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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.
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Dyson Sphere Program
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Dyson Sphere Program is a sci-fi simulation game with space, adventure, exploration and factory automation elements where you can build your own galactic industrial empire from scratch.
In the distant future, the power of science and technology has ushered a new age to the human race. Space and time have become irrelevant thanks to virtual reality. A new kind of supercomputer has been developed – a machine whose superior artificial intelligence and computing capability will push humanity even further. There is only one problem: there isn’t enough energy in the whole planet to feed this machine.
You are a space engineer in charge of a project launched by the space alliance COSMO, tasked with a massive undertaking: constructing Dyson Spheres (a megastructure that would orbit around a star, harnessing all its power and energy) to produce the energy that humanity needs. Only a few decades ago, Dyson Spheres were considered a hypothetical, impossible invention – but now it’s in your hands… Will you be able to turn a backwater space workshop into a galaxy-wide industrial production empire?
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My first game I played for about two hours, and I tried to build a base at the pole (because I like to do that). The the combination of the grid lines at the pole and the auto snapping to the grid make it hard to build anything at the pole. This makes the pole solar farm double effective, as the solar panels fit in an area that normally is unusable.
I mass produce my deuterium using the fractionator. I made a ring of about 10 of them, and I made a loop using level 2 belts connected to my excess hydrogen storage. The creation speed scales with belt speed, but I’m already making more deuterium than i can consume.
Hello man
Great video! I love the editing
great video and iv e started using the big sorage today and getiing alot of refined oil store andgetting other stuff produced and stored and fixing to start producing yellow cubes soon and have about 20 game hours hours on this game playalthough im geeting a ton of refined oil and dont know what to use it for ecept for your mech
very helpful, thanks for the info!
Thanks 🙂
I have a second star system with low lumins, poor wind and no coal. I have a massive production in my main system for the deuterium fuel rods so I ship 100% of them across to the other star system as my main is doing fine with renewables and the Dyson Swarm.
Have you got warp capability yet if so you could ship deuterium from another system that has the gas giant you need. I'm luck have a gas giant I'm very shortly going to exploit.
You can connect your thermal burners to each other with sorters. Then you don't have to run a belt to each of them.
again, great video!
the best way to power early and fast build up to oil and burn some. grab a vein and just burn it you dont want solor panels and windturbines evrywere on your main planet safe them for colonies were you a shiton of space left over. DONT WASTE LANDFILL for some stupid solor/windfarm u need this for building space later also arround the eqautor you wanne build building so keep that free of those building at all times its realy a waste to build your wind and solor panels there
Wind Turbines: It looks nice, but what's the benefit of spreading out the 200 turbines vs just placing them in a cluster? The "wind" is the same on the entire planet isn't it?
Lot of good tips overall!
I feel that this is a waste of time and effort. The reality is that in the early game, your mech isn't really that good at quickly building things spread across large distances. It is much more practical to hand build small numbers of things in a tight space.
On the other hand, there is almost 100 megawatts of oil power, in sustainable oil, on your planet. Then each oil refinery starts producing roughly 1 MW (60 total MW), and then each x ray cracker produces about 6 MW (700 MW), and at this point, you are in shape for tons of power. You do of course have to burn off the products, but it takes about 3 seconds to burn a hydrogen. So that means that a level 2 inserter (moves 3 things per second) can supply NINE thermal generators, when they are chained together.
beyond that, producing excess hydrogen is kind of important for other stuff, like fuel rods and research. Building surplus wind turbines and solar panels does nothing for you. the sensible early game strategy is to burn coal ASAP, then burn refined oil, then burn hydrogen, then start going nuclear, imho.
This took like 2 hours to compile, and might read a little harsh at places, even condescending at times, because in my game, I started to look at coal as powersource at hour 60, not taking it seriously before.
There is a tl;dr at the end.
You spent almost 80 minutes to place 65MW of WindTurbines in prime building spaces, when you could have utilized these annoying island chains where you can't build anything useful productionwise without foundation (tech thats behind a 400 blue mx wall) also just spamming windturbines in one area away from your 4 starter resource patches is waaay faster. Your actual base that you play has the wind turbines on the coasts, thats tons better than what you recommended.
Yes, it looks pretty.
Oh no, the solar panels are even worse. They are great on the lava planet in the configuration you did, but If you have no access to silicon veins yet you will have to mine stone or the random rocks for that. Mining the 45000stone for your ~381solar panels would take you more than an hour provided you used 2 belts mk1 or 2 hours with a single belt and fitting production line. Also solar is behind a 300 blue science wall.
Looks also stil pretty nice.
Geographically speaking any two Antipodes(the point you reach when you are halfway around the ball)will work just fine too, they dont have to be the poles since they are VERY valuable for the Ray Receivers.
6:30 but thats not the same planet.
Thermal(TPS) and wind are the first to get, the tech tree is wind-> thermal-> solar.
Making the 48TPS plus 12miners takes 6min.
2 miners feed 6 TPS with one mk1 belt for each group.
Energized Graphite is useful to make if you want to pack the TPS so tighly togther so they can insert directly from one to the other, you can "chain" 7TPS like that. And it will only give you maybe 3% more power than using coal directly "unchained".
(Since you had to spend 720kJ on the smelting process you will have to subtract that again from the E.Gra. value.)
Making one Deuterium in the Collider costs 12MJ.A Deuteron fuel rod takes 10D so thats 120MJ for one 600MJfuel rod spent making it effectively 480MJ
The (multiple) Fractionator in a loop setup is way more efficient running the hydrogen in a loop so it gets many many passes through, eventually turning all the H to D. Mk3 belt is the most efficient, 30H pass the Fractionator in one second with a chance of 1% to be turned into D and ejected out sideways, 30 * 0.01 is 0.3, so 0.3D per second per fractionator. The fractionator takes only 0.72MW to run.
( 0.72 MJ/s) / (0.3 D/s) = 2.4 MJ per Deuterium compared to the collider, MUUUUCH better. One collider can feed 6 Fusion reactors which nets 42MW, still not that great, tbh. Your problem with the fusion reactor- collider thing might have been that the collider takes 12MW but one Fusion reactor gives only 9MW in a closed electric network. Technically the fuel rods all burn stuff, thats also valuable for science or expanding the factory/dyson sphere, which brings me to:
Its called Dyson Sphere Program, use the fucking sphere and swarm…
You just have to play with the swarm to actually learn how the orbits work and how the guns work.
Yes, it wastes resources but the knowledge gained by doing it far outweighs that "loss".
you can get your first 12.5MW from: one Ray Receiver on a pole (if inclination is crazy, maybe not), 4 Rail Guns anywhere within 30° of the equator, a buffer storage for solar sails and a factory that can produce minimaly 2 solar sails in 3 seconds (this varies with the lumination of the star). Leting the guns shoot in the default orbit 1 will then maintain the ring with 1200 sails in it. A gun can only fire half the time, if it is on the equator it can fire in any orbit during daytime( at least I havent found an orbit it can't reach), if it is on or close to a pole it can only shoot during the whole summer, but that might let the swarm die. Life time is 1800s and orbital period is most likely around 5400s. Being on a moon of a giant just requires more guns since the giant can block the path during daytime.
tl;dr:
Do the damn math! The game gives you every number you will need.
wind, thermal with coal to quickly start, solar panels only for the bridge heads on new planets on any antipodes no need for perfection. Dyson swarm already pays when RayReceiver is unlocked but better get to solar sail life lvl.3 and Ray transmission efficiency lvl 3 if you are worried about wasting stuff. One solar sail will produce 35,9 kW * the star lumination, distance to the star does NOT matter, same with nodes. So going for the biggest possible radius for the shell is best.
The shell takes ~366 solar sails/km².
I'm no fun at parties, there aren't any.
very neat
Good video for people struggling to understand their options in the early game, but I don't think you've given the later game solutions enough credit. Yes, you have to build the infrastructure to support them properly (and it doesn't look like you have), but they're absolutely worth it. Putting the dyson swarm/sphere into a separate video also really hurts the quality of this one. At the very least, I think it's worth covering the ray receiver and the duration bonus it can get while leaving the particulars of designing and constructing the swarm/sphere to a separate video. Lastly, it's worth noting that making an equatorial belt of solar panels, rather than or mixed in with, the wind turbines can give very consistent power without the need for accumulators.
Deuterium gen and artificial sun's. I use them as a kick starter for outpost. Went I arrive on a new planet I use those to power assembler that build mass solar panel or wind. Or if nothing else. The early sails.. went I leave. It leave with me when the outpost can power it self
Don't burn energetic graphite. The energy of the smelters to produce it offsets the energy difference between coal and grsphite.
Nuclear power is the king