ANTIMATTER POWERED SUN IN YOUR POCKET | #22 | Dyson Sphere Program | Lets Play/Walkthrough



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
Combining Factorio and Satisfactory on a Galactic scale!

ABOUT THE GAME
Dyson Sphere Program is a sci-fi simulation game with space, adventure,
exploration and factory automation elements where you have to 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 which 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 a Dyson
Sphere, a megastructure that would orbit around a star, harnessing all its
power and energy. Only a few decades ago it was considered a hypothetical, impossible invention – but now it’s in your hands… if you can manage to develop this space workshop in some galactic backwater into a galaxy-wide industrial production empire!

ABOUT EARLY ACCESS
While the core mechanics of Dyson Sphere Program are ready, the game still can grow and evolve a lot – and Early Access is just the perfect place for it to reach its true potential. We believe that by letting players experience the main content of Dyson Sphere Program and actively interacting with them to collect their feedback will allow us to improve the game and make it much better than it would be without this Early Access stage. Our plans are for this EA stage to be about 1 year long. But that is not written in stone

KEY FEATURES
◇ Build a galactic industrial empire from scratch: start with a small workshop and improve it until it spans the whole galaxy
◇ Develop your very own Dyson Sphere, a megastructure that orbits
around a star harnessing all its power and energy, from the first screw
to its completion
◇ Explore a vast universe procedurally generated with all kinds of celestial bodies: neutron stars, white dwarfs, red giants…
◇ Gather resources in planets of all types: ocean, lava, desert, frozen,
gaseous planets…
◇ Research new technologies to improve your factories… and discover
the secrets of the universe
◇ Build mechas to fly, sail or jump through outer space and alien planets
◇ Transport materials across the galaxy to your facilities: thousands of
transport ships will flow endlessly to your factories and back!
◇ Design the most efficient automated factory and production line
◇ Customize your factory and Dyson Sphere to make it unique
◇ Design a balanced power network, producing energy in all kinds of
power plants like wind turbines, artificial stars… through conveyor
belts, and you’ve got technology to help your buildings fit the grid automatically during the construction process. You’ve got the best tools
COSMO can afford to build a massive-scale automated production line

SCHEDULE:
Daily at ~15:00 CET

SOCIAL:
Twitch: https://www.twitch.tv/nilaus
Patreon: https://www.patreon.com/Nilaus
Discord: http://discord.gg/nilaus
Twitter: https://twitter.com/ChristianNilaus
Tips: https://streamlabs.com/nilaus
Merchandise: https://streamlabs.com/nilaus1#/merch

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#DysonSphere #Factorio #LetsPlay

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47 thoughts on “ANTIMATTER POWERED SUN IN YOUR POCKET | #22 | Dyson Sphere Program | Lets Play/Walkthrough”

  1. Sorry if you've already been doing this and I missed it somewhere in this let's play, but something I've found helpful to improve throughput with interstellar transport networks is to go wide and build multiple interstellar logistics stations supplying a single resource. On mining planets I tend to have groups of miners feed into planetary logistics stations, then have a ring of interstellar logistics stations (each with 10 logistics vessels) to improve throughput from the supply side as opposed to needing a bunch of towers on the demand side. Honestly it's all probably overkill because I don't think my mines can keep up with full utilization over a long period of time, but I wanted to allow for much faster delivery in bursts from storage chests on demand. This stuff is probably unnecessary, but could be interesting if you attempt to "speedrun" a dyson sphere by stockpiling all the rockets and solar sales then activating a very large network of launchers in a new solar system.

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  2. try useing the green sciance to warper ricpe you get 8 warpers for one green sciance by the way so try to convert some of your green sciansce into warpers so you don't have a shortage

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  3. Person 1: Is that an ANTIMATTER POWERED SUN in your pocket or you're just happy to see me?
    Person 2: particle annihilation noises

    (I was going to write "fermion annihilation noises", but an anti-hydrogen atom is made of a positron, which is a fermion, and an anti-proton, which is not a fundamental particle, but actually made of three anti-quarks, which are not fermions, because well, they are quarks. I've gone too far, yet no amount of particle physics is going to redeem my elevated belts)

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  4. I couple of days ago I made a comment about the game and RSI, and Nilaus jumped in and talked about all the work that the team has done in their short timespan. Curious, I went and checked their list of updates and news, and yeah. I knew they were working hard to make players' quality of life better, but I had no idea they were going at such frantic pace.

    Now that I'm catching up with the series, I want to say thank you to Nilaus for pointing it out. I still have to pause playing the game until it's a bit less RSI prone. But, his comment made me appreciate how hard the creators are working at making their early access game the best it can be.

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  5. Since you are getting rid of the fusion cells, I believe the fusion power plant is no longer need as well, so you can probably just clear that tower next to the artificial star tower

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  6. "Elevating belts is a slippery slope to the dark side…" See, that's not something you hear everyday!
    For antimatter fuel rods and artificial suns:
    Joules / watts = number of secs. 7,500,000,000 joules / 75,000,000 watts = 100 secs. ffs.

    Btw, how much power are you generating atm? You had a ton of colliders and you had to have alot of collectors even with grav lens, on top of your infrastructure production power demands, so I wonder, I didn't see it shown once when I watched today…

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  7. I've watched so many of your videos I've decided to support this high quality content and signed up on Patreon for the first time ever and donated 1$ monthly. That's not much, but hopefully that adds up. Good job!

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  8. Some people are suggesting that antimatter is cheaper than accumulators because you need fewer space warpers, but if you consider the cost of producing the antimatter fuel rods, the accumulator solution is actually much cheaper in the long run.

    In terms of non-renewable materials the cost of shipping 1TJ of accumulators is (approximately) 61 iron, 39 copper, 44 silicon, 56 titanium and 22 stone for accumulators, due to the consumption of space warpers. The cost of producing and shipping 1TJ of antimatter fuel rods is about 4400 iron, 1734 copper, 1067 silicon, 267 titanium and 0.13 stone, almost all of which is due to the production cost of the fuel rods.

    Of course the total throughput of antimatter is a lot higher, but if you consider that a single space port can support at least 4.5GW at a 10ly radius, the throughput is unlikely to matter much in practice.

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  9. "it's getting crowded in here" – Nilaus when about 10-15% of the planet is in use
    "there's still space" – me, when my planet is at 90% occupied by rows upon rows of production

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  10. Cathing up on vids.
    I'm only running 2 mods, the copy-inserters but also a mining rate mod "minerinfo" which just tells you what the /sec output of all the miners on a node will output.

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  11. I agree that stacking belts temps people to use hacks in their builds, but it's really useful and leads to very clean builds when you have a huge mismatch of input quantities.
    There is one product that takes like 6 times the other inputs quantity in hydrogen, leading to a maximum of 6 assemblers being able to feed from one 30/s belt. Normally you would either need to build more production lanes or splice in more input lanes. With stacking you still need to do lane splicing but now you can do it vertically!

    What would be really useful though is if the vertical splitter had a 1 node footprint, not a 3 node footprint. Can't really run lines parallel with that.

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  12. I love your LP but it is really frustrating to see you ignoring the other resources on the planets you visit. Doesn't seem like it would be a big problem to spend a few minutes setting up ore exports – though admittedly I assume this might be for the same reason you don't do it in Factorio: efficiency research.

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