Dyson Sphere Program EP 4 – First Impressions, Gameplay, Lets Play



Dyson Sphere Program! It’s here! Build and plan an efficient yet sprawling factory that spans over multiple planets and solar systems. Dyson Sphere Program is an intergalactic simulation and strategy game with the end goal of creating a Dyson Sphere. Use the power of stars, collect resources on many different planets and build a galactic wide industrial empire.
The game shares many similarities to others such as Factorio, Satisfactory etc. However it has it’s own unique aspects that I expect will be a lot of fun to play with!

This is my first impressions lets play of Dyson Sphere Program. We will explore what the game has to offer together as I share my thoughts on it throughout the gameplay and playthrough.

About the game (from the steam page):
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. As a space engineer, you are expected to design your interstellar factory and production lines, not to micromanage every small package going back and forth. You have to transport materials from one planet to another, forming interstellar transport teams that gather resources and bring them to where they are needed.

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

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 Spheres, 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 mechasto 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 capable of producing energy in all kinds of power plants like wind turbines, artificial stars, etc.

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Outro Music: Rubik [NCS Release]

Provided by NoCopyrightSounds

You can find the track here: https://www.youtube.com/watch?v=A2AydJcUKR8

Please check out the Artist by following these links!

Electro-Light

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24 thoughts on “Dyson Sphere Program EP 4 – First Impressions, Gameplay, Lets Play”

  1. This game really surprised me with its fluidity and polish. I'll be honest, I used to be a bit of a factorio puritan, but now its great to see so many new games on the market. It's so exciting!

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  2. Hey the splitters actually have two alternative modes you can see when pressing Tab while holding them while building them. And both of the extra modes act like a conveyor lift so you can raise or lower the conveyor in only one tile instead of making a ramp.

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  3. I find it more important, even than factorio, to automate the crafting of components early on. Especially auto crafting of belts and sorters, even furnaces and assemblers. The wireless towers are not as good as tesla towers, I tend to stay in certain areas, so I typically put them where I am commonly. Yes, there are some upgrades, especially personal mecha upgrades, that have to be done in the inventory. The red cubes are in the main technology area, you will need oil refinery before you can make those, so they are hidden to you at this point.

    The strangest thing in the game so far … Liquids on belts … it took me a minute to figure that one out, even though the tutorial voice mentions it, I assumed it was a different type of belt. Also gasses and fluids in the mecha inventory, weird. I am really enjoying the game though, at times you seem a little frustrated with some of the mechanics so far. I hope you keep up with it.

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  4. I am enjoying the game but the game does feel a little clunky at times with navigation of the UI and general play of the game. I am not worried since this just came out and I am sure will polish up over time but was wondering if anyone else feels the same?

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  5. Something which isn't obvious is the splitters have 3 different variants, all of which have 3 outputs. One of those is a mode where 2 inputs are on the bottom, and 2 inputs are raised up. This is perfect for use in a main bus style system. Just a thought for the future.

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  6. In today's installment of PSAs, we've got some big ones!
    The sorters can reach up to three tiles! No shenanigans needed for that motor factory.
    When you have a recipe selected in the fabricator, you can click on the ingredients and jump to that recipe, which is super helpful for these long production chains.
    Learned this in the subreddit yesterday: you can chain power plants together like you would chain factorio labs together. That's what the confusing input/output-looking stuff on the power plants were.
    The splitters are 3×3 structures, so yeah they're annoying to make a bus with (but probably not impossible with some thought), but more annoyingly, they don't overwrite belts, so there are a lot of clicks needed to place one in the middle of a belt.

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  7. You should stack the assemblers … for example, the motors are 22.5/min … stack them and get double the output. Also, you can directly "inserter" from one building to the next. like from the matrix assembler to the matrix lab. and from the motors to the storage chest.

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  8. In the early game, when you have spare coal in your inventory, throw it into the mecha fuel supply to keep your power level topped up. You can access the mecha panel with the c key or the icon at lower right

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  9. One tiny tip I never see mentioned is that just right clicking a stack takes half, but if you hold right click you can drag left and right to specify how much of the stack you want to take. Makes splitting stacks or only taking what you want right then from storage super simple.
    Also, holding shift and clicking transfers that one stack to or from your inventory, but if you hold ctrl it will transfer all stacks of that same item between your inventory and whatever other window is open.

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  10. Solars fairly good power on a second world if there's areas of perma day which is highly possible I built a 3 wide ring around the pole on an another planner was enough to power everything and have 100mw exstra

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  11. One good alternative to the splitter building (which has 4 dynamic ports, meaning it can be any combination of inputs and outputs. Like 1 in 3 out, 2 and 2, 3 in 1 out…)
    Is that you can run sorters directly between belts so also sorters can go one, two or 3 squares over. But they take longer per trip on longer runs… so you can move items laterally over two middle belts onto the third one. Also sideloading works like factorio. Just run a belt inti the side of another.Try it. Good luck.

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  12. As a factorio player as well, i keep needing to remind myself that these tier 1 belts do transport a lot of items (6/s is 360/min) which before any upgrades can support 12 veins of ore on it (30 per vein).
    And it is actually good to set up multiple of the materials going into chests for pickup (can direct insert from a smelter/assembler).

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  13. Sorters aka inserters can pull resources from up to 3 cells away. That means you can have 3 belts next to each other and feed them all to assembler. Longer sorters have speed penalty tho (i.e. 2 cells -> halved speed)

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