Dyson Sphere Program – Cosmic-Scale Factory! Ep 9



“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.” https://store.steampowered.com/app/1366540/Dyson_Sphere_Program/

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32 thoughts on “Dyson Sphere Program – Cosmic-Scale Factory! Ep 9”

  1. Pro-tip: If you set the Dyson Swarm to be perpendicular to the orbit of planets, and put the ray receivers one the poles, they will have LOS on the swarm all the time.

    Edit: This does assume the planet does not have a high axial tilt.

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  2. 2 things quill.
    1. The Ray receivers should probably be put on the poles, there they get maximum coverage and connectivity, especially if you have another swarm on a vertical angle.
    2. you still think like a factorio player, mines can and should overlap each other, they dont reduce output of eachother if they overlap, the more mines you can cram on those nodes, the more output you can get.(the only downside is emptying the nodes faster) and you can freeplace the mines to maximise space and efficiency.

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  3. Why in the world would you travel to another planet to…. Mine metal? Wasn't the mission statement to mine titanium*? Or silicon? :). It is neither necessary, useful, or even *possible (almost all planets lack oil and most lack significant coal) to setup a full base in most planets. It's far, far better to just mine what you need and carry (initially) or send (later) the resources home.

    In particular, you can't convert titanium plates into titanium bars without a good that is produced from refined oil. And all the interesting recipes require titanium bars, so no matter what, you'll be obliged to ferry several loads of titanium plates back home to progress. If you are going to have to go back and forth *anyway*, it makes sense to do all of your crafting "back home" and bring the manufactured goods as required to deploy.

    Wind power and solar power produces different amounts of power on different planets. Click on the solar system icon to view the information for the current planet. You literally had the information up — it's a simple percentage (70% wind, 65% solar). Solar power goes down with distance from the star, as you suspected, while wind power varies randomly.

    Dyson Swarms are only useful if you launch lots of solar sails — as in ten thousand*. And you have to both sustain the production *and deploy them quick quickly, as they decay. 15 guns located near the pole(s) of your starting planet is reasonable. The power produced by a Dyson Swarms is shared among all the ray receivers that have line of sight to the swarm on all planets in the solar system.

    First, available power is distributed evenly among all the ray receivers that have line of sight. If this results in more than 15 MW being allocated, it's capped at 15 MW. Then, power is reduced by 50% (waste due to passing through the atmosphere — adding graviton lenses eliminates this penalty, but that's end game tech), then by 50% again (this penalty reduces to zero if the receiver maintains continuous LOS to the swarm — represents better focus of the incoming beam).

    So, a swarm that produces 30 MW, which has 3 active ray receivers, will produce 10 MW * 0.5 * 0.5 = 2.5 MW of usable power for each receiver. And building more receivers won't increase power received, just change what fraction of the available power is sent to that planet.

    If you aren't willing / able to dedicate lots of resources to deploying load of solar sails, you are better off to stick to thermal (and fusion, once you have it) power plants. A half hearted effort is worse than useless as it consumes resources without producing a good return.

    Ah well, it sounds like this is all pre-recorded, so this advice isn't going to help Quill, but maybe a reader will find it useful… 🙂

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  4. Interesting. I didn't bother setting up copper and iron mining on my second planet. Just silicon and titanium. Then hand-carried some back to my first planet, just enough to build some interplanetary logistics hubs and drones. And that's it. Just exported those two to the home planet and built everything else there.

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  5. did quill just went to a planet full of Silicon and Titanium…. just to pick up some more copper? o.0
    also, building east to west is better than building north to south

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  6. Isn't there a way to just auto launch payloads of materials back to your main planet, or something? Just seems off that it wouldn't have something along those line.

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  7. Put the ray receivers at the poles to get maximum up-time and prevent the output from resetting every night. Also the miners can be free-rotated (I think by holding shift?) to maximize vein coverage.

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  8. Don't bother setting up production lines on multiple planets. I have 1 "forge/smelting" world in my system where raw resources come from all across star cluster and i just ship basic materials all of the production is done on the main planet. Till you can reliably ship batteries for the power plants there is no reason to set up some basic production on other planets (they wont really make a dent and basic power production is really low)

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  9. umm quill the energy relay thing aren't absorbing energy from the sun….they take the energy produced by you solar sails so being farther away shouldn't matter right? or am i also misunderstanding something….

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  10. Each planet has a different effectiveness for wind power and for solar power. So you need to check which will work best per planet…oh yeah, you called up the planet specs: at the bottom of the top half are Wind Energy Ratio 70% and Solar Energy Ratio 65% for this planet…

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  11. I knew I had seen the info on the expected solar and wind power for a given planet but I couldn't immediately recall where. Turns out if you go to the star map and click on a planet you'll receive all the details about the object selected. The planet closet to the star in my game has 150% wind but solar is a bit of a let down.

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  12. So I wonder if orbital mechanics are a thing in this game (Or at least if they apply to the player). If so, there are cheaper (but slower) ways to get to other planets than just fly directly at them.

    34:25 I do not think sunlight matters with Dyson sphere recievers. It matters with solar panels, but the dyson array probably just sends a concentrated beam of microwaves directly at the reciever, with minimal spread. So distance does not matter much.

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  13. If you put the Ray Receivers in the poles, you will likely make sure at least one of them is receiving energy, and if the rotation is not perpendicular to the orbit, will be more efficient for the receiver than a half day rotation cycle, as the Ray Receiver becomes more efficient the more time it is in use.

    On my home planet, I did that and it's much more effective. Also, I use the second-tier electric towers, as they reach quite further than the standard ones. Just like it works on Factorio, you can use a combination of both – ones for the reach and the others for the electric carrying.

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