DYSON SPHERE PROGRAM
Build the most efficient intergalactic factory in space simulation strategy
game Dyson Sphere Program! 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
Combining Factorio and Satisfactory on a Galactic scale!
ABOUT THE GAME
Dyson Sphere Program is a sci-fi simulation game with space, adventure,
exploration and factory automation elements where you have to 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. A new kind of supercomputer has been developed – a machine which superior artificial intelligence and computing capability will
push humanity even further. There is only one problem: there isn’t enough
energy in the whole planet to feed this machine.
You are a space engineer in charge of a project launched by the space alliance COSMO, tasked with a massive undertaking: constructing a Dyson
Sphere, a megastructure that would orbit around a star, harnessing all its
power and energy. Only a few decades ago it was considered a hypothetical, impossible invention – but now it’s in your hands… if you can manage to develop this space workshop in some galactic backwater into a galaxy-wide industrial production empire!
ABOUT EARLY ACCESS
While the core mechanics of Dyson Sphere Program are ready, the game still can grow and evolve a lot – and Early Access is just the perfect place for it to reach its true potential. We believe that by letting players experience the main content of Dyson Sphere Program and actively interacting with them to collect their feedback will allow us to improve the game and make it much better than it would be without this Early Access stage. Our plans are for this EA stage to be about 1 year long. But that is not written in stone
KEY 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 Sphere, 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 mechas to 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, producing energy in all kinds of
power plants like wind turbines, artificial stars… through conveyor
belts, and you’ve got technology to help your buildings fit the grid automatically during the construction process. You’ve got the best tools
COSMO can afford to build a massive-scale automated production line
SCHEDULE:
Daily at ~15:00 CET
SOCIAL:
Twitch: https://www.twitch.tv/nilaus
Patreon: https://www.patreon.com/Nilaus
Discord: http://discord.gg/nilaus
Twitter: https://twitter.com/ChristianNilaus
Tips: https://streamlabs.com/nilaus
Merchandise: https://streamlabs.com/nilaus1#/merch
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#DysonSphere #Factorio #LetsPlay
Source
I vote to do purple science next. I say this only because I like the color purple better than the color green
the blue science hub is not requesting warpers D:
The coils need two output belts in the middle
On your Coil build, you're trying to send 60/sec on the center belt. You made the same mistake on your stream a few times :p
Scaling up is surprisingly easy because of the mod. I built a 380 magnets/s facility and it's not that easy hahahhaahhaa
I always thought about interplanetary tower to just have 1 per Planet but about 15items and more space. To act like interplanetary not planetary. Is supposed to be a hub for other planets and spread in that Planet with drones.
52:55 warpers need switched from local supply to local demand?
you've made battle moons! :O
Your magnetcoil would have worked, since the outside ones would have done 1/2 of the belt, and you could join both sides then
no warpers in blue science input tower
How about doing the next series with unlimited resource nodes?
Would the magnetic rings only be able to produce 90/s as the middle lane is constrained to 30/s?
Counterpoint to Interstellar Logistic Hubs "overshadowing" the standard ones: Do Assembler Mark IIIs "overshadow" Assembler Mark IIs? Perhaps the Interstellar Hubs were always meant to be a direct upgrade.
Your coils won't run at full output. Each line produces 30/s, but your middle assemblers are both outputting onto the same return belt
Not sure what is wrong with your blue science cubes but there was a lot of yellow lights in the lower matrix labs…. Top one was working and the bottom 2 had yellow lights on in a bunch of them!
Is there any point to playing this game after white science?
select factorio
ctrl+c
select dyson folder
ctrl+v
:/
something, something, algorithm…
Thought it was a new video but it was just me reflex clicking the video i already saw
The intersteller transport system is the ksp version of factorio main bus
23:00 i think using the planetary hubs for planet-side and intra-system traffic would make more sense. That would allow us to further refine logistics so that we can have dedicated interstellar towers handling trade between systems, and then have planetary towers taking over distribution once items arrive from god-knows-where. Right now I can request something that is on a planet in the same system and it could be fulfilled from 20 lightyears away, which doesn't make any sense. Plus if we did it this way we wouldn't break anyone's save. Just add an extra drone slot for the logistics vessel that only becomes available once we unlock interplanetary logistics.
Nilaus, two things
1: Think bigger than a miner that just mines a bigger area. Why not a mobile harvester, that uses a planetary hub? Why not a mining ship that can dock interstellar vessels, so if you really want to automate mining, send out a fleet.
2: Nerf interstellar to make planetary more useful? I'd hope that someone would release a mod to revert back, and protect our savegames!
The cost for the optical grating crystals are the problem. 6 per, not saving you much from what? some dirt? I skipped right over it, even 2 million is only 300+k. Looks like its a saver, but it'll hurt you if you don't backup without it.
Loving every minute of this series. Keep doing you man it’s entertaining for the higher IQ range.
Planetary stations are actually better if you do not do everything neatly, but daisy-chain them all over the planet. That way every product is in the system, everything is centralized, and when there's a shortage of something you can address it immediately and not spend time trying to figure it out from the statistics screen. Something stopped? Just pan the planet view backwards from the product to the components and see which one is not lit up.
Of course, it's also fun to have a dozen planets with random builds supplying an interstellar market like you do, too. Just not as efficient.
It's perfectly reasonable to use planetary towers for builds. Some builds want two planetary towers, and that's fine? There some advantages. I think a centralized import/export hub helps you keep things organized. And if all the stellar towers are at the "temple" you get to use all the slots and direct feed warpers.
Completely disagree about removing the belts from the interstellar logistics stations. They are an upgrade and a reward for teching up.
It's like saying that the higher level belts or assemblers should only be able to carry higher level components. Or that large storage containers can only recieve inputs from small storage containers.
The trade off with them is the much higher energy requirements, the higher manufacturing cost and complexity, the increase in minimum build distance, and the need for warpers to make them truly interstellar.
All the extra costs and complexity just for 1 extra slot is already a reasonable balance.
Youre trying to output 60 electrocoils per second onto the middle belt. Need one for each side, not a shared one. 🙂
There is a mod now for God mode 🙂
I use the interplanetary logistic stations as a mean to collect ores from many locations. The supply drones brings the stuff to dedicated "export" insterstellar stations.
I know that you could argue that their is no reason to do that, because the insterstellar ones are not as expensive in a larger scale and it saves extra inventory spaces and so on.
My reason is that I like that way and I also think that this is maby the supposed way to handle that. This could be of course be thought over to make the use of interplanetary stations more appealing.
Local logistics is good for remote mining, like you fly to a new planet for resources, but you don’t want to setup a full base and just want things to be simple, drop 2-3 interstellar towers for resources output and energy input (battery or antimatter fuel), then go to mine nods setup mining sites with local logistics just to ship the resources to the interstellar, tap all mines like this and probably never come back.
In my personal experience, with 150% mining speed and 7 miners each with at least 6 nods, it takes at least 3 mining sites like this to suffice an interstellar logistic output constantly, so instead having multiple interstellar everywhere each ships out resources, I just tap all mines with local logistics and send the resources to the dedicated output interstellars. They also use less energy.
But that’s probably the most use of it, for smelting site you will want to use interstellar, so eventually it can request ores remotely when the local resources drys up; and for assembly works 3 slots normally just not enough.
#PlanetarySmelter
One advantage of the smaller logistics towers is that they're… smaller. So you can pack them closer together which gives you greater flexibility and more efficient total use of planetary surface area. Minor but useful in some cases.
Doing great!
Get the Vein utilization up to level 90 and 1 miner on 6 nodes can fill a level 3 belt and it only use 0.38% of the ore.