Cracking Oil With X-rays For Some Reason in Dyson Sphere Program | Part 8



After finishing his overhaul of the iron smelting facility, Bentham makes use of the recently unlocked x-ray cracking tech with a new column of refineries. The recipe allows the cracking of hydrogen and refined oil into graphite and… more hydrogen. In essence, it turns 1 refined oil into 1 graphite and 1 hydrogen, but with a catalyst of 2 hydrogen. This means that the output hydrogen will have to cycle back into the input, requiring some interesting arrangement of belts to keep the whole oil processing system running smoothly!

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19 thoughts on “Cracking Oil With X-rays For Some Reason in Dyson Sphere Program | Part 8”

  1. On to my Sphere construction and green cubes and I have found that x-ray cracking is totally useless. You need way more oil than hydrogen. I had tons and tons of excess hydrogen for a while until I got to deuterium production.
    The thing with increasing node efficiency is that you use less of the node per production but your harvester operates FASTER so it almost balances out.
    The game gets absolutely NUTS when you get to near the endgame. For me graphene production is the biggest sticking point. The chemical plants take a ton of space and are VERY slow compared to the other machines. Just to get the graphene nanotubes from the base recipe takes 3 chemical plants (acid, graphene, nanotube). That takes A LOT of space!

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  2. Great Job on the main bus. Organization is a must in this game, even if you lose some space efficiency. Sign posts would be great, if you stop playing for a bit… you then have to remember what is where… and that gets harder to do as the game goes on and adds in even more processes and items. Keep up the good work.

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  3. For me, the only resource I know I'm going to run out of is Silicon in my home system. I only have 1 planet that has silicon in my seed and I'm down to less than 2 million units left in the ground and I just started launching rockets to make the Dyson Sphere. Quantum chips take 16 raw silicon and are in all the end game construction and dyson sphere components take 18 raw silicon to make 1 component and dyson sphere rockets take a whopping 92 PER ROCKET!! doing some simple math each sphere node takes 30 rockets so that is 2760/node. I'm not sure how many nodes you need for a full sphere but quick guess is 250-500 just to put the frame up. So 690,000 – 1.38 mil silicon for a very small estimated frame plus everything else that is required to build the factories to build the frames. Also purple cubes take 16 each and green cubes cost 8.
    to finish the game you need 4000 white cubes which will cost an additional 96,000 silicon to produce.

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  4. 10:48 "Building splitters on unfinished belts"
    It is very possible to program that in. It is actually on their TODO list.
    The problem isn't that it would be unsolvable (this is rarely the issue), but rather that they didn't yet have enough time to implement QoL things. Like Factorio devs who had 9 years now, when they finished the game.

    Same with blueprints. I am a programmer myself and I see it would be a bit more challenging to make blueprints on a sphere, but this is not a sphere. It is a grid on a sphere. Which is just a grit that has some irregularities sometimes.
    A somewhat satisfying solution would be even in my reach as a programmer (simplified Factorio blueprints). Just say "no" when it is not possible (when you try to copy/paste over this irregularity), otherwise place the blueprint. Easy.

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  5. Personally I like outputting oil products on a single belt, and using a splitter at the exit. Filtering splitter works perfectly for splitting outputs on two belts, and you can build refineries that much faster thanks to using single output sorter

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  6. 12:14 I dont think Blueprints will be added in this game.
    Considering they arent added in Satisfactory, or any other city building or tycoon game, I think blueprints will stay exclusive to factorio.

    Not to mention, blueprints will have less need to be made in Dyson Sphere Project, because the scale of the industry you build is significantly smaller then in factorio.
    Mainly cause belt throughbut is half the speed, and machine/recepie efficiency is double to three times as high as in Factorio.
    So your production lines will be half as big at max compaired to factorio.
    Especailly cause you'll likely have production lines on multiple planets, not just focused on one

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  7. 17:35 Graphite power is actually the best until you get fusion/fission power.
    Hydrogen is better. But it's also used in tech and a lot of other things. So there's better uses for it then power.
    And for the more efficient fuel cells you need titanium.
    And once you setup a proper automatic titanium supply, you'll be in fusion/fission power terretory, so might as well go with that one at that point

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