Mass Blueprints! | You need this mod – Dyson Sphere Program



Some powers are too great and terrible to imagine… AdvancedBuildDestruct plus CopyInserters will give you that power and make Dyson Sphere Program so much less tedious! Use it wisely… Mod here: https://dsp.thunderstore.io/

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Hey, I’m EnterElysium. I produce gaming content most days covering anything either Sci-Fi, Strategy or Science related! I produce content varying from general gaming news, let’s plays, walkthrough, tips, science related and even some storyline-through-emergent-gameplay… er, stuff! Thanks for taking the time to read this and I hope you enjoy the show!

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18 thoughts on “Mass Blueprints! | You need this mod – Dyson Sphere Program”

  1. Biters would love this big smelting array 🙂 Andor meteorite showers, I would be surprised if DSP wont get meteorite showers, big asteroid disasters…stuff like this. Perhaps even supernova events 🙂

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  2. So this is a Game that is so much FUN at its base gameplay, it requires crazy MODS to keep the FUN going, as without these MODS, it would still be FUN, but not quite as FUN… 😉 (sarcasm)

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  3. Question for EE but also anyone else who cares to answer — is DSP officially a Factorio killer for you at this point? Would you actually go back to Factorio now that you've played DSP?

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  4. For the record, neither mod is truly required.

    The combination of mods, while it functions perfectly as described in the video, facilities poor gameplay choices. In particular:

    1) Large smelter arrays as shown in the video are a massive pain in the neck — its hard to ensure that all the smelters are being fed with resources (its easy to hit the limit on belt capacity, even with mark 3 belts) and, eventually, even the output belts are full. Its much easier to build smaller smelter complexes near the resource nodes — you don't hit the capacity issues, and you can place 10-12 smelters per gathering site, then wait and see how many smelters you actually need.

    2) The equatorial solar belt isn't something that the developers anticipated players building. The developers clearly anticipated players using thermal generators as the primary source of power until fusion reactors become available (at which point fusion becomes the primary source of power). The solar belt produces tons of power (~500 MW) and that means that you don't need to run either thermal or fusion power generators. Without these generators, enormous surpluses of fuel (hydrogen, mostly) that serve no purposes until much later, resulting in massive production stalls.

    Additionally, it appears that the developers didn't anticipate the use of long chains of fractionaters to generate deuterium. I'm not sure why they didn't anticipate this, but…

    In any case, it is clear that the developers intended the primary source of deuterium manufacture to be particle accelerators, which convert hydrogen to deuterium at a rate of 2 hydrogen -> 1 deuterium (fractionaters are 1:1) and the cost of lots of power (vs fractionaters). With the increased power consumption (provided by fusion power plants) and increased hydrogen consumption (due to the poor conversion ratio) the excess hydrogen produced by oil refining operations is efficiently consumed.

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