfix:
Fixed a bug that occurred after optimizing the sorter in the [7275] version: the cargo at the end of the conveyor belt or at the node of the closed conveyor belt interface cannot be picked.
Fixed the range detection problem when the foundation buries/restores veins.
Fixed a bug that the Drone couldn't work properly because its speed was too fast after the technology upgrade.
Fixed a bug that key setting conflicts will not be detected when restoring the default keys.
Fixed a bug that the combination key may be invalid when setting the combination key in the key setting.
Fixed a bug where there are multiple "keys not set" that will be detected as key conflicts.
Back to top
vurt




Posts: 13835
Location: Sweden
PostPosted: Fri, 23rd Jul 2021 23:07    Post subject:
the videos are cool, is there some tool within the game itself to record them like this or do you edit them?

probably my next purchase, though i want to wait before i play too, i have a tendency to want to play the Ultra-Final Remaster DC Razz
Back to top
zmed




Posts: 9234
Location: Orbanistan
PostPosted: Sat, 24th Jul 2021 11:18    Post subject:
They are just regular gameplay with hidden HUD. Pressing the hide button once removes the HUD, pressing it again removes the player model, pressing it one more time reverts to normal.
Back to top
Page 6 of 6 All times are GMT + 1 Hour
NFOHump.com Forum Index - PC Games Arena Goto page Previous  1, 2, 3, 4, 5, 6
Signature/Avatar nuking: none (can be changed in your profile)  


Display posts from previous:   

Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB 2.0.8 © 2001, 2002 phpBB Group