NOTE ON DIFFICULTY: It seems an (undocumented?) patch increased the spawn rate of bases on your planet. I've been getting quite a few reports of people being overwhelmed with 5-6 bases in the early game on the settings suggested in this video. To solve this, decreasing the 'Max Density' setting to 2x or 1x will provide you with a lot of additional breathing space. This reduces both the number of starting bases and hives, significantly reducing the early expansion/threat of the Dark Fog. Want to help me out? Like the video and leave a comment! Questions are very much welcome and I do try to reply to any and all of them - even years later ;) For the more experienced players among you, this first episode covers the basics but will very much tie into the optimization that I will do in the midgame, so make sure you tune in for that!
I appreciate this series, and what a timely one, I just picked the game back up this week to experience the Dark Fog! 1.) How do you gauge about how much production you need when it comes to things outlined below? Do you just over commit, or has your expertise allowed you to know "Oh if I produce X and Y items per minute, I should be good until Z Phase". - Ammo/Military production - Science - Secondary Mall items (Motors, and other specialized niche items) 2.) This kind of goes along with #1... Are there certain benchmarks you try to reach as you move between different phases (Ex, what do you typically want to have set up before you first land on your second planet?) I don't know if you plan on having a video for it, but I know I would love a video that talks about your general thought process and decision making when it comes to your progression. 3.) Do you invest heavily in Stone > Silicon conversion on the home planet at the start? I really believe Fidgets are a great stop gap for planetary logistics but man do they (along with other components) burn through Silicon.
1) A mix of experience and educated guessing to be honest. For most early materials a full MK1 belt is very easy to make and more than enough. For pretty much anything after than, aiming for a production of 1 to 3 per second is initially more than enough. You dont want to overcommit in the early/mid game until you have multiple systems being mined, or you will simply not be able to transport enough raw resources to supply those larger builds 2) I've varied this across the different playthroughs. My main goal is to get about 2 science/s going of each type as early as possible, to ensure you never stop researching. Getting MK2 belts and MK3 sorters early is very useful as well. Beyond that, just adding new items to your supply one by one (keeping the rates I mentioned at 1 in mind) as you need them keeps your progress flowing organically. Ammo you should only produce to the extent you need it, and most of it should be focussed on missiles since all the other ammo is kind of useless when you can simply build laser turrets instead. 3) No, but I do think it is useful to have a few smelters going just to get some early silicon. I mostly temporarily repurpose the glass smelters for this, because you don't need thousands of that early on anyway. @@23Kerber
I'm really happy to see "new" content creators tackling this game. Especially in a tutorial format. Most are either old and out of date or belong to one creator whom I won't name out of respect but i find his cadence and delivery incredibly difficult to follow as he can rarely finish a sentence or thought before beginning a new one. Trying to learn from that has been literally painful for my brain at times and I'm happy to say that wasn't the case following yours. Thanks for the time you put into making it. And making it well. 🥂
I have 30 hours in this game and I’m just now looking at Dyson videos because I’m starting to get stuck and you are blowing my mind. I had no idea you could put sorters directly from one building to the other. I completely forgot about stacking things. I didn’t know you could have different splitters and then put a fucking storage box on top. Omg this video is going to revolutionize my factory set up moving forward on other planets. I took the advice of another TH-camr who basically said at first embrace the spaghetti factory and then look up optimization videos once you get stuck and I honestly don’t regret it. I’ve had way more fun by myself in this game then I have had in previous resource management games. You can really get lost in the “I need the perfect factory” mindset and it takes the fun out of learning the mechanics. Great video dude
At the end of the video TDA says: "if you are still here, you are awesome". No mate, YOU are awesome for producing this content. Its made me fall in love with DSP. Makes it such a pleasure. So thank you 🙂
You hope to catch me in the next one? Mate, I'm not opening the game without you on my second screen!! This game is so much more easier and fun with the explanations and the optimal layouts. Thank YOU.
TDA if I could ask one favour that makes your videos SOOOO much more friendly? If you could include the names of the specific blueprints you use in each video description, rather than just a link to the blueprint hub. You have so many BPs now, its really hard to find the one I am meant to use in each specific video. Thank you!
By far the most organized of your starting bases, looks a lot less tedious than and much more forward looking compared to your last combat start (i.e. going all in on combat techs and builds and delaying automation to latter). How you described and "measured out" the placing of building was perfect. It makes me want to start my current game over ;->
As someone who's new to this genre of games, this episode alone has been extremely helpful and I just want to say THANKS! I'll try to flesh out the rest on my own before watching the second episode and see how my base compares.
Thank you, thank you for updating this master class. Like many others who have commented, I first jumped into the game and followed your 2023 Masterclass when the Dark Fog update came out. But the update changed a lot of things even with the dark fog turned off. I only got to late mid game. Can not wait to jump back into a new game and follow this guide. Great content, please keep them coming.
So excited for this Series!!! Between You and 2 other Very popular DSP Content Creators, My Blueprint Collection Is getting WILD! Can't wait to see what your new Fog Filter System W/ Pile Sorters, and the new turrets!!!
thanks for the guides, man. these are the best ones i could find that were recent enough to be relevant. after playing satisfactory, i just can't play dyson without having the ore nodes be infinite. i like being able to set stuff up to not worry about it again. it's also nice to be able to trash stuff and not worry about it
First episode and I'm already loving the organization. I see you set the power threat factor to normal difficulty, thank god! That's the thing that anoys me the most on the max threat attempts. I know it becomes easier as soon as you can fight back, but I usually get frustrated before that and end up abandoning the save file.
A high power factor makes things a LOT more hectic. Unless you're specifically looking to have a frantic game that revolves around combat in its core, leaving this setting on default (or around that level) is definitely the best experience.
My first 30 hours of DSP, 3 starts, first start was alphabeti spagetti, the second was connectors everywhere, and now this third time I am at least starting out beautifully! If only the game was better at saying hit tab for all the splitters and that conveyor belts can merge! I was also struggling with how to balance raw resources and smelters and how many is a good amount to use, and your video helped on all fronts! Thanks for the superb video!
Thanks for this series, I'm capable of making my own builds but the way you do this is so much tidier than anything i ever do. Personally I prefer to keep smelters separate from everything else because the upgrade path doesn't match mathematically without rebuilding everything, but I love the way you design builds in such an organised way.
Hello, I'm quite new to the game, and I've watched and enjoyed many of your videos already. Thanks a lot for producing them, and for the knowledge you organize and distill in such a chill and comprehensive way. This starting base looks gorgeous! And yes, I'm awesome and you"ll catch me watching your next video for sure :)
Good video for those coming in. Nice update for DF. Edit: suggestion for new players. A quality-of-life blueprint is to have a Battlefield Analysis Base paired with a wind turbine and then plop it down multiple times around large builds. Helps things build much quicker. The BAB is the key to sanity early on.
Hey there, i just bought the game at the Steam Summer Sale and i am pretty overwhelmed with all the ratios that arent really obvious to me. Your Video helped me a lot with getting started. Thank you very much
man i played along the entire vid, i love the format, you got my sub. one critique i'd have is, is that you skipped over some parts, getting some belts done. specially in episode one, teaching some beginner stuff would've added even more value. but i think overall its amazing, thanks
Hey TDA, hope all is well. Wanted to finally dive back into DSP after not playing for quite some time. Was excited to see you have an updated guide to play along with and appreciate all the work you do to put into these videos and blueprints, got lots to catch up on
Lovely tidy build! I also found that you can max out all the Dark Fog sliders, but keep power threat at 100%. Setting it higher makes it tedious to start. You have to keep your power levels so low initially that everything takes forever!
Great tip. I'm just getting back to DSP for the first time since combat dropped and I started a 'normal' DF game. It feels like the DF is almost not there. Too much DF could be boring too, though, so this seems like a good middle ground.
I just got into this game a couple days ago and found this channel through your previous 2023 series. I've played enough Mindustry to understand how automation and factories should go but wow does this game not tell you about a lot of stuff like interactions between buildings, chaining multiple together, and some stacking combinations. Looking forward to your updated series!
Appreciate all your videos man, I'm just getting to white science in my first game and my factories are an absolute unorganized mess. I definitely plan on doing more raw to finished on my next playthrough, hopefully a bit more organized after watching your dyson series. Looking forward to the rest of this lp, that starting area really came out super lined up, very slick.
Things I learned: Shift-click and dragging copies buildings + attached sorters Tab evenly spaces rows of buildings You can stack storage containers on splitters Splitters feed the storage containers on them There are three different splitters, R cycles between them You can elevate belts with splitters and layer them on top of other belts Manually building things by clicking on them
Thank you for the upload! I've watched many of your previous videos on Dyson sphere and Id still recommend them. Great way to organize and efficientize? your building.
One can rely on you to always find a way to make an even more neat base than before :D. This looks very good. I've built a lot of DSP factories, some more neat than others, but the starting phase has always been chaotic, as I fit my builds to the location because it costs less resources initially. Also you must have nerves of steel to be able to plan this all out and build it in an almost maxed out difficulty setting, while explaining things in a calm voice.
This was sorely needed. You mentioned the combat update in the 2023 one, and I'd been following that one up until ILS and I've just been struggling to fight off the enemy.
I used the same difficulty settings as you but within the first few "days" of my gameplay 3 additional dark fog bases landed on my planet, now im trying to deal with 6 planatory bases clustered together and its almost impossible to destroy them due to 1000% combat threat factor which will trigger almost 6 or 12 waves of dark fog when attempting to destroy even 1 base. I had tried to build up to 40+ rocket turrets but still not possible to destroy lol.. Not sure if developers had changed the settings on dark fog spawns but definitely seems different now compared to trying to play along with you. For info i managed to play along till ep 3, but seems impossible to clear the dark fog off my planet and even those on the 2nd planet. But aside from the issues with the max difficulty dark fog, wanna add that its an excellent masterclass, learning so much from watching up till ep 3 only. Keep it up! 10 / 10 content!
Yea it seems the difficulty (especially the rate at which the DF invades your planet) was increased somewhere in the past few months, although I can't find anything in the patch notes to suggest this particular change. I will edit the pinned comment with some suggestions.
@@TheDutchActuary Yeah no worries, actually i would be super interested to learn from you how you would deal with such a dark fog cluster (6 base) in your own way. Perhaps you can consider it as a video idea! haha.
I am following your last guide u made from 2023 and just about to build the all science in one part xD but might start a higher diff and follow this one also u great keep up the good content and clear commentary and A-mazing Blueprints also i never comment on you tube :P
Something I noticed you never mentioned but if you take the scraps from the Dark fog as fuel it also increases your handcrafting speed by quite a bit. So if you need to hand craft a bunch of stuff make sure you use the Dark fog scraps as fuel to speed that along
God dam it been watching your other Guide, made a new one now got to sort over as your be on the new update but ah get to build everything again awesome. Also love the content 🤘
There is another trick with double rows of turrets that makes them more efficient. Leave the front row as default but set the rear row to ground-low/air-high. It takes down the air threat much sooner so they do less damage.
It's called a "Mall" because it looks like a shopping isle where you have racks full of products/produce left and right of you, and you can just pick up what you need as you walk down it. It's almost the same as he said, just slightly different.
Just got a legion go so I guess I'll just have to start my nth dsp game without actually completing anything lolol great to see the update, especially after the stacking sorter tricks you showed
thx for the like! if you want to optimise your seed post in the video description leave the space out. it makes the pasting in the game much easy. till now the game keeps the space in and throws the digit out. it is a long way of saving that you have manually put in the last digit. not a big thing but there is room for improvement 😉
i really relate to your mentality and style, thanks so much for your videos. i've been a fan for... what is this? the third installation of the master classes?! please don't stop refining, it's really fun to watch. fyi, you skipped over the Mk2 sorters - not a big deal since you gave the wrap up overwatch shot at the end, but for less experienced it might be more. thanks again
Really enjoying playing along with you on this great learning playthrough thanks TDA. Just struggling to work out your belts for the ELECTRIC MOTORS and FOUNDATIONS. You skipped your belting technique (31:46) for the new assemblers. But I should be able to work it out from your later widescreens. The idea of vertical splitters is brand new to me (never tried this strategy - but I like it!). *Note: 36:13 shows a better view for the belts on these assemblers.
@@TheDutchActuary Great idea! I tried the blueprints but I'm not yet at red science so tech lvl is limited to x300 units. Didn't think of a sandbox game to view it.
21:05, not sure if it applies here ( I suspect it does ). If you know exactly where the enemy comes from, creating a concave array of turrets such that they can all fire at the same time (creating a better surround). Is usually the best. This is a criticism of revolutionary war / civil war tactics where you put people in grid formation, but only those within range are being utilized. That said if you don't know where the enemy is coming from, or the enemy is tricky, it's best to set small arrays of defense near key infrastructure -- not so it can defeat the enemy but so it can buy you time to react, causing you to be far more efficient in resources. Not sure if this applies hear, but it does in RTS games.
Concaves more efficient for sure! The problem with DSP is that the enemy will aim for the center of the power production, which is constantly shifting as you alter your facility - moving the angle at which your enemy will approach your facility. Having enemy swarm the 'sides' of your concave sticking out is a good way to lose buildings, making it a tad more convenient to just build a straight line. Setting up small defense arrays that might get overrun is going to drive you crazy though - you'd have to rebuild them regularly. It might also cause power issues, etc. That said, it would go a long way towards keeping your facility safe from new enemy bases as they throw out very small waves initially. Not sure its worth the effort, but that *is* a use case for such small defense installations.
So this was my first video watching of DSP and the one thing you did but didn’t actually explain was something I’ve never heard of before. Currently I’ve been feeding my blue cubes into storage containers for safe keeping and later use but you fed them into matrix labs for what looks like research? I assume that makes you research faster? I really want to restart my playthrough and do this or maybe just tear down my spaghetti homeworld and redo it to something more organized. Another thing you did and didn’t explain that would be helpful is the copying of facilities. You explained the tab key but not how to copy them initially. I assume it’s CTRL-C/CTRL-V but maybe just click and drag. Not sure. Good vid overall. Gonna go watch the others soon!
You'll can just research blue (or whatever color) of science by putting it in your inventory, but that is realllllly slow. The Matrix labs processes the science for you, and since you can build a lot of them this makes the process a LOT faster. You could get away without them for a while, but you'll soon have technologies that need hundreds or even thousands of science - You don't want to do that in your inventory ;)
I think there may be a problem here. You have blueprints for the Starter Base (#1 & #2) but the maximum blueprint size you can do with no metadata is 150 (without blue science) or 300 (with blue science) - so not much use to a new player. Your starting Base blueprints are 502 & 799 items respectively which are both unobtainable until you hit Red science, which you arguably won't need for the Starting Base blueprints (except to make use of them) 🙂
The idea as mentioned in the video is that you build this starting base a few buildings at a time as you progress. As I showed, you start out by building a tiny portion of everything to get it going, then expand. (In the very beginning, you don't have the resources to just 'plop down' a blueprint and construct it - it actually massively slows you down if you do it like that, because you'll be building things you don't actually need and/or can support) The reason these first blueprints are still included is that many people like to reference the starting build in their own game (or perhaps a sandbox save-file)
Loving this series about to start my second game and follow along. I do have a question as I watched the first 8 episodes of this series and saw nothing about proliferators. Do you ever use them or do they just add too much mess to be worth the extra speed or resources. Are there so many resources universe wide that they just are not needed? Also whats with meta data, do you use it if so how?
I use proliferators sparingly - mostly for fuel, science, and rockets. I've done an entire playthrough where I literally proliferate everything. It's actually pretty efficient to do that as you heavily reduce the inputs needed, but creates quite a bit of additional work (not to mention you'll burn through massive amounts of graphine and nanotubes, so it's not really adviced until the late game). You won't run out of resources in the galaxy any time soon even without them ;) With enough white science production you can get vein utilization up so high, your veins become infinte. Meta data is something you accumulate while playing. You can basically use this to skip science steps in a new playthrough. But if you want to do that, you might as well start a sandbox game. In short, i've never really used it ;)
Don't be hard on yourself - I started over AT LEAST 12 times before I ever made it past red science :P Learning as you go is half the fun of these games!
I got DSP not long after they added in the Dark fog. You should see the mess of my base lol. Though i do have a mall of starter materials and i dont think a mall for buildings is needed.
Man I love how neat you build, so satisfying to watch Btw, at 33:30. There is a difference in belt priority for a T-intersection versus a side loaded, right? It's not just about how it looks, I mean.
Nice to see an early bootstrap for belts/sorters. As you say, the assembling mall itself can wait a while. Curious, why not get some of the upgrades either just before blue science or just after gauss turrets?
I started following you in this playthrough same seed and Dark fog settings and before the 1st attack wave they placed a 4th outpost on the planet -.-' Whelp guess I have a big fight on my hands
Before the first wave?? Woah that is really unlucky. As far as I know the Dark Fog is not likely to land on your starting planet until you start expanding to other planets (but I have had this happen as well). If you see a base landing on your planet, you might be able to take it out by yourself (or with a few turrets to assist) if you're fast enough. Once they get established, you'll need some missile support on higher difficulties. Weirdly, reloading might help. While recording one of the first episodes I had an additional base landing which I noticed far too late, so I reloaded to prepare for it a bit better - and it never showed up the second time. @@PatrickDJGaming
Something im struggling with is whether or not I should be picking planets to be designated as a "mall planet" or a "mining planet" or a "science planet", etc, or if I should just continue doing multiple things on the same planet, but that feels messy. Will you be going over different planet configurations in this run, maybe offering recommendations for how to structure planets in the mid-late game?
Yes I will! There is no ' wrong ' way to do things though, and especially early on you pretty much need to combine different things on planets anyway because you only have a few to work with.
I think it would be helpful to make a video teaching people strategies to make and scale their own bases (I know this is what a masterclass is) but more of a video dedicated to teaching people how to do it and implement it into their own already existing games
Next significant update this is something I will make sure to address. I fell into the trap of simply assuming too much for granted - Thanks for the feedback!
Do you have a Playlist or another channel where you have your actual playthrough? Not edited? The "boring " parts often help a lot more as you see things that experienced people think are normal or forget was learned.
Alert alert, just watched the video as soon as it popped up, blueprints are not included !, just kidding love your content, currently working with the super proli run blueprint and trying to adapt them as i go with a bit of combat
No blueprints for this first episode as noted in the description (because you start out without them unlocked) but don't worry - there's more to follow ;)
Thermal powerplants are an excellent way to get your factory into a downwards power spiral. Low power = low production = lower power = lower production... etc. This can be triggered by running out of whatever you use to power the thermals, or simply by building more without keeping an eye on your power production. I've been burned by this a few times too many ;) It's not a problem later on in the game with other fuel based productions because the ILS makes it a lot easier to ensure there is always supply coming in.
Love the video and trying to follow along on a higher difficulty after my normal playthrough, but only 30 minutes in and there are 2 additional landing relays on the planet. I cant find spawn conditions on the wikis or reddit. Do you know what makes them spawn and why you dont get any?
It is mostly random, although people have been reporting more frequent landings early on now. Keep an eye on it - if you are fast enough, you can take the base out with Icarus before it becomes a problem.
One thing I disagree with right at the start is it's taking you a long time to build some buildings because you built them in replicator directly from raw. If you set up stockpiling on a copper and iron furnace. Is there a particular reason you don't depot those early common resources? Any thing you can prebuild dramatically reduces the time it takes to make structures.
I think theres been an update I follow the guide step by step, with the same difficulty and the dark fog will add another planetary base before the first wave from the first three. Makes this 100x harder
I haven't been able to consistently reproduce this. From what I can tell it's basically just bad luck if the hive decides to send another base in your direction early. I've had an early base appear in this playthrough as well while recording, I reloaded a few minutes back to prepare accordingly - and it never showed up again.
I've been playing DSP for a while now and can competently build up to about yellow science. Once some PLS comes around my world falls apart into a chaotic mess. So I'm looking forward to this series to get a hold on mid and late game. How often do you plan to upload episodes? Couple times a week?
Looking at the blueprints associated with this part (the "starting base"), they are way too big to use before at least a good way into red matrixes, is that intended ? Are those blueprint for later "fast bases" ?
The starting base blueprints are meant as a reference (you can load them into a sandbox game) but not to be place 'as is'. You really need to build your first factory piece by piece in order for it to be efficient, as you simply don't have the resources to build large scale yet.
Small problem with the video, TDA. At 09:30 you tell us to research Weapon System then start building turrets. However at this point in the video we have not built a matrix lab, do not have blue science so cannot research Weapon System.
Good question! You can make the blue science cubes by yourself as well - you don't need the Matrix labs! (although you obviously want to automate this soon after!)
NOTE ON DIFFICULTY: It seems an (undocumented?) patch increased the spawn rate of bases on your planet. I've been getting quite a few reports of people being overwhelmed with 5-6 bases in the early game on the settings suggested in this video. To solve this, decreasing the 'Max Density' setting to 2x or 1x will provide you with a lot of additional breathing space. This reduces both the number of starting bases and hives, significantly reducing the early expansion/threat of the Dark Fog.
Want to help me out? Like the video and leave a comment!
Questions are very much welcome and I do try to reply to any and all of them - even years later ;) For the more experienced players among you, this first episode covers the basics but will very much tie into the optimization that I will do in the midgame, so make sure you tune in for that!
I appreciate this series, and what a timely one, I just picked the game back up this week to experience the Dark Fog!
1.) How do you gauge about how much production you need when it comes to things outlined below? Do you just over commit, or has your expertise allowed you to know "Oh if I produce X and Y items per minute, I should be good until Z Phase".
- Ammo/Military production
- Science
- Secondary Mall items (Motors, and other specialized niche items)
2.) This kind of goes along with #1... Are there certain benchmarks you try to reach as you move between different phases (Ex, what do you typically want to have set up before you first land on your second planet?) I don't know if you plan on having a video for it, but I know I would love a video that talks about your general thought process and decision making when it comes to your progression.
3.) Do you invest heavily in Stone > Silicon conversion on the home planet at the start? I really believe Fidgets are a great stop gap for planetary logistics but man do they (along with other components) burn through Silicon.
1) A mix of experience and educated guessing to be honest. For most early materials a full MK1 belt is very easy to make and more than enough. For pretty much anything after than, aiming for a production of 1 to 3 per second is initially more than enough. You dont want to overcommit in the early/mid game until you have multiple systems being mined, or you will simply not be able to transport enough raw resources to supply those larger builds
2) I've varied this across the different playthroughs. My main goal is to get about 2 science/s going of each type as early as possible, to ensure you never stop researching. Getting MK2 belts and MK3 sorters early is very useful as well. Beyond that, just adding new items to your supply one by one (keeping the rates I mentioned at 1 in mind) as you need them keeps your progress flowing organically. Ammo you should only produce to the extent you need it, and most of it should be focussed on missiles since all the other ammo is kind of useless when you can simply build laser turrets instead.
3) No, but I do think it is useful to have a few smelters going just to get some early silicon. I mostly temporarily repurpose the glass smelters for this, because you don't need thousands of that early on anyway.
@@23Kerber
Thank you for creating a wonderful guide. I have been wantiing to get into this gem of a game but havent been able to find good guides for it.
😅😅😅😅🎉😅😢😊 27:56 😅😊😢😅😮😅😊😢😅😊😮😅😊😊😅😊😅😊😢😅😮😮😅😢🎉🎉😢😊😊😊😮😊😢😮😢😊😅😮😮😢😢😮😮😢😅😅😢😮😅😮😮😅😢😊😅😮😅😅😅😢😊😢😢😊😮😮😅😅😅😢😢😊😊😊😊😢😅😅😊😮😅
😅😮😮😅😊😢😢😊😮😮 31:26 😊😮😮 31:27 😊😮😮😅😊😅😅😊😮😅😅
I've been waiting for this since they released the patch, easily the best DSP content on YT.
^ this this &
I'm really happy to see "new" content creators tackling this game. Especially in a tutorial format. Most are either old and out of date or belong to one creator whom I won't name out of respect but i find his cadence and delivery incredibly difficult to follow as he can rarely finish a sentence or thought before beginning a new one. Trying to learn from that has been literally painful for my brain at times and I'm happy to say that wasn't the case following yours. Thanks for the time you put into making it. And making it well. 🥂
I have 30 hours in this game and I’m just now looking at Dyson videos because I’m starting to get stuck and you are blowing my mind. I had no idea you could put sorters directly from one building to the other. I completely forgot about stacking things. I didn’t know you could have different splitters and then put a fucking storage box on top. Omg this video is going to revolutionize my factory set up moving forward on other planets. I took the advice of another TH-camr who basically said at first embrace the spaghetti factory and then look up optimization videos once you get stuck and I honestly don’t regret it. I’ve had way more fun by myself in this game then I have had in previous resource management games. You can really get lost in the “I need the perfect factory” mindset and it takes the fun out of learning the mechanics.
Great video dude
same.. the game changed for me to another thing
I didn't know you could change a planet's name... lol
I have 3,000 hours in the game and I still learn so much from you in terms of organization. Great job!
At the end of the video TDA says: "if you are still here, you are awesome". No mate, YOU are awesome for producing this content. Its made me fall in love with DSP. Makes it such a pleasure. So thank you 🙂
You hope to catch me in the next one? Mate, I'm not opening the game without you on my second screen!! This game is so much more easier and fun with the explanations and the optimal layouts. Thank YOU.
Much appreciated!
TDA if I could ask one favour that makes your videos SOOOO much more friendly? If you could include the names of the specific blueprints you use in each video description, rather than just a link to the blueprint hub. You have so many BPs now, its really hard to find the one I am meant to use in each specific video. Thank you!
By far the most organized of your starting bases, looks a lot less tedious than and much more forward looking compared to your last combat start (i.e. going all in on combat techs and builds and delaying automation to latter).
How you described and "measured out" the placing of building was perfect.
It makes me want to start my current game over ;->
As someone who's new to this genre of games, this episode alone has been extremely helpful and I just want to say THANKS! I'll try to flesh out the rest on my own before watching the second episode and see how my base compares.
Now this is the series I've been waiting for to see some new tips on approaching things post-Dark Fog.
Thank you, thank you for updating this master class. Like many others who have commented, I first jumped into the game and followed your 2023 Masterclass when the Dark Fog update came out. But the update changed a lot of things even with the dark fog turned off. I only got to late mid game. Can not wait to jump back into a new game and follow this guide. Great content, please keep them coming.
Just started this game yesterday and by pure chance you've started the 2024 series, preciate this!
So excited for this Series!!! Between You and 2 other Very popular DSP Content Creators, My Blueprint Collection Is getting WILD! Can't wait to see what your new Fog Filter System W/ Pile Sorters, and the new turrets!!!
thanks for the guides, man. these are the best ones i could find that were recent enough to be relevant. after playing satisfactory, i just can't play dyson without having the ore nodes be infinite. i like being able to set stuff up to not worry about it again. it's also nice to be able to trash stuff and not worry about it
First episode and I'm already loving the organization.
I see you set the power threat factor to normal difficulty, thank god! That's the thing that anoys me the most on the max threat attempts. I know it becomes easier as soon as you can fight back, but I usually get frustrated before that and end up abandoning the save file.
A high power factor makes things a LOT more hectic. Unless you're specifically looking to have a frantic game that revolves around combat in its core, leaving this setting on default (or around that level) is definitely the best experience.
I've put nearly 400 hours into DSP and this video has given me so many tips. Time to get out of spaghetti land!. Thanks TDA
When is part two? Great job on the first part! Looking forward to continuing the build.
Excellent start and I fully agree on the 'no mall' philosophy for this stage of the game. Looking forward to your future designs in this series.
My first 30 hours of DSP, 3 starts, first start was alphabeti spagetti, the second was connectors everywhere, and now this third time I am at least starting out beautifully! If only the game was better at saying hit tab for all the splitters and that conveyor belts can merge! I was also struggling with how to balance raw resources and smelters and how many is a good amount to use, and your video helped on all fronts! Thanks for the superb video!
Thanks for this series, I'm capable of making my own builds but the way you do this is so much tidier than anything i ever do. Personally I prefer to keep smelters separate from everything else because the upgrade path doesn't match mathematically without rebuilding everything, but I love the way you design builds in such an organised way.
Finally I hoped you would put out a Masterclass series with all the updates over the last year or so
Hello, I'm quite new to the game, and I've watched and enjoyed many of your videos already. Thanks a lot for producing them, and for the knowledge you organize and distill in such a chill and comprehensive way. This starting base looks gorgeous! And yes, I'm awesome and you"ll catch me watching your next video for sure :)
Messing up your first planet is normal and is fine, you have hundreds of planets across your whole cluster
I'm really looking forward to the continuation of this series. Keep up the great work
Good video for those coming in. Nice update for DF.
Edit: suggestion for new players. A quality-of-life blueprint is to have a Battlefield Analysis Base paired with a wind turbine and then plop it down multiple times around large builds. Helps things build much quicker. The BAB is the key to sanity early on.
Keep in mind you can't make BABs without steady silicon supply, so you'll need at least that much infrastructure first.
Hey there, i just bought the game at the Steam Summer Sale and i am pretty overwhelmed with all the ratios that arent really obvious to me. Your Video helped me a lot with getting started. Thank you very much
Love your builds TDA. They make the factory grow.
THE FACTORY MUST GROW!
man i played along the entire vid, i love the format, you got my sub. one critique i'd have is, is that you skipped over some parts, getting some belts done. specially in episode one, teaching some beginner stuff would've added even more value. but i think overall its amazing, thanks
Loving it once again. You're the best DSP content creator by far ! Keep it up :)
This is honestly the best step by step video !! Thank you so much
I learned so much watching this video! Going to check out the rest in the series. Relatively new to the game. Thanks.
Hey TDA, hope all is well. Wanted to finally dive back into DSP after not playing for quite some time. Was excited to see you have an updated guide to play along with and appreciate all the work you do to put into these videos and blueprints, got lots to catch up on
Lovely tidy build! I also found that you can max out all the Dark Fog sliders, but keep power threat at 100%.
Setting it higher makes it tedious to start. You have to keep your power levels so low initially that everything takes forever!
Exactly!
Great tip. I'm just getting back to DSP for the first time since combat dropped and I started a 'normal' DF game. It feels like the DF is almost not there. Too much DF could be boring too, though, so this seems like a good middle ground.
Qaulity content! Organised, methodical, well explained and demonstrated. Thanks for teaching me the game 🙂
i really enjoy your commentary and I appreciate the amount of time you put into these videos.
Thank you!
I just got into this game a couple days ago and found this channel through your previous 2023 series. I've played enough Mindustry to understand how automation and factories should go but wow does this game not tell you about a lot of stuff like interactions between buildings, chaining multiple together, and some stacking combinations. Looking forward to your updated series!
Yesssss. This is what I needed. I feel like my blueprints are so messy.
Appreciate all your videos man, I'm just getting to white science in my first game and my factories are an absolute unorganized mess. I definitely plan on doing more raw to finished on my next playthrough, hopefully a bit more organized after watching your dyson series. Looking forward to the rest of this lp, that starting area really came out super lined up, very slick.
If anyone is curious, as a mostly brand new player, this video took me 3 hours of in-world time to replicate from the same seed following along.
Sounds about right!
you play so clean man, i just simply love...tidy af
Things I learned:
Shift-click and dragging copies buildings + attached sorters
Tab evenly spaces rows of buildings
You can stack storage containers on splitters
Splitters feed the storage containers on them
There are three different splitters, R cycles between them
You can elevate belts with splitters and layer them on top of other belts
Manually building things by clicking on them
Can't wait for episode 2. Loving your work.
Thank you!
Thank you for the upload! I've watched many of your previous videos on Dyson sphere and Id still recommend them. Great way to organize and efficientize? your building.
Hey started this class now that I'm more confident with building. I really enjoy what the fog brought to the game cant wait for when it gets harder.
That does look like a very clean design, I like it!
One can rely on you to always find a way to make an even more neat base than before :D. This looks very good. I've built a lot of DSP factories, some more neat than others, but the starting phase has always been chaotic, as I fit my builds to the location because it costs less resources initially. Also you must have nerves of steel to be able to plan this all out and build it in an almost maxed out difficulty setting, while explaining things in a calm voice.
Love your builds, so excited for a new series!
Very helpful and easy to follow guide, thanks a lot!
I love dsp content, especially wothout badwords! You fit both of the requirements
I didn't know you can use splitters with boxes like that, very interesting!
Thank you so much. I love this Masterclass. You did a great job! :D
This was sorely needed. You mentioned the combat update in the 2023 one, and I'd been following that one up until ILS and I've just been struggling to fight off the enemy.
Haha thanks for the callout!
Thank you for your support!
I used the same difficulty settings as you but within the first few "days" of my gameplay 3 additional dark fog bases landed on my planet, now im trying to deal with 6 planatory bases clustered together and its almost impossible to destroy them due to 1000% combat threat factor which will trigger almost 6 or 12 waves of dark fog when attempting to destroy even 1 base. I had tried to build up to 40+ rocket turrets but still not possible to destroy lol.. Not sure if developers had changed the settings on dark fog spawns but definitely seems different now compared to trying to play along with you. For info i managed to play along till ep 3, but seems impossible to clear the dark fog off my planet and even those on the 2nd planet.
But aside from the issues with the max difficulty dark fog, wanna add that its an excellent masterclass, learning so much from watching up till ep 3 only. Keep it up! 10 / 10 content!
Yea it seems the difficulty (especially the rate at which the DF invades your planet) was increased somewhere in the past few months, although I can't find anything in the patch notes to suggest this particular change. I will edit the pinned comment with some suggestions.
@@TheDutchActuary Yeah no worries, actually i would be super interested to learn from you how you would deal with such a dark fog cluster (6 base) in your own way. Perhaps you can consider it as a video idea! haha.
I am following your last guide u made from 2023 and just about to build the all science in one part xD but might start a higher diff and follow this one also u great keep up the good content and clear commentary and A-mazing Blueprints
also i never comment on you tube :P
I had no idea you can create a belt buffer with the splitter and storage box like that! That's such a great idea!! 😲
Something I noticed you never mentioned but if you take the scraps from the Dark fog as fuel it also increases your handcrafting speed by quite a bit. So if you need to hand craft a bunch of stuff make sure you use the Dark fog scraps as fuel to speed that along
I learned something new today! I had no idea it affected crafting speed :O
God dam it been watching your other Guide, made a new one now got to sort over as your be on the new update but ah get to build everything again awesome. Also love the content 🤘
There is another trick with double rows of turrets that makes them more efficient. Leave the front row as default but set the rear row to ground-low/air-high. It takes down the air threat much sooner so they do less damage.
It's called a "Mall" because it looks like a shopping isle where you have racks full of products/produce left and right of you, and you can just pick up what you need as you walk down it.
It's almost the same as he said, just slightly different.
love this, have started a play-along =)
Just got a legion go so I guess I'll just have to start my nth dsp game without actually completing anything lolol great to see the update, especially after the stacking sorter tricks you showed
Love what you are doing! Keep it up 🙏
thx for the like!
if you want to optimise your seed post in the video description leave the space out. it makes the pasting in the game much easy.
till now the game keeps the space in and throws the digit out.
it is a long way of saving that you have manually put in the last digit. not a big thing but there is room for improvement 😉
i really relate to your mentality and style, thanks so much for your videos. i've been a fan for... what is this? the third installation of the master classes?! please don't stop refining, it's really fun to watch. fyi, you skipped over the Mk2 sorters - not a big deal since you gave the wrap up overwatch shot at the end, but for less experienced it might be more. thanks again
great video! I didn't know you could start without spaghetti belts ;)
when playing Factorio I got in the habit of build a wall and row of guns feed by belts behind it , I called it the 'Great wall of DAKKA '
Awesome, love your content!
thanks for this nice explaination and showcase it was very clear and very helpfull
Holy crap....how in the heck did I miss they added reverse belts...Thanks!
LOL. I'm still trying to figure out how to click the world from map view to get to the starting point. It keeps zooming in and I lose my bearings
Really enjoying playing along with you on this great learning playthrough thanks TDA.
Just struggling to work out your belts for the ELECTRIC MOTORS and FOUNDATIONS. You skipped your belting technique (31:46) for the new assemblers.
But I should be able to work it out from your later widescreens.
The idea of vertical splitters is brand new to me (never tried this strategy - but I like it!).
*Note: 36:13 shows a better view for the belts on these assemblers.
If you want a close look, another option is to download the blueprint and just stamp it down in a sandbox game!
@@TheDutchActuary Great idea! I tried the blueprints but I'm not yet at red science so tech lvl is limited to x300 units.
Didn't think of a sandbox game to view it.
21:05, not sure if it applies here ( I suspect it does ).
If you know exactly where the enemy comes from, creating a concave array of turrets such that they can all fire at the same time (creating a better surround). Is usually the best.
This is a criticism of revolutionary war / civil war tactics where you put people in grid formation, but only those within range are being utilized.
That said if you don't know where the enemy is coming from, or the enemy is tricky, it's best to set small arrays of defense near key infrastructure -- not so it can defeat the enemy but so it can buy you time to react, causing you to be far more efficient in resources. Not sure if this applies hear, but it does in RTS games.
Concaves more efficient for sure! The problem with DSP is that the enemy will aim for the center of the power production, which is constantly shifting as you alter your facility - moving the angle at which your enemy will approach your facility.
Having enemy swarm the 'sides' of your concave sticking out is a good way to lose buildings, making it a tad more convenient to just build a straight line.
Setting up small defense arrays that might get overrun is going to drive you crazy though - you'd have to rebuild them regularly. It might also cause power issues, etc. That said, it would go a long way towards keeping your facility safe from new enemy bases as they throw out very small waves initially. Not sure its worth the effort, but that *is* a use case for such small defense installations.
@@TheDutchActuary I didn't catch that part! Very useful information. Thank you!
So this was my first video watching of DSP and the one thing you did but didn’t actually explain was something I’ve never heard of before.
Currently I’ve been feeding my blue cubes into storage containers for safe keeping and later use but you fed them into matrix labs for what looks like research? I assume that makes you research faster? I really want to restart my playthrough and do this or maybe just tear down my spaghetti homeworld and redo it to something more organized.
Another thing you did and didn’t explain that would be helpful is the copying of facilities. You explained the tab key but not how to copy them initially. I assume it’s CTRL-C/CTRL-V but maybe just click and drag. Not sure. Good vid overall. Gonna go watch the others soon!
I believe u copy but pressing shift and left click?
@@bruh-lk8rd Yes!
You'll can just research blue (or whatever color) of science by putting it in your inventory, but that is realllllly slow. The Matrix labs processes the science for you, and since you can build a lot of them this makes the process a LOT faster.
You could get away without them for a while, but you'll soon have technologies that need hundreds or even thousands of science - You don't want to do that in your inventory ;)
I think there may be a problem here. You have blueprints for the Starter Base (#1 & #2) but the maximum blueprint size you can do with no metadata is 150 (without blue science) or 300 (with blue science) - so not much use to a new player. Your starting Base blueprints are 502 & 799 items respectively which are both unobtainable until you hit Red science, which you arguably won't need for the Starting Base blueprints (except to make use of them) 🙂
The idea as mentioned in the video is that you build this starting base a few buildings at a time as you progress. As I showed, you start out by building a tiny portion of everything to get it going, then expand.
(In the very beginning, you don't have the resources to just 'plop down' a blueprint and construct it - it actually massively slows you down if you do it like that, because you'll be building things you don't actually need and/or can support)
The reason these first blueprints are still included is that many people like to reference the starting build in their own game (or perhaps a sandbox save-file)
Loving this series about to start my second game and follow along. I do have a question as I watched the first 8 episodes of this series and saw nothing about proliferators. Do you ever use them or do they just add too much mess to be worth the extra speed or resources. Are there so many resources universe wide that they just are not needed? Also whats with meta data, do you use it if so how?
I use proliferators sparingly - mostly for fuel, science, and rockets.
I've done an entire playthrough where I literally proliferate everything. It's actually pretty efficient to do that as you heavily reduce the inputs needed, but creates quite a bit of additional work (not to mention you'll burn through massive amounts of graphine and nanotubes, so it's not really adviced until the late game).
You won't run out of resources in the galaxy any time soon even without them ;) With enough white science production you can get vein utilization up so high, your veins become infinte.
Meta data is something you accumulate while playing. You can basically use this to skip science steps in a new playthrough. But if you want to do that, you might as well start a sandbox game. In short, i've never really used it ;)
idk why I watched this. I knew it was gonna make me feel stupid and unimaginative but I did it anyways
Don't be hard on yourself - I started over AT LEAST 12 times before I ever made it past red science :P Learning as you go is half the fun of these games!
I got DSP not long after they added in the Dark fog. You should see the mess of my base lol. Though i do have a mall of starter materials and i dont think a mall for buildings is needed.
Man I love how neat you build, so satisfying to watch
Btw, at 33:30. There is a difference in belt priority for a T-intersection versus a side loaded, right? It's not just about how it looks, I mean.
Yes, side-loading prioritizes the straight belt.
Nice to see an early bootstrap for belts/sorters. As you say, the assembling mall itself can wait a while.
Curious, why not get some of the upgrades either just before blue science or just after gauss turrets?
Great video. Can’t wait for the next. Lol
I started following you in this playthrough same seed and Dark fog settings and before the 1st attack wave they placed a 4th outpost on the planet -.-' Whelp guess I have a big fight on my hands
Shortly after posting this a 5th appeared xD
Before the first wave?? Woah that is really unlucky. As far as I know the Dark Fog is not likely to land on your starting planet until you start expanding to other planets (but I have had this happen as well).
If you see a base landing on your planet, you might be able to take it out by yourself (or with a few turrets to assist) if you're fast enough. Once they get established, you'll need some missile support on higher difficulties.
Weirdly, reloading might help. While recording one of the first episodes I had an additional base landing which I noticed far too late, so I reloaded to prepare for it a bit better - and it never showed up the second time. @@PatrickDJGaming
@@TheDutchActuary I kept playing and following you but I did have make missle turrets WAY earlier xD those waves became impossitble almost
Very helpful ! Thanks :)
Something im struggling with is whether or not I should be picking planets to be designated as a "mall planet" or a "mining planet" or a "science planet", etc, or if I should just continue doing multiple things on the same planet, but that feels messy. Will you be going over different planet configurations in this run, maybe offering recommendations for how to structure planets in the mid-late game?
Yes I will! There is no ' wrong ' way to do things though, and especially early on you pretty much need to combine different things on planets anyway because you only have a few to work with.
That is a very neat base 🙂
Thanks
I think it would be helpful to make a video teaching people strategies to make and scale their own bases (I know this is what a masterclass is) but more of a video dedicated to teaching people how to do it and implement it into their own already existing games
I think the next episode will help with that, as I walk through how I design my own builds
This is in no way a beginners guide, skipping a lot of stuff I have no clue about.
God bless
Next significant update this is something I will make sure to address. I fell into the trap of simply assuming too much for granted - Thanks for the feedback!
Do you have a Playlist or another channel where you have your actual playthrough? Not edited? The "boring " parts often help a lot more as you see things that experienced people think are normal or forget was learned.
Sadly no!
Alert alert, just watched the video as soon as it popped up, blueprints are not included !, just kidding love your content, currently working with the super proli run blueprint and trying to adapt them as i go with a bit of combat
No blueprints for this first episode as noted in the description (because you start out without them unlocked) but don't worry - there's more to follow ;)
Kudos! Great videos. one question, maybe im miss it, why you did not utilizing thermal power plant ?
Thermal powerplants are an excellent way to get your factory into a downwards power spiral. Low power = low production = lower power = lower production... etc. This can be triggered by running out of whatever you use to power the thermals, or simply by building more without keeping an eye on your power production.
I've been burned by this a few times too many ;) It's not a problem later on in the game with other fuel based productions because the ILS makes it a lot easier to ensure there is always supply coming in.
Aww Sh*t, here we go again
Love the video and trying to follow along on a higher difficulty after my normal playthrough, but only 30 minutes in and there are 2 additional landing relays on the planet. I cant find spawn conditions on the wikis or reddit. Do you know what makes them spawn and why you dont get any?
It is mostly random, although people have been reporting more frequent landings early on now. Keep an eye on it - if you are fast enough, you can take the base out with Icarus before it becomes a problem.
When is the next Episode Online ?
Great Video !
One thing I disagree with right at the start is it's taking you a long time to build some buildings because you built them in replicator directly from raw. If you set up stockpiling on a copper and iron furnace. Is there a particular reason you don't depot those early common resources? Any thing you can prebuild dramatically reduces the time it takes to make structures.
I'm mostly grabbing resources that I need for those buildings straight from the furnaces
I think theres been an update I follow the guide step by step, with the same difficulty and the dark fog will add another planetary base before the first wave from the first three. Makes this 100x harder
I haven't been able to consistently reproduce this. From what I can tell it's basically just bad luck if the hive decides to send another base in your direction early.
I've had an early base appear in this playthrough as well while recording, I reloaded a few minutes back to prepare accordingly - and it never showed up again.
@@TheDutchActuary ahhh I’ve got two now, and in the video where you go to the next planet I’ve got 5 of the bases 🤣
I've been playing DSP for a while now and can competently build up to about yellow science. Once some PLS comes around my world falls apart into a chaotic mess. So I'm looking forward to this series to get a hold on mid and late game. How often do you plan to upload episodes? Couple times a week?
Ideally around 2 episodes per week, my frantic IRL schedule permitting!
How did you copy at 17:26, that wasnt a blueprint thing and the belt grabbers worked
Very good!
Looking at the blueprints associated with this part (the "starting base"), they are way too big to use before at least a good way into red matrixes, is that intended ? Are those blueprint for later "fast bases" ?
The starting base blueprints are meant as a reference (you can load them into a sandbox game) but not to be place 'as is'. You really need to build your first factory piece by piece in order for it to be efficient, as you simply don't have the resources to build large scale yet.
Small problem with the video, TDA. At 09:30 you tell us to research Weapon System then start building turrets. However at this point in the video we have not built a matrix lab, do not have blue science so cannot research Weapon System.
Good question! You can make the blue science cubes by yourself as well - you don't need the Matrix labs! (although you obviously want to automate this soon after!)