Make ANYTHING With a Single Simple Modular BLUEPRINT | 02 | Dyson Sphere Program | Let Play
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- เผยแพร่เมื่อ 19 ก.ย. 2024
- 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
RISE OF THE DARK FOG
Free Content Update for Dyson Sphere Program release 15th of December 2023. The Darkfog expands in response to the your progress. If the number of defense towers is insufficient when hordes of enemies invade, your defensive line will quickly be overrun.
SOCIAL:
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Twitter: / christiannilaus
Tips: streamlabs.com...
TH-cam VOD Channel: / @nilaustv8036
MAP INFORMATION:
Seed: 17754169
Resources: 0.5
Dark Fog: Aggressiveness: Sharp
Dark Fog: Density: 2
RESOURCES:
Save games are available to Patreon supporters of Protector Rank or higher
Blueprints: nilaus.atlassi...
#DysonSphere #DarkFog #StayEffective
I love that Nilaus calls every enemy in other games "the biters"😂
he also calls circuit boards "green circuits" even though the distinction is not as useful in dsp
@@jordanmacavoy4089 i call them green circuits in both games too 😂
xD Yeah)
One thing Nilaus forgot to mention in this video, you will need a decent amount of foundations before you set this up.
I don’t recall the starting planet having so much water
Foundations and soil !
From what I remember from the last time I played, that's pretty much always the case.
@@BreakingBad13 you can get lots of "Pile/Soil" by setting up a turret kill zone then aggro some units and as they fly in let the turrets and your mecha slaughter them. It's actually a good way to get some mats like Titanium bars that are difficult to get in early play. Just make sure you are in "combat mode" and use the reticle to pick up the stuff the Fog ships drop when they pop! The Pile is gathered automagically but not the mats.
Foundations, Soil, Belts, Splitters, and quite a bit of mining up and running. It's a clean design, but not really a way I see myself setting up an early game mall.
One thing you seem to have skipped over in this video is the whole input section of how you feed items onto the bus in the first place, and perhaps if you want to introduce a new bus line partway down.
FYI Blueprints used here:
Shared with me/Blueprint/Dark Fog/ Start HUB Storage
Shared with me/Blueprint/Dark Fog/ Start HUB Module
Thank you. Tearing my hair out trying to find these.
thanks, was lost on sea of blueprints on his drive lol
Thank you sooo much. I was trying to find this for a hour now TT~TT
Thank you lots
Nilaus, started playing DSP yesterday. I tried it when it was free a couple years ago.
Great work - one bit of advice if you are making this part of the master class. It took me entirely too long to figure out TAB changed the splitter configurations. I searched the tech tree for 20 minutes looking for double stacked splitters.
I admit, OP could improve on keybind use descriptions; maybe a on screen key and mouse showing his button presses?
This is the comment i was looking for. I was doing that same thing, scratching my head looking for these double high splitters. Thanks for the tip.
The right side of the screen has plenty of options for nearly everything you do.
genuinly what i was looking for thx
This is the information I was searching for. Thank you!
Been watching your content for a few years now. I just wanted to give you a holiday gift to show my thanks for your quality content. Stay effective!
Factorio, Satisfactory and Dyson Sphere Program are so amazing, so much so they've basically broken my ability to enjoy more simple games. Really hope more factory games come out. Love your channel, followed you for several years now, top quality content
I can only play factorio cuz i have potato laptop. but have over 300 hours in the game rn. but dsp and satisfactory i would love to play
Try Captain of Industry. You’ll probably enjoy how much more complex it all is. Oh dear god. So many items…so many recipes. So many…pipes. SO many pipes.
If you ever thought oil refining in Factorio was complex…Ho boy.
If you're into Tower Defense, try Mob Factory. It's the first ever mashup between Factory games and Tower Defense and it looks cool. I bought it the day it became available but haven't had time to try it yet. Basically you're setting up a tiny factory for each "level" and once you get it running, it continues killing the level 1 creeps or mobs (spawned enemies) to make more stuff, and then you move on to level 2 but you can use and even redesign your factory from level 1 still (sometimes there is a legitimate need to do so). Like, you can have your level 1 factory direct some of its output to the level 2 factory. I thought it was a really interesting idea.
@@cybermouse8first ever? Have you ever played Mindustry?
@@liesdamnlies3372 cheers will give it a go
The true beauty of this design is in its simplicity. You don't even need a blueprint- you can very clearly see exactly how this functions and find all sorts of ways to expand upon it or modulate it for whatever your specific purpose is. For example you don't usually start the game even being able to make steel (or alot of things, for that matter)- but adding a new belt to the bus would be easy. Need alot of different things in one place? Well those splitters don't actually need to be lined up like that! You could add them in different spots to suit the specific needs of a line- in fact, you could add more than 1 if you really need the bulk of a belt's output. Obviously you can use this to very quickly transition to higher tier items once you have access, and mass produce T2 or even T3 belts basically the moment the tech gets researched (instead of needing to rejigger several old lines just to get old outputs to move to new inputers- all that space makes easy work!) and then upgrade the bus. Need more than 1 T3 belt worth of mats? Easy- add another identical line! Don't want all of those lines all at once because of space reasons? Easy again- just redirect some lines or simply don't continue them and replace them with other ones. Add in PLS or IPLS to haul in more resources and add them to the bus! It's so incredibly simple a design that it really takes no effort at all.
If you need larger storage buffers for certain resources, you can even upgrade the chests. Stack them higher, use the bigger chests (sideways, of course!), or even use PLS/IPLS directly stitched onto the bus from the side when needing to offworld stuff (Such as the most commonly needed logistics and assembly structures). You can get your bus started extremely early- basically just research Logistics to get the splitter and wham, you've got all you need to make the first line.
Truly, this is elegance in simplicity. Less is more! Highly optimized in the best possible fashion. Absolutely stellar work!
As an addendum, I think I'm gonna restarted my first run since dark fog now that I've seen this. It makes the nightmare spaghetti I've been using seem even more a headache than before XD
You cannot just add a splitter to the belt without cursing all the existance. This game went a long way, but it still has a long way to go to straighten and polish tons of little interactions.
Every time I think I'm finished with this game, I see your stuff and have an overwhelming urge to start a new file and do it "properly this time". My pb is a Dyson Swarm
I bought the game because of his videos and I too walk away shortly after the Dyson swarm. Maybe this time will be different…
I don't know, it always gets really exhausting to play at that point. Good luck this time...@@IraRomfh
MY GOD...... this is fantastic!!! I love it!
Yeah, I am genuinely blown away with how incredible this is.
Your designs are always super helpful. On my own I only have two modes, super organized and utter chaos. I tend to lean towards the second.
Trying to be super organized and fumbling it ending up with spaghetti anyway
I like the chaos its funny that somehow my mess of a base still produces stuff lol
Nilaus sounds like a kid before Christmas! I love it!I also love the factorio approach in DSP!
Raised belts splitting to the ground for the bus is brilliant
When I first started this my reaction was "that's it? that's all I get?" Getting entitled in my old age haha. Then I realized the brilliance of it. One of the things that made me stop playing the first time around was beyond getting bored once I had 2-3 spheres up, was that I was using blueprints and it made things too easy, I didn't have to put in any work. With this blueprint I'm still doing a lot of work. Not ALL the boring belt work but there's still stuff to be done. It becomes MY plan, my set-up, and that's what makes it great for me. It makes things easier, sure, but it doesn't do it for me. I also may have umm.... gone wild with it in ways similar to you mentioned, right now I'm at 21 lines of product and I left room for 24 total, adding PLS on the back end of the storage module to feed it all LOL.
TL;DR great tool to help with a HUB/Mall without doing all the work for you, and it's early game friendly but also very upgradable. What's not to like? Thanks Nilaus!!
for bit of increased ease of use, the blueprint could contain a couple pieces of belts + inserters taking stuff into the constructor. so you'd just have to draw the belt from splitter to the end of a ready existing belt. No need to manually add all those inserters when stamping them down.
That's a neat idea, the caveat is that sometimes you will need to delete some of them.
@@AbsoluteHuman While true, I would rather delete a thing than build a thing. Far quicker and fewer clicks.
It will probably go over the building limit of your first blueprint unlock
@@RikKeeris1 It already is at ~170 items. Adding another 10 or so isn't going to change much.
This by far is the best bus/hub/storage system I have seen. It is simple and can be done early game. Thanks!
Belts look great. But they take a lot of space, and don't have everything. If production is slow, you can't prioritize what to build first.
You can have the same modular hub, without main bus. Just add 2 to 5 boxes with belts as input for one side of the constructor, and one box as output. In the beginning put resources in the boxes manually, and add bots later.
You have an amazing walkthrough play style! Keep it up
Space is full of space, great hint!
I've had a blueprint almost just like this one since they released blueprints (except mine has profilerator in it, and I only carry raw iron and stone instead of glass and plates), but it never occurred to me to space it so you can have ILS in exactly the right spot. That's clever!
Btw, you can stream on TH-cam since twitch allows multistreaming now. I'd watch the stream more often that way
These splitters work so genuinly great, its insane. Thanks for the tip Nilaus!
There’s actually a lot of options those multi level splitters allow with a main belts including the ability to add lines down the path of new or same resources. Thanks again, this video really helped, look forward to more of your live streams on twitch.😊
If you don't mind a bit of waste, you can add sorters to your assemblers to save clicks later.
I always have the dark urge to have too much production dedicated to end products. "I need eight assemblers on precision drones, STAT." Your designs help me manage these urges.
Kudos, love the new bus design! It allows for more engagement with the players that are using your blueprints!
I added proliferator sprayers at the input and also as first item on the hub that goes to the production, so everything can be sprayed and give extra items or boost production
I don't know that this is helpful to anyone, but I've tweaked the blueprint and it works even better for me. The change is simple and not very expensive.
I place the 2-tall, 2-way splitter under the storage. This allows:
* Easier to patch into a Logistics Station
* More consistent flow of items
* Easier to produce an item (e.g., engines) and send them to a nearby assembler.
* How:
* Determine the desired ratio of items to finished products (e.g., 2 engines, one ship)
* Set the recipe on as many contiguous assemblers as necessary
* Set the spliltters for THOSE assemblers to filter the output to the right or left (based on where you're building the final product).
* Where you're buiding the final product, use a splitter to feed the items to the side of the assembler(s).
* This scales well, and I've gone as high as five assemblers for a single item - and tied the line into other assemblers with low difficulty or spaghetti.
Yeah this is litterally what i tried to do during my first week of playing back when it first release. Couldnt get it to work good though, but this looks awsome! I need to try this out again :)
I love this design! So satisfying - it reminds me of good cable management! :D
I've actually been using a box-based bus - make a stack of small boxes and use blue sorters to pass the items one to the other. So on the bottom box you might store gears, iron, and copper, and the one above you might store circuits, magnetic coils, and processors, etc. The nice thing is that if you convey the items this way, all you have to do to add a new product to the bus is put an assembler on the side of your box bus, attach three blue sorters to it, and you're done! It doesn't matter what products they need, as long as they're on the bus. There's definitely some limitations with this design but it is ultra compact and very cool. One big downside is tech - you really do need blue sorters and a decent stack size to make it work, so the design in this video will be much better for the very early game for sure.
I think in my next run though I'll try something like this in the video, there's something just so nice about a long line of belts making products.
Really hoping that someday logistics bots can be multi-item.
With the addition of per-slot storage filters in the last update, a single storage box could be the input and output for all the items the assembler needs.
Maybe they could upgrade the big box so it can have two hats on it instead of just 1. Would give more specialized utility to the big boxes other than just being a bigger box that takes up more space.
OUTSTANDING! Simple and geniusly! That why I love watch Nilaus's twitch and youtube! Cose he genius!
how is this better than the older bus. this takes up soooooo much more space for no real benefit than looks.
It's also simple and easy to understand and easy to build. And it's easily expandable.
"short video", 17 mins.
Love the content as always!
Whoua really hats off to you for this tip, I saved hours with it, thank you a thousand times over!
Your blueprints never disappoint and I'm honestly so glad to use them when I can, and it's really cool to get the community involved as well when you do. Really look forward to how you redo some in the future with IPL or hopefully some proliferating since that was lacking a lot previously. Also so happy you're enjoying the game so much, I think we've all been waiting forever to hop back into some DSP
part of the blueprint could include small belts leading to the assemblers so that the sorters are part of the blueprint and it's faster
He wanted to make it modular so you can put it in whatever order you want.
When i first came over to DSP from Factorio over a year ago, I tried and failed a few times to set up a main bus. Here, it looks like you've finally perfected it! Def excited to start a new universe and try out the dark swarm with your bus design.
I like it. The early game is always tradeoffs; this allows you to get to mid-game tech without too many headaches. It can also gradually morph into a bot mall as you get to the higher tier buildings. The one hesitation I have is that I might prefer to wait just a little longer and then build a mall that can produce literally everything in one go.
Man this reminds me so much of the typical Factorio style bus's you'd set up. I really like it. So much more organized and easy to handle than the spaghetti I usually come up with.
Makes me want to play Dyson again!
I was also working on that bus idea of yours for a bit, but moving the splitters to inbetween the factories is very smart.
You effectively adapted the Main Bus technique from Factorio into DSP in a way that's so simple, modular and indefinitely expandable. I don't know how I didn't manage to think of this sooner. I came close to designing something similar but it always just ended up devolving into spaghetti. It never occurred to me to just... use splitters to put the main bus on the 2nd floor so that branches can be placed on the 1st. (facepalm)
Well done.
I did a entire run just using the main bus technique. (Not a speed run technique though - took me 20 hours for game complete) You can stack the splitters so the bus isn't so wide.
@@randeknight The key thing was that I didn't know items fed into splitters could output at a different level from the input. I thought like each level was its own closed system. This bit of knowledge changes everything and makes me want to get back into this game.
I played along with your previous play-through and must say managing the belts on the ground is so much less messy, great job Herr Direktör
I love this gameplyas, much-much more than factorio. :)
Wont lie I was pretty late game when this update came out. So starting out and not being able to use all my blueprints as I just didnt have the tech way was a bit overwhelming to try and make things work. This is a genius idea that will make that so much easier thank you!
I'm actually continuing my last playthrough, I'll use it to make as much metadata as I can before I start a darkfog run.
@@danilooliveira6580 Ohh once i knew you would have to start over I just pumpped up my data making to get some meta data but it goes surprisingly fast. Also since due to the settings I choose on my original playthrough i got a fraction of my science as meta data. so I took what i needed to get some basics. Also I think even if you start a new game you can go back and pump out some extra meta data as it takes into affect ALL your saves and they all pull from the same meta data. But I could be wrong on how that works.
Great video as always, thanks Nilaus! I have about 400 hours into Factorio but I just started DSP so your videos have been very helpful in getting me started.
Didnt play the game , but thx for your support/guides for the community ;)
This is a great design! A personal modification I'm doing is to build engines and stuff on the opposite side of the bus and belt them across to keep the finished goods side looking clean
This is somewhat similar but better than what I was doing for my matrix's before the dark fog update. I love it Most certainly going to start using these blueprints next time around.
They allow turret right on the belt but not a splitter...
I did not know you could stack storage onto splitters. Is that new? That is amazing. This is gonna save me so much room. Thanks for the blueprint Nilaus and Chat.
I didnt either and that makes making buffers so much cheaper an easier. I would just have a strip come up to a storage box with 3 inserters, then a line going out with 3. Just run it through a splitter is much easier and cleaner.
Okay, I'm glad it's not just me. If only I had known this 400 hours ago...
its actually pretty old LOL. I think it there since before the logistic drones.
@@danilooliveira6580 You know, I played it a long time, but I can't say I played it well...
Ofc we gonna like your content. I wouldnt be able to "finish" Factorio without your videos. Man I hate pipes...
Okay, i dont usually do this, since i kinda wanna figure things out myself but... Im definitely Yoinking that idea
Thank you
Looks great, my start is such a mess haha!
Nice to see DSP videos back on the menu.
I think you can place sorters at both sides, if you look from assemblers, so you can make it more thin.
And, you can make a different blueprints for all that can mace from components of the bus, and slightly another version, for everything that cannot be made from the same components directly.
I've been doing this style for years now... I'm just revisiting my blueprints, after the update, but basically I have 'world' belts and I put strip factories (thin factories that fit within the equztor zone) as I need for each item (so I can fit the most arount the planet). All my raw materials feed to the belts & all my factories work from those raw materials..
I also have a small module that stacks the belt contents and another to spray them. :-D
main bus finally viable in DSP! Love it
Pure genius
As allways nice and clean.
Thanks for your work for us.
Me in early DSP: Main bus spaghetti time
TH-camrs: Ratiod compact malls good
Me: -Does that -
DSP Updates and adds a bunch of new stuff
Me: How do I make all of this compact and efficient...
Nilaus: Do you have a moment to talk about our lord and savior the main bus?
At least with the splitter alt modes it's WAY easier than it was when I had to manually knit all the belts together
Thanks!
isn't it better to feed the side assemblers with the in-line component(e.g. motors) from the single output chest, instead of having three outputs for a single assembler?
assembler => belt => chest => split in two belts for the side assemblers
Love your new design. Will implement it in my new world aswell.
for late game I think I'll stick with sushi belts, they are more compact, but for early game this mall looks great. the only problem is the size, I usually run out of a space in the first planet.
Yeah and space is more important than ever now since you gotta spend ages dealing with the dark fog on every new planet you expand to.
Ages? I wipe them in minutes the moment I have 6 missle turrets and 1 sensor tower. Get 12 of the missles down and blast the relays before they deploy + take no hit from the Hive.
Space is not an issue for me fortunately... i need to use more as opposed to less...
Beauty in simplicity.
seems a bit space hungry, but i guess its a good transition from entry mall to planetary mall?
😮 you said the four letter m-word
I was waiting for this update to the hub 😁
I needed this Yesterday :D so good.
nice and clean, love your designs
any chance we get to see how you feed that beast?
Hah nilaus raising the bar as usual 😂awesome idea and execution thanks for doing the heavy lifting for us
The problem with this build is that it makes me realize how stupid I am for not thinking of it hahahaha. Absolutely brilliant distribution hub. I love how easy it is to set up sprayers on everything too.
I really like this style of bus, though I've tweaked it in my game to be a little more compact. By just offsetting the splitters by a single space in a checker pattern, you can have each of the conveyors right next to each other and take up half the width. I'm curious why he didn't do it that way (Unless he mentioned it in the video and I missed it).
Thanks.
now thats a nice looking bus!
Being new to this game I was confused to what kind of splitter this was. I had to watch MacGhriogair who has a video explaining splitters and found out you could change to different kinds of splitter...omg /facepalm.😳🤣😂🤣😁 Thanks for the video.
I really like this build, i was starting something similar but I think I might switch to this design. Can I add one suggestion? Maybe add into the blueprint 3 belts, about 3 spaces long, and sorters going from them into the assemblers. That will make adding sorters a little less irritating. You can just drag the belts you need and connect them from the splitters to the belt stubs. No sorters to click
Love it!!!! Thank you!
I did almost identical set-up when I first started the game and didn't know what is going to be needed for what. If it was a building I just stored it and if it was an item I put it back onto the bus for later potential use. Although I have used different splitters and it was more difficult to connect. I didn't realize you can use different type of splitters like that o.O
Watching your videos makes me want to get back to Dyson Sphere...
Love the content!
So simple and clean
While this blueprint is cool.. I liked your last mall blueprint for most early to mid game.. it was a lot more compact
😮 you said the four letter m-word!
@@JaiLeeroy ok ok how about "distribution center for goods"?
Cool construction!
I build my bus like this but i had the bus on the ground. This is so much better! I'm about to rebuild my whole bus lol
Already at the first BP placement, I'm thinking of a small improvement to it.
At the assemblers, have three/four belt tiles with sorters into the assembler in the BP, that way, you'd only need to connect belts from the splitter to the already placed belts.
I am a bit behind on this series, so maybe it'll have a similar update later.
Will definately utilize this BP concept once I get into DSP again
Early game blueprints have a cap on the number of facilities. He specified in the video that that blueprint already has the maximum number of facilities for that level of science. If you build it before red science you will have even fewer facilities per blueprint so if you build it earlier it will have to be even smaller.
@@plastictouch6796 which wouldn't really be an issue, considering my first build (copied Nilaus' BP off google.docs), I had 4 belts that weren't in use for a long time. Cut down on belts, set up another BP with just belts and splitters, and the 150 cap on items is easily bypassed
This is easy and nice, but I think specialized factories where dozens of assemblers are connected to a logistics station is more efficient...
early game; the player is assumed to be on mk. I belts and lack PLS
There are a lot of blueprints on the drive. Which one is the one featured in the video?
"Starter HUB Module" (until I clean it up and put it in a dedicated folder)
Here's the reason why I would compact it... that's an early game setup... late game I'll prolly have parts flying around the planet anyway, so this will prolly get recycled anyway... and the BP is just above the 150 limit so I can't use it "early game"...
Very cool!
awesome!!! thanks for all the videos
where is the first part of the video, where you produce all the ingrédients? cant find the |01| of this one...
instead of having the engines/motors go onto a belt from the source assembler, I would make a belt from storage to the destination assembler. You can see it splits them to storage/production. Going from storage to the next assembler would produce better results.
But then it looks shit, which Nilaus requirements do not allow
thats a @@slimpwarrior problem
@@Official_Dominatus Nilaus as well, no? He speaks about it during the video. Do not take it to heart
Awesome Video, definitely gonna tinker around with something like this. I do have a question though. How would you tackle adding the more expensive buildings like PLS, ILS, Artificial Suns, etc. Widen the bus with new parts or settle with manufacturing those elsewhere?
I never realized in over a year you could put boxes on splitters
Good build but one thing is not taken in account for. Resources from the belt are depleted. And there is no connecting system to replenish those demanded resources anywhere. And it's not calculated at all. It looks good but that is about as good as it gets
Will you post on Nilaus TV all the streams? PLSE?❤ Thanks a lot Nilaus!
The space game is full of space but premium real state on each planet is very limited. Plus now we need to defend the space, so I use space cautiously.
This is actually kinda genius