Dyson Sphere Program Game Tips and Tricks For Beginners



Dyson Sphere Program game tips and tricks for beginners. A DSP guide for new players.

Hello guys and welcome back to our first Dyson Sphere Program guide. Today we’re covering my best dyson sphere program game tips to get you started in game whilst keeping the video short.
If you want to see more of my content, where we cover factory logistics games, then be sure to subscribe as we’ll be covering more in the coming weeks!

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23 thoughts on “Dyson Sphere Program Game Tips and Tricks For Beginners”

  1. great vid, addicted to this game now. How do you see the planet view that shows your resources? I have got to the point where I have to go off world to get titanium now any recommendations for best fuel source for that. Have unlocked one which should be better than coal or energised graphite, which is more efficient than coal for powering mech

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  2. 1. The wireless power, I wouldnt make more than one of them and just carry and drop it as needed. It wont be until later on in the game that charging is so slow you need it, but it helps to just drop it and pick it up for free as you go.

    2. I stick with the MK2 belts as they will mostly be so full of resources it wont matter how fast they move, its just easier when you have to make what seems like 100k of these belts….

    Some helpful tips, wish I watched this before I got the game, I didnt realize things stacked for a while…or that I could put more than one miner on a node.

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  3. for the next tips video : when using the building menu , you can select items with the keys . Eg 3 F1 is the conveyor belt. If you have no conveyor belt , you can double click on the conveyor belt icon or double tap F1 , and you land on the replicator UI , conveyor belt selected .

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  4. Couple of Other Tips: You can automate buildings in the assembler. Also you can reduce the size of storage so that you don't overproduce. The bar in the bottom right corner of the storage menu will show how many stacks the game will fill with items.

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  5. I have a whopping 67 minutes in this game thus far, and I can already tell this is an amazing first step for just released to EA. If you have any interest in all the other Factorios, Satisfactories, Factory Towns, etcs… get it. Great video too. Short and sweet. I like.

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  6. Good tips on this game. I have a few more.

    1. Hold off on making the Dyson sphere with the solar sails until late game. Solar Sails have a limited lifespan, which can be updated to last up to an hour long, but I believe starts at 20 or 30 minutes long. You will need to supply a large, constant barrage of the sails to produce anything even remotely close to useable power, so best to wait until you have a really good production line and have fully upgraded them.

    2. Get out of coal energy ASAP. You will need coal for a ton of recipes, so don't use it all up on powering the base. Explore alternatives like solar panels with energy storage or mini fusion reactors later on. A good bridge between coal and mini reactors is using oil instead, as oil is effectively the only unlimited resource in the game.

    3. Focus on getting off the planet and colonizing other planets. Other planets have resources not available on the starting planet, so you will need to start harvesting those resources to continue development. As an extension of this, get planetary and interstellar logistics stations researched as soon as you can and get assembly lines developing both. They make moving resources around the planet and the star systems much easier.

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  7. When starting out, aim to build in the mid latitudes, save the pole for ray collecters, high latitudes for EM railguns, and equator for a ring of solar panels.
    Also you can safely hide resource nodes with the foundation tool.

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  8. Didnt know that the sorters would remove fuel and daisy chain it on the thermal gens, it doesnt remove items like that from smelters and such so didnt figure thermal would, neat though for compacting some of them.

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  9. Awesome guide 🙂 . But you mixed up the splitters. You can merge belts without using one but can not split it without. In the splitters you can not only chose the priority output but also the priority input which comes in very handy sometims

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  10. Coal is useful to start with, sure, but it depends on your playstyle.
    1. You probably want to be harvesting as many plants and trees as possible early game. Your starting planet doesn't have the organic crystals and harvesting this stuff is a great way to get some early. This is especially useful if the starting system you're in doesn't have a source of organic crystals. These organic crystals are necessary in the production of the Yellow Research Cubs and having a stockpile of them is basically "free research" since crafting them otherwise is a pain (with plastic being the bottleneck due to the massive amount of time and space required to craft that at a decent rate). These crystals can "limp you along" to a few of the more useful techs and allow you to not have to create them for a little while.
    2. You're going to want to be clearing space for your factory anyway. May as well be cutting down every tree, every plant, and every single rock you can find while you're waiting around for things to complete (like tech unlocking). It's easiest to then turn these materials into fuel very early game or have something dedicated midgame to turn them into the organic crystals. These items have no use, otherwise.
    3. Coal is pretty energy efficient to start with. My suggestion is to refine it as quickly as possible to get the even MORE energy efficient form of it (Energetic Graphite). Anything refined from the graphite isn't a very good fuel source and burns up too quickly, so don't bother using anything after that. Once you can make tanks of Hydrogen, it's easiest to swap over to those instead of graphite for fuel. The Hydrogen fuel rods are insanely efficient as fuel and will serve you quite a long time until you have excess Deuterium. Also, Energetic Graphite goes to a larger stack than coal (twice as much!). It's in your best interest to get Energetic Graphite as quickly as possible and begin using it.

    Other newbie tips:
    1. Your power system is very important. As such, it doesn't give you much information unless you go looking for that information. You won't know your structures are running slower unless you look at the power supply. If machines are flashing a yellow lightning bolt, it means they're only getting 3/4 of the energy they require to run. This means, you're running 25% more machines than your power grid can support. If they're getting a red flashing lightning bolt, it means you're using 75% more energy than your grid can support (this applies even if you're using 100% more energy, and thus have no power production, or very limited power production). You should also be upgrading your power grid every single time you unlock a new method of power. Remove your wind farms as early as you can as they eat up a lot of space and are more useful in your inventory for starting up new factories on new planets. You can avoid Solar for the most part, but it is useful for also starting up factories on new planets. Swap over to Thermal Generators as quickly as you can and dump energetic graphite into them. Swap over their fuel to Hydrogen as soon as you have access to keep the factory running at peak energy efficiency.
    2. Storage containers need a clearance of two tiles (one tile between them) to get a grabber thingy between them and a structure. All other buildings seem to only require a single tile (they can be placed right next to each other). Plan your belt routes and storage accordingly.
    3. Grabbers eat up a LOT of power over time. Try not to double-up on them if you can help it. If you're doubling up your grabbers a lot, it's better to just upgrade the tier of grabber and replace them rather than "double up" on them at all. It's also better to place the belt requiring the delivery of most resources closest to the building requiring them. So, if a recipe requires 2 iron ingots and 1 copper ingot, place the belt with the iron right next to the structure, rather than further out. This will optimize the time taken to get the more numerous resource loaded and increase throughput.
    4. It is possible to replace belts with higher tier belts without "deleting them", but depending on how you're set up, this can be tedious. Just click a single square at a time of the old belt while using the new one and your robots will replace them, meaning your belt routes don't need to be interrupted for very long and you don't have to rebuild the factory.
    5. Most of the hotkeys from Factorio and Satisfactory work in this game. If you want to grab/place a lot of items in your inventory, for example, you can use Shift+Click to move 1 whole stack of the item. You can also use CTRL+Click to grab all of the item you want. This can be useful in dumping all of the coal in your inventory into all of the slots of your mech's fuel, if it's not organized. It also reduces the amount of clicks and manual moving. You can also "right click" a stack to select an amount of an item you want to pick up. If you don't mess with the slider, the default is "half the stack", but you can move the slider to be more or less of this amount if you want.
    6. The closer you get to the "poles" of a planet, the more difficult it becomes to build. The grid lines narrow substantially as you move towards the poles, and things stop "lining up" as you do. This is because the game is using squares on a sphere. If possible, keep most of your factory at the equator. You'll get the most grid space there and won't run into issues building straight lines. There's a very thick line around the planet to indicate the actual equator if you're in "build mode".
    7. Early game, "flying" burns up a lot of energy your mech just doesn't have. Try to avoid flying if at all possible to save your fuel for more important tasks (like building the factory). Ideally, the only really good use for "flying" is to get to the side of the planet you've built a factory on, when you're starting new planets. Otherwise, the walk can take a while depending on how you've landed on the planet. But, by the time you're traveling to other planets, you should have enough fuel stores and energy efficient fuels to be able to fly as much as you want. The game gives you the "flying tech" far too early and when you don't have much of a means of utilizing it well (or even needing it at all).
    8. Early game, avoid the power poles that charge your mech like the plague. These poles will prioritize filling your energy over the functioning of the factory and will cause brown-outs/black-outs across the whole factory while you're charging. The game gives these to you far too early and before they're even useful/necessary. Until your factory has become energy efficient (with at least using Hydrogen as its power source), you're better off avoiding these towers at all. You need your production to not grind to a halt every single time your energy is only slightly low. If you need energy badly, you should be dumping fuel into your tank rather than draining your factory for it. Especially if you have the useless trees and plants on your planet.
    9. For mech upgrades, you'll want to prioritize your stack limits and personal inventory over almost everything else. The higher the vertical stacks you can make, the more research you can get done and the more items you can store in "buffers". Personal inventory space is good to have when you're traveling to other planets and need to bring a bunch of buildings with you to get initial set-up done. It's also useful if you don't want to automate the building of every single thing on every single planet. It allows you to specialize planets and ship only what you need between them. Personal inventory space is good for that. Your next prioritized upgrades should be your max mech energy and mech charge speed.
    10. When you go into space, you will burn a LOT of energy if you're in the gravity well of a planet. Get out of the gravity of planets as quickly as possible and avoid them unless you plan on landing. It is more energy efficient to go around planets in your way than to try to "straight line" through their gravity wells.
    11. If you look at the sun of any given system and it has resources listed on it, these are the resources you have in system. If you're harvesting any of them, these will go down. Looking at the sun of a system will save you a lot of time in determining if your system has any particular resource you're looking for. You won't have to check each planet to find out there's no silica nodes in your system. You need only check the sun and then check to see which of your planets has the node.
    12. There are likely going to be two sources of titanium in your system. One of them will be a planet that is very close to yours and the other quite a bit further out. The further out planet is usually the best bet for this resource as the planet will also have other nodes you'll want on it (typically, a silica node and fireice node). If your further out planet is ice (and it usually will be, since almost every single starting system is exactly the same, no matter how much you randomize), then you'll want this as your second factory planet to take advantage of these resources. The only reason to take the nearest planet to you is in order to set up an even better production chain/factory. The nearest planet with Titanium to you will be 100% buildable (no water anywhere, and basically a flat surface all around). It's a great place to set up large unbroken factory chains for constructing materials and shipping them to other planets. I recommend using this planet for building any research after red and then shipping it to your main planet as this place will have the space you need to do so easily.

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