This is a massive combination of all the episodes of the 2024 masterclass, as I recently found out many people seem to enjoy these monsters of videos. If you're one of them - Enjoy!
@@ItsZombieroni Correct, the starting base is intended to be built piece by piece as shown (as you won't have blueprints unlocked at that point). I still included it, so you have a reference you can place down in a sandbox if you want. Placing the entire starting base down through a blueprint will actually take you FAR longer to build than doing it as shown ;)
What an awesome video. I'm just over 4 hours in, and have 95 hours in on my first session from an absolute beginner to a seasoned vet. Loved all of your help, and blueprints! Like and Subscribe. Thanks again for your help and sharing a full video from soup to nuts!
Your guides are great. I just recently got back into the game after a long break and often find it daunting to get started because of all the rebuilding of designs I end up doing. Having stuff like this to give me an idea of priority and little tricks is a godsend. Thanks for putting this together.
Awesome video, I love the long form. This helped me realize that my main problem is only having basically one chain across the whole planet instead of starting from the beginning each time. Hopefully this will help me get into late game easier.
A nice short video before bed, lol In all seriousness, I've loved your build guides before. Now that I'm getting back into Dyson Sphere Program, this is much appreciated!
5:10:32 Mans just casually built Dyson Sphere in real life to showcase game's fidelity XD also wow, your builds are so optimized they remind me of processor die
Thank you for the masterclass. I keep making spaghetti builds and end up abandoning the save before the mid game starts because of that. The editing is also great. Definitely will consult this and the playlist for my next save
This will make it easier to keep track of what comes next when building up a new base, instead of needing to jump backwards/forwards through multiple videos in the playlist to step through what was happening. Thank you!
Im on my 3rd playthrough to mission complete and beyond and im still amazed and how much effort must have gone into designing, explaining and organising the blueprints for dumb dumbs like me to follow :) THANKS again :) I do strugle with the same products each playthrough... im trying to think howo to fix that :)
new dsp player here, rly enjoy this video and playing along. nice work. there were a few points i struggled a lot with. (suddenly there are mk2 sorters, did not know how to get the solar-panels to go to the 2. planet. and little things like this. but overall rly nice series / movie. kudos edit: typo
You are awesome, but seeing how big and complex this game is... I'm not even going to be able to go through the early game lol But I loved watching this entire thing, you are a genius for doing it so "easy" to understand for players that never even reached the mid game, which is a great thing to be able to do!
Hey TDA, I finished watching your original series and at the end of it you asked us what else we'd like to see. Since I only just finished watching it, I suppose that ship has sailed. But if not, I would like to see a masterclass on how to optimize the EM rails so they are always active, even in your video, just having them around the circle, you saw that they weren't all active at the same time. Bonus points (depending on how hard it is to get them all active all the time) for making it work on tidally locked planets too. Thank you for your time and hard work on the series!
It's never to late to ask! Regarding the railguns, the core issue with getting them active 24/7 is that they always aim at a specific spot in your swarm ring. This means that almost without fail at some point the planet (due to its rotation and/or its orbit) will block the EM rails from 'seeing' that target. The main way around this is to have the swarm set to a 90 degree angle to the orbits of the planets, and the 'target spot' either pure north or pure south. If your planet isn't tilted too much, this should allow railguns at the corresponding poles to always see the target area in the swarm. Even not optimizing for this specifically but simply tilting your swarms perpendicular to the orbits of your planets will increase the railgun efficiency quite a bit. That said, the majority of your power is going to come from the frames / rockets - so I would generally recommend to make sure your swarms look cool rather than min-maxing their uptime ;)
@@TheDutchActuary Thank you for the tips, very helpful! DSP is a great game but has certain levels of complexity to it that other factory games miss (And they in turn have their own complexities), so it's nice to be able to have your videos at hand to familiarize myself with the information. 👍
Love the time and effort you do to put these together I noticed that in the blueprints, you are missing the upgraded version blueprints for particular broadbands.
Been following the DSP master class videos for a while now and some-what mimicking it on my own playthrough. Think I spent around 10 hours today and I'm finally at building my own Dyson Sphere! Super exciting to see and can't thank you enough for making this game easy to follow for me
very nice guide thank u for doing this helps great as someone starting dsp. also would be nice to see u attempt an 3000% playthrough of this game (max difficulty dark fog & minimal ressources)
Couple of clarifying questions for you to help me understand please: 1. Do turrets set to upper air not always destroy any incoming stations? I have never had one not go down to my missiles and I only had one signal tower. I have seen conflicting info, was there an update? I saw anywhere from you don’t need signals, to you need them everywhere. That makes no sense because the signals have a small radius on ground and even if I imagined a cone going into space it would be a tube they rarely cross. If it’s vision I’ve seen them work from the dark side of the planet. Isn’t the current reality that the setting to upper air is really just a signal sphere in near outer space? 2. Why did you destroy the relay stations on “evil char” (3rd planet) instead of the cores like you said to no aggro the hive. Didn’t that unnecessarily create a lot of hive aggro? Meanwhile shooting them in upper air before they land and destroying the core and adding geothermal is peaceful right? 3. Have these elements been updated recently? I have read conflicting info Reddit. Wouldn’t us noobs first playthrough want those peaceful solutions? 4. Then we can drain the hive if it doesn’t have planet control right? Is that a thing?
Hey man, been following along with this to learn the game and love your videos, but I was wondering if the individual episodes go into more detail. Between the 2:20:00 and 2:24:00 mark I got kind of confused about what we were doing all of this for, and it looks like a lot of builds were done off screen, so got kind of lost.
I am in awe of your skill. I really apreciate all the time and effort you punt into this. Have you tried 1200% or 3000%. I ask because you left one of the combat sliders on a lower setting which does make a big diffrence I noticed, well for me anyway but I suck so there is that :) anyway great video, well done and thanks !
I did actually do a hard mode run (found on the channel). However, if you increase the Dark Fog difficulty at some point it stops being an automation game and it becomes mostly about survival. It's pretty time consuming and it simply stopped being fun to me at some point, despite still progressing (slowwwwly).
@@TheDutchActuary Would you say leaving the threat power level at 100% as you did is the best ballance you have found for combat + automation gameplay atm ? Ive been playing about with the meta data levels trying to find a nice balance too. 3000% didnt last long in my test :) and 1200% (all combat and x1 resource) was too slow as you said. the inconsistency of hives and planetary base amounts makes it hard to guage the best balance. I find.
@@BL1P Generally I would if you keep the threat accumulation on default, this avoids situations where you keep spending most of your time on defense, while at the same time still providing a pretty decent challenge. I've heard quite a few people still struggling with this setting with early additional bases landing, so this is potentially still on the hard side for most players (although a bit random as I only experienced this myself once, and the new base never showed up again after I reloaded to better prepare....)
Im relatively new in dsp, and i like the way you explain your tough for the build. Question here, how can you in :49:08 put the inserter near the assembler? Every time i put an inserter in a long belt like that, the inserter want to take the product of the belt at a distance of 2…
I do not know how I got here, I never played this game, only know it from a few content creators doing some videos a few years back. But this kept me watching for the full duration. I had stuff to do... Anyway, great commentary, editing and visuals! I gotta say that the buildings made from the fog science and materials are a real letdown. These buildings should be made more efficient by taking only a fraction of energy, making the miners/constructors/etc more efficient than our own buildings or enabling better recipies for our own buildings/products. There is no incentive to use this ''endgame'' technology for anything except maybe to miniaturize the base with an exorbitant amount of added energy consumption. But there is almost unlimited building space available anyway, so why use it then? These new buildings should provide us with way more specialized new products, only able to be produced in there as well as more technology. These products need to make the whole time investment, stress of fighting and material consumption needed for destroying the bases and hives worth it. Another option could be to make more than just a truce, but even a trade-agreement, providing again more and different materials than obtained by simply killing off an intelligent life form in this galaxy.
@TheDutchActuary I've been following this and I seem to have encountered a problem with the interstellar polar mall. The belts delivering warpers don't actually work because the warpers are taken out of the tower just as fast as they go in. How did you fix this?
My starting planet is a bloody mess. I have practically hodgepodge the whole thing with belts. Im somewhere between "early" and "mid" game. I have made PLS and ILS plus everything that needs along with it (ie the vessels and drones) and a mining outpost on a second planet with titanium and silicon. I just feel like i have to rip up all my progress so far to put the pls in place to progress.
very nice guide. but one question there are so many places where u smelt stuff like iron,copper,titanium. why not build one giant smelting build so u can request that instead of the ores for every build ?
You could definitly do that! It would actually be slightly more efficient in fact, as the ingots are easier to transport. But it also requires setting up way more power production on the planets where you smelt (or you could dedicate specific planets to that purpose to make that easier, which I've done before as well). There's no single correct way to play this game!
Generally I just pick a random one! I find that pretty much every seed has something exciting in it. Of course if you have something specific in mind (e.g. a starting cluster that has all planets orbiting the Gas Giant) it's worth looking up a seed for that purpose. The exception would be speedruns or max difficulty runs as having certain resources located in convenient places does help speed things up.
Is it better to build setups starting at basic ore. All your builds start from scratch, I know your more mathematically inclined in this game than me lol. I just used an entire planet to make insane amounts of the basic resources so the builds wouldn't get too complicated for me, but is it more efficient your way or just personal preference?
Sorry for the late reply! Making builds for raw ore (or simple things like iron/copper ingots) ensures you only need to worry about supplying basic resources to the system. You can definitely go with a modular design where you dedicate a build to a specific resource (e.g. magnetic rings, circuit boards, etc) and then have the drones/bots distrubute those where needed. The upside of doing that is that you can use those items anywhere - the downside is that the logistics isn't very smart and might not balance your distrubition like you want. The recent logistics update allows you to fix most of that, but with (potentially) a lot of set up to do. In short, I like these builds because they keep things simple and you never have to worry ' what am I missing ' - You just build more miners and that's it :)
Your blueprint collection seems to be missing Mk2 Belt and Mk3 Sorter production completely. Not sure if it was intentional or just missed but amazing guide non the less!
Huh, seems you're right! I build a small setup during the 2nd episode to add to the right of where the MK1 belt/MK2 sorter producting is, but it seems that never made it to the blueprints. Here you go: www.dysonsphereblueprints.com/blueprints/factory-004b-upgraded-sorters-belts Thanks for noticing!
@@TheDutchActuary Awesome! I noticed a few smaller things missing while progressing as well. Microcrystaline Comp's are required for the Bab Mall, but you don't have an included producer that isn't using it immediately.
Curious, Iv only done one playthrough with dark fog. I attempted to try your settings aside from the starting level. For the life of me I cannot figure out how you only have 3 dark fog bases, for me, within the time it took to get blue cubes going I had 5 or 6 bases total. Using the tower to creep up to them usually leads to almost death lol. Any suggestions?
It feels like some re-tuning has happened (either that, or you are very unlucky, but I've had more people report the same recently). For some reason it seems the dark fog is now expanding more rapidly into your home system than it was before. However, if you keep a close eye on it, you *can* fairly easily take out a newly constructed base when it first lands. (granted, it is still very annoying since you move slow in the early game)
@@TheDutchActuary I just started following this master class, just to see where i could pick up some new ideas from... but I honestly cannot seem to get much of anything down/ready before the first attack wave hits. I presume something has changed in the game since then, but my first try i didnt even get the research done to make ammo/weapons. The second time I barely did, but i only placed a single turret and that didnt do so well vs the wave that came in. This is rough!
I just finished watching the whole thing and have 3 question's : what is your pc specification's ? how many hours you have in the game ? are you jesus ? cz you are doing miracles in this game comparing to the spaghetti am making :I
1. I'm currently running on a Intel i5-10400F CPU, RTX3060 GPU and 16 GB of RAM. 2. About 1000 by now ;) 3. Not that i'm aware of, but i'm glad you enjoyed the content!
I usually proliferate everything (except for speed)as soon as I can, even the proliferate it self. Not seeing much of that here. Is this not good in your opinion or just not good looking builds?
Proliferating everything adds quite a bit of complexity and logistics, while costing additional power (early on at least). All you end up doing is saving a lot of base materials and complicating the builds. Now i've done an earlier run on the channel where I did actually proliferate everything and there's not really anything wrong with that long term, but it slows down the early/mid game a lot. The bottomline is - Just proliferating end product is easy and definitely worth it. Proliferating everything in between is a bit more questionable and comes down to personal preferences.
Lol...at 12:00, gears are in the 4th row, and at 12.20 in 5th :) and BTW I would expect a masterclass on max difficulty, which would very likely wipe you out with this style of play.
please do a harder play through. as hard as possible, runs like this are so boring. no challenge at all. most runs on hard mode people have done were so long ago they are irrelevant now as the difficulty was pumped up but no one has done a new hard run since.
I don't expect to do a new hard mode run any time soon, mostly because it is extremely tedious both to play and watch - It is literally hours of babysitting your defenses while trying to inch forward some progress in the meanwhile. Don't get me wrong, it was fun doing exactly once just to see how chaotic things get - but that's about it!
This is a massive combination of all the episodes of the 2024 masterclass, as I recently found out many people seem to enjoy these monsters of videos. If you're one of them - Enjoy!
Please add chapters! 🙏🏻
I love the videos, I love the blueprints, but sadly to use the starting base blueprint requires red science to unlock blueprint limit for it 😢
@@ItsZombieroni Correct, the starting base is intended to be built piece by piece as shown (as you won't have blueprints unlocked at that point). I still included it, so you have a reference you can place down in a sandbox if you want.
Placing the entire starting base down through a blueprint will actually take you FAR longer to build than doing it as shown ;)
finally, a sufficiently long episode of DSP
AMEN!
How can you transport 2000k titaniums from other planet?
Robot : I hold them with my hands.
What an awesome video. I'm just over 4 hours in, and have 95 hours in on my first session from an absolute beginner to a seasoned vet. Loved all of your help, and blueprints! Like and Subscribe. Thanks again for your help and sharing a full video from soup to nuts!
This one episode will easily hold me for a weekend of gaming... Well done!
Your guides are great. I just recently got back into the game after a long break and often find it daunting to get started because of all the rebuilding of designs I end up doing. Having stuff like this to give me an idea of priority and little tricks is a godsend. Thanks for putting this together.
Welcome back to this great game! RIP your free time ;)
The best DSP content creator delivers again! Even tough I already went through the master class individually, I highly appreciate the super cut!
Awesome video, I love the long form. This helped me realize that my main problem is only having basically one chain across the whole planet instead of starting from the beginning each time. Hopefully this will help me get into late game easier.
A nice short video before bed, lol
In all seriousness, I've loved your build guides before. Now that I'm getting back into Dyson Sphere Program, this is much appreciated!
5:10:32 Mans just casually built Dyson Sphere in real life to showcase game's fidelity XD
also wow, your builds are so optimized they remind me of processor die
Thank you for the masterclass. I keep making spaghetti builds and end up abandoning the save before the mid game starts because of that. The editing is also great. Definitely will consult this and the playlist for my next save
Enjoy, and let me know if you run into any issues or have any questions!
This will make it easier to keep track of what comes next when building up a new base, instead of needing to jump backwards/forwards through multiple videos in the playlist to step through what was happening. Thank you!
Thanks
Oh wow, thank you!!
this is helpful for a newbie like me.
just brought the game yesterday
6 hrs long nice, i can watch this at work
Im on my 3rd playthrough to mission complete and beyond and im still amazed and how much effort must have gone into designing, explaining and organising the blueprints for dumb dumbs like me to follow :) THANKS again :) I do strugle with the same products each playthrough... im trying to think howo to fix that :)
new dsp player here, rly enjoy this video and playing along. nice work.
there were a few points i struggled a lot with. (suddenly there are mk2 sorters, did not know how to get the solar-panels to go to the 2. planet. and little things like this. but overall rly nice series / movie. kudos
edit: typo
I just started the master class series yesterday... Perfect timing for this upload
You are awesome, but seeing how big and complex this game is... I'm not even going to be able to go through the early game lol
But I loved watching this entire thing, you are a genius for doing it so "easy" to understand for players that never even reached the mid game, which is a great thing to be able to do!
Thank you!!! And you should really try the game, it is not as intimidating as it looks ;)
Thank you the guide was amazing and helped so much.
its nice too see this, when i have not seen all episodes
Hey TDA, I finished watching your original series and at the end of it you asked us what else we'd like to see. Since I only just finished watching it, I suppose that ship has sailed. But if not, I would like to see a masterclass on how to optimize the EM rails so they are always active, even in your video, just having them around the circle, you saw that they weren't all active at the same time. Bonus points (depending on how hard it is to get them all active all the time) for making it work on tidally locked planets too. Thank you for your time and hard work on the series!
It's never to late to ask!
Regarding the railguns, the core issue with getting them active 24/7 is that they always aim at a specific spot in your swarm ring. This means that almost without fail at some point the planet (due to its rotation and/or its orbit) will block the EM rails from 'seeing' that target.
The main way around this is to have the swarm set to a 90 degree angle to the orbits of the planets, and the 'target spot' either pure north or pure south. If your planet isn't tilted too much, this should allow railguns at the corresponding poles to always see the target area in the swarm.
Even not optimizing for this specifically but simply tilting your swarms perpendicular to the orbits of your planets will increase the railgun efficiency quite a bit.
That said, the majority of your power is going to come from the frames / rockets - so I would generally recommend to make sure your swarms look cool rather than min-maxing their uptime ;)
@@TheDutchActuary Thank you for the tips, very helpful! DSP is a great game but has certain levels of complexity to it that other factory games miss (And they in turn have their own complexities), so it's nice to be able to have your videos at hand to familiarize myself with the information. 👍
Love the time and effort you do to put these together I noticed that in the blueprints, you are missing the upgraded version blueprints for particular broadbands.
Been following the DSP master class videos for a while now and some-what mimicking it on my own playthrough. Think I spent around 10 hours today and I'm finally at building my own Dyson Sphere! Super exciting to see and can't thank you enough for making this game easy to follow for me
Ran across this game by chance had no clue, ran across this video by chance have clue👍🏽
LOL :)
Watching this makes me realize how bad I am at this game 💀
Very good Video, Thank You!
That will help me alot :)
very nice guide thank u for doing this helps great as someone starting dsp.
also would be nice to see u attempt an 3000% playthrough of this game (max difficulty dark fog & minimal ressources)
Of course we will watch all of it, Spiffing Brit didn't unveil all of this for nothing!
Beautiful, thank you
Couple of clarifying questions for you to help me understand please: 1. Do turrets set to upper air not always destroy any incoming stations? I have never had one not go down to my missiles and I only had one signal tower. I have seen conflicting info, was there an update? I saw anywhere from you don’t need signals, to you need them everywhere. That makes no sense because the signals have a small radius on ground and even if I imagined a cone going into space it would be a tube they rarely cross. If it’s vision I’ve seen them work from the dark side of the planet. Isn’t the current reality that the setting to upper air is really just a signal sphere in near outer space? 2. Why did you destroy the relay stations on “evil char” (3rd planet) instead of the cores like you said to no aggro the hive. Didn’t that unnecessarily create a lot of hive aggro? Meanwhile shooting them in upper air before they land and destroying the core and adding geothermal is peaceful right? 3. Have these elements been updated recently? I have read conflicting info Reddit. Wouldn’t us noobs first playthrough want those peaceful solutions? 4. Then we can drain the hive if it doesn’t have planet control right? Is that a thing?
im going to build along for a second time. Im going to add some of my own flair to it this go round.
Thank you TDA!
No, you're awesome!
How to conquer the universe-a 7 hour guide
Hahaha something like that! :D
Hey man, been following along with this to learn the game and love your videos, but I was wondering if the individual episodes go into more detail. Between the 2:20:00 and 2:24:00 mark I got kind of confused about what we were doing all of this for, and it looks like a lot of builds were done off screen, so got kind of lost.
Masterpiece!
Very nice!
I wish you showed the process of installing those splitters around 23:50. I don't understand that concept at all. Thank you for the video though
I am in awe of your skill. I really apreciate all the time and effort you punt into this. Have you tried 1200% or 3000%. I ask because you left one of the combat sliders on a lower setting which does make a big diffrence I noticed, well for me anyway but I suck so there is that :) anyway great video, well done and thanks !
I did actually do a hard mode run (found on the channel). However, if you increase the Dark Fog difficulty at some point it stops being an automation game and it becomes mostly about survival. It's pretty time consuming and it simply stopped being fun to me at some point, despite still progressing (slowwwwly).
@@TheDutchActuary Would you say leaving the threat power level at 100% as you did is the best ballance you have found for combat + automation gameplay atm ? Ive been playing about with the meta data levels trying to find a nice balance too. 3000% didnt last long in my test :) and 1200% (all combat and x1 resource) was too slow as you said.
the inconsistency of hives and planetary base amounts makes it hard to guage the best balance. I find.
@@BL1P Generally I would if you keep the threat accumulation on default, this avoids situations where you keep spending most of your time on defense, while at the same time still providing a pretty decent challenge.
I've heard quite a few people still struggling with this setting with early additional bases landing, so this is potentially still on the hard side for most players (although a bit random as I only experienced this myself once, and the new base never showed up again after I reloaded to better prepare....)
Im relatively new in dsp, and i like the way you explain your tough for the build. Question here, how can you in :49:08 put the inserter near the assembler? Every time i put an inserter in a long belt like that, the inserter want to take the product of the belt at a distance of 2…
thanks. i wanted some pointers for DSP because i play it too much like factorio and end up getting frustrated before i get to all the cool space stuff
I do not know how I got here, I never played this game, only know it from a few content creators doing some videos a few years back. But this kept me watching for the full duration. I had stuff to do...
Anyway, great commentary, editing and visuals!
I gotta say that the buildings made from the fog science and materials are a real letdown. These buildings should be made more efficient by taking only a fraction of energy, making the miners/constructors/etc more efficient than our own buildings or enabling better recipies for our own buildings/products. There is no incentive to use this ''endgame'' technology for anything except maybe to miniaturize the base with an exorbitant amount of added energy consumption. But there is almost unlimited building space available anyway, so why use it then? These new buildings should provide us with way more specialized new products, only able to be produced in there as well as more technology. These products need to make the whole time investment, stress of fighting and material consumption needed for destroying the bases and hives worth it.
Another option could be to make more than just a truce, but even a trade-agreement, providing again more and different materials than obtained by simply killing off an intelligent life form in this galaxy.
@TheDutchActuary I've been following this and I seem to have encountered a problem with the interstellar polar mall. The belts delivering warpers don't actually work because the warpers are taken out of the tower just as fast as they go in. How did you fix this?
Do we only use pile sorters after we get them from a mall?
TDA is the black box king.
After many attempts, 935 hours and many videos. I have officially completed the mission and can finally rest
Congratz! Now you get to do it all over again soon :D
My starting planet is a bloody mess. I have practically hodgepodge the whole thing with belts. Im somewhere between "early" and "mid" game. I have made PLS and ILS plus everything that needs along with it (ie the vessels and drones) and a mining outpost on a second planet with titanium and silicon. I just feel like i have to rip up all my progress so far to put the pls in place to progress.
very nice guide.
but one question there are so many places where u smelt stuff like iron,copper,titanium.
why not build one giant smelting build so u can request that instead of the ores for every build ?
You could definitly do that! It would actually be slightly more efficient in fact, as the ingots are easier to transport. But it also requires setting up way more power production on the planets where you smelt (or you could dedicate specific planets to that purpose to make that easier, which I've done before as well).
There's no single correct way to play this game!
i just get the game from autumn sale, and my rig is not near as efficient as that 😅
2:19:29 Ding dong!
Quick question: Do you search for a seed before starting a new playthrough, or do you just pick a random one?
Generally I just pick a random one! I find that pretty much every seed has something exciting in it. Of course if you have something specific in mind (e.g. a starting cluster that has all planets orbiting the Gas Giant) it's worth looking up a seed for that purpose.
The exception would be speedruns or max difficulty runs as having certain resources located in convenient places does help speed things up.
Is it better to build setups starting at basic ore. All your builds start from scratch, I know your more mathematically inclined in this game than me lol. I just used an entire planet to make insane amounts of the basic resources so the builds wouldn't get too complicated for me, but is it more efficient your way or just personal preference?
Sorry for the late reply! Making builds for raw ore (or simple things like iron/copper ingots) ensures you only need to worry about supplying basic resources to the system.
You can definitely go with a modular design where you dedicate a build to a specific resource (e.g. magnetic rings, circuit boards, etc) and then have the drones/bots distrubute those where needed.
The upside of doing that is that you can use those items anywhere - the downside is that the logistics isn't very smart and might not balance your distrubition like you want. The recent logistics update allows you to fix most of that, but with (potentially) a lot of set up to do.
In short, I like these builds because they keep things simple and you never have to worry ' what am I missing ' - You just build more miners and that's it :)
wtf you can place storages on splitters? i never knew this lol
Your blueprint collection seems to be missing Mk2 Belt and Mk3 Sorter production completely. Not sure if it was intentional or just missed but amazing guide non the less!
Huh, seems you're right! I build a small setup during the 2nd episode to add to the right of where the MK1 belt/MK2 sorter producting is, but it seems that never made it to the blueprints.
Here you go: www.dysonsphereblueprints.com/blueprints/factory-004b-upgraded-sorters-belts
Thanks for noticing!
@@TheDutchActuary Awesome! I noticed a few smaller things missing while progressing as well. Microcrystaline Comp's are required for the Bab Mall, but you don't have an included producer that isn't using it immediately.
Also the Frame Material Mall is missing inserters.
Curious, Iv only done one playthrough with dark fog. I attempted to try your settings aside from the starting level. For the life of me I cannot figure out how you only have 3 dark fog bases, for me, within the time it took to get blue cubes going I had 5 or 6 bases total. Using the tower to creep up to them usually leads to almost death lol. Any suggestions?
It feels like some re-tuning has happened (either that, or you are very unlucky, but I've had more people report the same recently).
For some reason it seems the dark fog is now expanding more rapidly into your home system than it was before. However, if you keep a close eye on it, you *can* fairly easily take out a newly constructed base when it first lands. (granted, it is still very annoying since you move slow in the early game)
@@TheDutchActuary I just started following this master class, just to see where i could pick up some new ideas from... but I honestly cannot seem to get much of anything down/ready before the first attack wave hits. I presume something has changed in the game since then, but my first try i didnt even get the research done to make ammo/weapons. The second time I barely did, but i only placed a single turret and that didnt do so well vs the wave that came in. This is rough!
I just finished watching the whole thing and have 3 question's :
what is your pc specification's ?
how many hours you have in the game ?
are you jesus ? cz you are doing miracles in this game comparing to the spaghetti am making :I
1. I'm currently running on a Intel i5-10400F CPU, RTX3060 GPU and 16 GB of RAM.
2. About 1000 by now ;)
3. Not that i'm aware of, but i'm glad you enjoyed the content!
I usually proliferate everything (except for speed)as soon as I can, even the proliferate it self. Not seeing much of that here. Is this not good in your opinion or just not good looking builds?
Proliferating everything adds quite a bit of complexity and logistics, while costing additional power (early on at least).
All you end up doing is saving a lot of base materials and complicating the builds.
Now i've done an earlier run on the channel where I did actually proliferate everything and there's not really anything wrong with that long term, but it slows down the early/mid game a lot.
The bottomline is - Just proliferating end product is easy and definitely worth it. Proliferating everything in between is a bit more questionable and comes down to personal preferences.
Timestamps would have come handy
1:41:12(just for me ignore it xd)
Lol...at 12:00, gears are in the 4th row, and at 12.20 in 5th :) and BTW I would expect a masterclass on max difficulty, which would very likely wipe you out with this style of play.
6655 Jorge Ways
The fcuk! You can rename planets!?
Moore Sarah Lewis Christopher Thompson Joseph
So many 6's Alabama has banned the game.
please do a harder play through. as hard as possible, runs like this are so boring. no challenge at all. most runs on hard mode people have done were so long ago they are irrelevant now as the difficulty was pumped up but no one has done a new hard run since.
I don't expect to do a new hard mode run any time soon, mostly because it is extremely tedious both to play and watch - It is literally hours of babysitting your defenses while trying to inch forward some progress in the meanwhile.
Don't get me wrong, it was fun doing exactly once just to see how chaotic things get - but that's about it!