3 Essential Builds for Early, Mid & Late Game | Dyson Sphere Program | Tutorial / Master Class

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DYSON SPHERE PROGRAM
Build the most efficient intergalactic factory in space simulation strategy
game Dyson Sphere Program! Harness the power of stars, collect resources, plan and design production lines and develop your interstellar factory from a small space workshop to a galaxy-wide industrial empire

PATCH 0.9.27.15033

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Save games: Available to Patreons through Discord (Protector of the Path rank or higher)
Seed: 37635169

#DysonSphere #MasterClass #StayEffective
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Thank you for all the work you do, and making those blueprints downloadable to everybody. I'm very grateful to have someone so generous as you. I don't have an awful lot of time to game nowadays, so to be able to go in slap some blueprints down, and start producing, really makes my limited gaming time much more enjoyable

magnumjgjg
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I really like these new assembling designs. Your content's inspired me to start coming up with my own startup designs for players to use when they first unlock the different logistics tiers and need to start producing these items, all from raw ores and materials.

drasticbread
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Your videos are my favorite to queue up and follow along as I play. I love using them as a guideline and then add my own Flair so it's efficient and personalized

ZombiZohm
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I'm definitely going to study these blueprints a bit, belt organization is my biggest struggle rn. I can make some pretty good linear production lines for individual components, but then I have this crazy tangle of interdependencies that absolutely sucks, and I keep running out of space to expand the lower-level lines locally so I have scatter production all over this crazy factory city thing. I'm the type of person who likes to at least design my blueprints myself before pasting them everywhere, so I probably won't really *use* these at scale, opting to make my own, but thank you so much for providing these excellent learning tools and examples!!!

revenevan
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Appreciate the blueprints and explanations. THANK YOU for discussing the best locations AND the number of builds to include on the planetary network. I always have trouble with the multiples.

ericmcgrath
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Great design as usual. When you have good blueprints like this, it makes expansion so much easier!

esumiwa
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I just started playing this game. To see how nice a base can look is amazing, mine is just a mess like a tangled crashed space ship :D

Rebius
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im rounding 100h on my first play-through and your blueprints have saved my ass. if i ever get out of the poor house I would be happy to donate for your time

UncleBadT
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I'm still in the newbie stage making spagetti just to learn what builds what. I can't even make plans in my head yet, so this kind of stuff helps. JUST learned yesterday research doesn't have to be manual. lol

latentgamer
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Keep them coming Nilaus! I've completely torn down my starter system and it looks so damn good having used your designs to rebuild

fpsmarcus
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perfect builds really! Youre a wizard Harry

hairtrigga
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I have a question, what made you decide to have the electric turbine being a secondary component that is being exported, but not the electric motor (which is also needed for buildings)? Wouldn't it be beneficial to have factories just for electric motors, since you need to export them anyway, and it would simplify the electric turbine factory?

nolanrata
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How do you decide if you want to make the components directly in the production line or import them?
As far as I can tell, you make basic materials like the various ingots, stone bricks, glass, energetic graphite and generally everything you can make in an arc furnace out of ores. What about the next stage? Do you have dedicated facilities for circuit boards, steel and gears, for example, or do you make them directly where you need them, like with the EM turbine?
But with higher products like supermagnetic rings you imported the necessary components and dedicated the entire line towards the manufacture.
How do I decide if I want to make the necessary components on site or have them made somewhere else and import them.
What about chemicals like graphene or buildings such as arc furnaces that require more than 5 inputs if you want to make the circuit boards on site?

adyne
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you dont happen to have a tutorial for how to edit blueprints right? im a new player and i cant get my head arround how to swap out the blue grabby arms into the green ones wich i actually produce. as your blueprints are right now, im basically unable to use them at all i mean, what is the point of an earlie game blueprint, when i have to have already traveled to multiple planets before i unlocked all of the tech i need for it... for new players it would be way more easy if you have truly earlie game blueprints, with tir 1 assemblers and yellow or green grabbers

instead of having the planetary logistics thing, id rather love to havean ammount of chests to store everything beginningwith tir one tec with the option of pplacing a planetary logistics thing once i unlocked it. so first grabbers into the chest, than grabbers onto belts wich at the end can be connected to a logistics center, im cool with having loose belt ends as a reminder for that option

basically i wish i had blueprints for the early stage with the only goal of abondaning this planet asap.
beginning with midgame tec on the second planet

on my starter planet for example there was no silicate or titanium ore, so blueprints including these tecs could land in a seperate blueprint folder if they are not neccessairy in order to leave the planet same with the efficiency boosting tec wich requires coal and oil the "spray paint stuff"(?)

the core of these blueprint folders should revolve arround getting to the next stages fast... from the perspective of someone who has no clue about the game and the blueprints and they should be ballanced with the research cube colours their in.
like tir 1 earlie game blueprints wich only include blue science tec
tir 2 red science tec and so on

BlackRainEntertain
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I feel like a pomeranian pup after watching this.

bittertaste
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thanks for the video. i've been having a hard time with the ratios for green motors. i still am apparently. using exactly half of this build so ratios are the same, t3 spray on everything and the green can't keep up with the brown.

jayclayfield
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Have You ever try DeepRockGalactic? It is not automation game but exploration one. But it has some similarities to Factorio/DSP. You land on an alien planet to harvest its resources despite locals disappointment.
Perfect game for incoming Avatar2 hype train 😀

killjanPL
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Nilaus, these are good videos but the problem is you are not showing as you go.. You are showing these builds after you ahev the tech in place already...

You should show if this is on starting planet.. new planet also how you go about reducing belts to logistics ect

Dean-rsnt
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Did i miss the point, why nearly all your Blueprints use PLS instead of ILS? when spreading over multiple planets/systems the pattern "PLS factory -> ILS Hub @ local planet -> Target planet -> PLS factory" will always create a bottleneck?

Maybe an Idea for future Masterclasses: "advanced logistics in mid/endgame". I always struggle with that issue ;)

TheElderRobertArnonym
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Could you explain how do the drones/vessels prioritize to which logistics station they will go?

My point is: the two builds for pink containers and super magnetic rings you presented here can eat up to 105 turbines per second. That's a lot for early and mid game. And turbines are not only needed for these two things but also for belts and inserters. The risk I'm worried about is the possibility of other builds that use turbines being starved unless I produce more than 105 turbines per second to satisfy these two.

rybiryj