@Nilaus Proliferated Concrete gives you more soil for each placement. Sure one can ignore that, but I think it makes life better. It also uses less concrete for paving but that's not as important as more soil. Thank you for the awesome vid!
I believe proliferated concrete is more soil acquired when paving over mountains AND less soil consumed when paving over valleys. This is only really important if you want to pave a water world. That is the only time I ran out of soil: while trying to get the 80k paved water world achievement.
Found it useful to build Dyson spheres of huge radius, when there's a planet inside a sphere - it lets all ray receivers on the planet to work full time with maximal efficiency, even when they are on the night side of the planet.
@@kylezucaro4028 and when a planet is inside a sphere, planet's entire surface has no blind spots where Ray Receiver doesn't have access to the sphere. As I remembered it since I played DSP last time...
@@КириллНаумкин-д4н i huess what im asking is, is there is there an roi limit on the power generation vs sphere size? Like whats the best size to get the most power out of each component used
@@КириллНаумкин-д4н like of course a larger sphere would generate more, but is it less per component? If you layer spheres will that affect their generation capacity? Lots of questions lol
It's never about power lategame, always about ups, so markII smelters should be everywhere. also, proliferation cuts by 20% every step, even doing it in the first step (smelters) is valuable. will cut your ore consumption, and respective ups cost way more: even coal used for white science will be cut your coal/s from 1700 to 1300/s for 60 white/s when proliferating everything. iron will go down from 1740 to 364/s, which is more than 4x as effective.
Yes proliferation already figured in :) nanotubes will increase rare materials a little, but not too bad. he has over 1Mil uni at his black hole, thats way over 60'000 mk2 smelter without even thinking about vein util. thats way more than ups will handle anyway 😅
I'm glad you came back to this game. I started playing and I was watching your videos from a year ago. I went to look for newer vids and discovered your stuff all over again.
I've been following your factorio base in a book and I'm now to the megabase videos. First let me say I learned more from that single playthru than all my games before hand. Because of that I've been looking thru videos of yours and now I think I'm gonna have to get dsp as well..... thank you for your teachings o great one let's get even more effective
These piled mega builds (to rule them all 😎) are so cool. Thank you for leveraging the new pieces DSP has to make interesting and more intricate new versions of what we got used to spamming down in late 2021! 🙏🏾
Given there are empty input lanes in the logistics station, what about running lanes vertically stacked. I know Nilaus doesn't like to raise belts off the surface but that could be an easy option
Graviton Lenses increase Ray Receiver's line of sight radius, but this effect is only applied on planets with an atmosphere (the in-game explanation is they catch photons from sphere/swarm that bounce around in the atmosphere). Without an atmosphere you still get power/photon generation bonus, but there is a higher chance that a ray receiver will lose the line of sight to the sphere/swarm and will begin to rapidly lose receiving efficiency. With an atmosphere the ony way to lose LOS is pretty much to build a receiver on the opposite side of the planet so the swarm/shell is completely shadowed. Build it on a pole and it will stay at 100% efficiency all the time. Incidentally, this means that if a planet is inside the shell, then you don't need an atmosphere, since the shell will always be in sight.
Your storage output for concrete should go into the logistics station on a separate belt from the production so that it refills after a shipment as fast as possible (or 2 even). Not merging storage to production shaves nearly 30 seconds off a request for a second 10k concrete (167 vs 129); adding a second non-merged belt (on both sides) shaves 80 seconds (166 vs 84). The net result is that the logistics network feels a little bit snappier.
One thing I've always wondered while watching your videos: How do you manage to build things so fast? Like smelters in batches of 15? How can you copy entire lines of buildings? I once saw you select four power plants and spread them out before placing them. Are there keyboard shortcuts I'm just not aware of? I don't see any videos explaining this. Am I blind?
18:00 Wouldn't it be both better in terms of CPU load and easier on your power to remove the two towers on the left and connect their industry to the left side of the right towers? It looks like neither the number of belts going in and out nor storage capacity would be an issue.
@@vrnvorona Thats not true anymore. Since last update CPU usage is mostly Factory. If your GPU is tanking just set your Dysonssphere to not show ingame but they improved the Dysonssphere very much so it does not need that many anymore. To get a glymps of what i mean on a full used planet the "Draw Call" is 1,5 ms for me and my whole Factory needs 10 ms of the CPU.
On the electric motor build one you added 1 extra proliferator -- proliferating one (of the three) output belts from the build. (On a practical level that's irrelevant because all the motors get proliferated anyway as they flow into the EM Turbine build -- but it still bugged me slightly )
Well, actually it is a waste of ressources. As he is proliferating only one the of the output belts, the proliferation is diluted inside the station when it is mixed with the unproliferated items from the other belts. So the stack in the station has only about one level of proliferation. So at the other end, where they are consumed, they come out with one proliferation stack and need to get coated again to level 3. So the original (unintentional) proliferation is wasted. Atleast that is how I understand the whole thing, it is sometimes not 100% clear how it actually works.
Why not run two belts next to each other with a stacker at the end of each and then consolidate with a sorter before going back to the logistic station? You get the same input output but a cleaner/easier build (no stackers mid way through build) and only use 4 stackers total. Only downside is space for the extra belt. Or since you have so many open slots on the logistic station is it worth the resources for the stackers vs extra conveyer belts? I can see the appeal but I'm not sure it's worth it overall. Also extra power consumption.
I'm not even close to the point of the game where plane smelters, mk3 proliferators and pilers are a thing, but I wanted to bring an idea anyway (note: it involves hanging belts). Let's say you want to make 1 mk3 belt of fully packed stone bricks in a construction line -You can bring in 4 mk3 belts of stone, two from each side of the tower, one piler in each. Merge them 2 by 2, another piler in each of the 2 resulting belts, merge it again in the middle . Now you have 1 mk3 belt with 120 stone/s (you're only going to use 96/s of those with proli mk3, but using 8 mk2 belts is counterproductive). Proliferate everything.- I just learned that you can set your logistics tower to output a fully stacked belt. Just do that lol. Run this belt in the middle of 2 plane smelting columns, each one with 24 plane smelters. Those 24 must be subdivided in 2 sections each, with 12 plane smelters in each section, with a 1 plane-smelter-wide gap between them, outputing in the outside of the column. from the back of the smelting column, bring the output belt up to the gap. Build a packer and bring the belt to 2 units high. On the second half of the column you'll have the output belt for the 12 smelters on the bottom, beeing filled up, and half a belt of packed stone bricks on the top. At the front of the smelting column, build another packer for the bottom belt, and a splitter on the multi-level-parallel mode to merge the belts. Now you have one full belt of packed stone bricks. Build another packer to make it a half belt of 4-packed stone bricks. Do the same on the other side of the column, and merge both to have 1 full belt of 4-packed. Proliferate it on the way out.
for the smelter builds, the power poles wont encroach the neighboring sector if you move them left 5 squares to the other big tile intersection. they still should capture all the buildings?
I was scratching my head so hard watching you use the pilers in such an illogical way when you'd gotten such a good start. Just have the first 15 output toward the center, and the last 15 output toward the center, and have both those streams of 15 go into just one piler each, and you have 2 streams of double-stacked, single gapped outputs to merge into one belt of double-stacked, no gaps belt toward the storage... Simple, logical, efficient, and only 2 pilers needed per stream of 30.
The piler setup feels so jank, I wish there was a research line for t3 sorters to be able to output 2/3/4 stacks of product like logistic stations do. I mean, they already operate on a one to six stack size, why not make that feel more natural and deposit the product to the belt the same way.
What's much more efficient is just to cut the output belt after 15 smelter, and makethe second half (the one further away from the ILS) go above first half, then at the end near the ILS you have 2 full blue belt (one one the ground and one 1 level above ground), so you can either connect them to two ILS inputs or use 2 piler to make them into one blue belt of stack size 2 without any jank.
@@t3st1221 belts are one of the most impactful entities, performance-wise. Anything that will shorten the number of belt sections is the best fix for that. But yes, leading more output belts to the ILS will look much better too.
@@fare-5174 If it's like factorio then a full belt is almost cost free as only the holes are tracked so it is better to have a full belt than one with multiple different sizes of stacked item and holes. Also I doubt the piler is cheap performance-wise, especially on a non full belt with multiple sizes of stacks. So it needs to be tested but I doubt your right here. (and performance-wise the belts are not that bad actually, solar sail ejection is a way bigger offender looking at the performance tab)
@Nilaus Proliferated Concrete gives you more soil for each placement. Sure one can ignore that, but I think it makes life better. It also uses less concrete for paving but that's not as important as more soil. Thank you for the awesome vid!
Less concrete for paving the same square? o0
I should check it, sounds odd. Anyway, thanks for the fact it gives more soil - very useful tip!
I believe proliferated concrete is more soil acquired when paving over mountains AND less soil consumed when paving over valleys. This is only really important if you want to pave a water world. That is the only time I ran out of soil: while trying to get the 80k paved water world achievement.
Wow, couldn't expect it. Thank you for info!
Found it useful to build Dyson spheres of huge radius, when there's a planet inside a sphere - it lets all ray receivers on the planet to work full time with maximal efficiency, even when they are on the night side of the planet.
Does a larger sphere effect the effeciency of power generation?
@@kylezucaro4028 yep. The larger a sphere the larger its square, the more resources you have to spend to build it and the more power it generates.
@@kylezucaro4028 and when a planet is inside a sphere, planet's entire surface has no blind spots where Ray Receiver doesn't have access to the sphere. As I remembered it since I played DSP last time...
@@КириллНаумкин-д4н i huess what im asking is, is there is there an roi limit on the power generation vs sphere size? Like whats the best size to get the most power out of each component used
@@КириллНаумкин-д4н like of course a larger sphere would generate more, but is it less per component? If you layer spheres will that affect their generation capacity? Lots of questions lol
An hour-long Dyson Sphere episode by Nilaus?, This is gonna be a good day
It's never about power lategame, always about ups, so markII smelters should be everywhere.
also, proliferation cuts by 20% every step, even doing it in the first step (smelters) is valuable.
will cut your ore consumption, and respective ups cost way more: even coal used for white science will be cut your coal/s from 1700 to 1300/s for 60 white/s
when proliferating everything.
iron will go down from 1740 to 364/s, which is more than 4x as effective.
He's playing on 0.5x resources, and so doesn't have a lot of unipolar magnets.
Did you also factor in the cost of proliferation itself?
Yes proliferation already figured in :)
nanotubes will increase rare materials a little, but not too bad.
he has over 1Mil uni at his black hole, thats way over 60'000 mk2 smelter without even thinking about vein util.
thats way more than ups will handle anyway 😅
I'm glad you came back to this game. I started playing and I was watching your videos from a year ago. I went to look for newer vids and discovered your stuff all over again.
I've been following your factorio base in a book and I'm now to the megabase videos. First let me say I learned more from that single playthru than all my games before hand. Because of that I've been looking thru videos of yours and now I think I'm gonna have to get dsp as well..... thank you for your teachings o great one let's get even more effective
Nice and long episode. Really liking this playthrough.
What we really need is an upgraded Sorter that actually stacks onto the belt and not just internally.
Great Episode. I like the episode where you build one project, like the particle containers. Can't wait for the next one!
Everytime I watch your big factory builds, i am reminded that i am terrible doing math.
Regarding the stackers… If you stack each half onto a belt and then merge the belts it would reduce the number required to 2.
Great! This episode was a nice surprise, glad to see it!
These piled mega builds (to rule them all 😎) are so cool. Thank you for leveraging the new pieces DSP has to make interesting and more intricate new versions of what we got used to spamming down in late 2021! 🙏🏾
41:55 - In this case, painting the outbound probably doesn't matter, but I thought you weren't trying to do so on that build.
Given there are empty input lanes in the logistics station, what about running lanes vertically stacked. I know Nilaus doesn't like to raise belts off the surface but that could be an easy option
Why did we need the atmosphere @ 20:34? I didn't catch the reasoning for moving to the other planet. -Thanks!
Graviton Lenses increase Ray Receiver's line of sight radius, but this effect is only applied on planets with an atmosphere (the in-game explanation is they catch photons from sphere/swarm that bounce around in the atmosphere).
Without an atmosphere you still get power/photon generation bonus, but there is a higher chance that a ray receiver will lose the line of sight to the sphere/swarm and will begin to rapidly lose receiving efficiency.
With an atmosphere the ony way to lose LOS is pretty much to build a receiver on the opposite side of the planet so the swarm/shell is completely shadowed. Build it on a pole and it will stay at 100% efficiency all the time.
Incidentally, this means that if a planet is inside the shell, then you don't need an atmosphere, since the shell will always be in sight.
Missing proliferator in Aisle 7. Yay! You found it. ;)
Loved the long video!! Thanks!!
holy crap, you're also flying through the game i cant even keep up watching, just finished the previous episode. 😂
Your storage output for concrete should go into the logistics station on a separate belt from the production so that it refills after a shipment as fast as possible (or 2 even). Not merging storage to production shaves nearly 30 seconds off a request for a second 10k concrete (167 vs 129); adding a second non-merged belt (on both sides) shaves 80 seconds (166 vs 84). The net result is that the logistics network feels a little bit snappier.
Very cool seems like I have to try stackers as well thanks nilaus and also for giving us 1h of DSP this time
Its hilarious how many solar sails nilaus just sends to oblivion... Outside that good builds :)
you are ploriferating some of the basic engines
41:51
One thing I've always wondered while watching your videos: How do you manage to build things so fast? Like smelters in batches of 15? How can you copy entire lines of buildings? I once saw you select four power plants and spread them out before placing them. Are there keyboard shortcuts I'm just not aware of? I don't see any videos explaining this. Am I blind?
@Averath Just hold left click and drag. Another tip is while holding you can hit + or - to spread them differently 👍
link to the site for the dyson sphere blueprints @ min 21?
In the Description...
18:00 Wouldn't it be both better in terms of CPU load and easier on your power to remove the two towers on the left and connect their industry to the left side of the right towers? It looks like neither the number of belts going in and out nor storage capacity would be an issue.
95% of cpu/gpu is used by dyson sphere anyway.
@@vrnvorona Thats not true anymore. Since last update CPU usage is mostly Factory. If your GPU is tanking just set your Dysonssphere to not show ingame but they improved the Dysonssphere very much so it does not need that many anymore. To get a glymps of what i mean on a full used planet the "Draw Call" is 1,5 ms for me and my whole Factory needs 10 ms of the CPU.
Did the dyson sphere blueprint get uploaded yet? It looks super dope, but I am nowhere near skilled enough to attempt designing something like that.
Was looking as well, it didn't make it onto his site. The rest of the build did though
Like for the Traffic Controller! They are awesome!
36:40 is that 110? 😜
On the electric motor build one you added 1 extra proliferator -- proliferating one (of the three) output belts from the build.
(On a practical level that's irrelevant because all the motors get proliferated anyway as they flow into the EM Turbine build -- but it still bugged me slightly )
Well, actually it is a waste of ressources. As he is proliferating only one the of the output belts, the proliferation is diluted inside the station when it is mixed with the unproliferated items from the other belts. So the stack in the station has only about one level of proliferation. So at the other end, where they are consumed, they come out with one proliferation stack and need to get coated again to level 3. So the original (unintentional) proliferation is wasted. Atleast that is how I understand the whole thing, it is sometimes not 100% clear how it actually works.
I don’t remember what galaxy you’re using in episode 1. What is the 8 digit universe you’re playing on?
One of the inserters that goes into the storage at your concrete production is not powered.
I'm the bank heist (The movie)
With the safety box 393.
I am like 393.
.
U R Awesome Dude
.
Thank U
.
~~🙂♾😎
Why not run two belts next to each other with a stacker at the end of each and then consolidate with a sorter before going back to the logistic station? You get the same input output but a cleaner/easier build (no stackers mid way through build) and only use 4 stackers total. Only downside is space for the extra belt. Or since you have so many open slots on the logistic station is it worth the resources for the stackers vs extra conveyer belts? I can see the appeal but I'm not sure it's worth it overall. Also extra power consumption.
For me new mechanic in dyson sphere is new headache type (but stil fun at all)
It's really clever.
I'm not even close to the point of the game where plane smelters, mk3 proliferators and pilers are a thing, but I wanted to bring an idea anyway (note: it involves hanging belts).
Let's say you want to make 1 mk3 belt of fully packed stone bricks in a construction line
-You can bring in 4 mk3 belts of stone, two from each side of the tower, one piler in each. Merge them 2 by 2, another piler in each of the 2 resulting belts, merge it again in the middle . Now you have 1 mk3 belt with 120 stone/s (you're only going to use 96/s of those with proli mk3, but using 8 mk2 belts is counterproductive). Proliferate everything.-
I just learned that you can set your logistics tower to output a fully stacked belt. Just do that lol.
Run this belt in the middle of 2 plane smelting columns, each one with 24 plane smelters. Those 24 must be subdivided in 2 sections each, with 12 plane smelters in each section, with a 1 plane-smelter-wide gap between them, outputing in the outside of the column.
from the back of the smelting column, bring the output belt up to the gap. Build a packer and bring the belt to 2 units high. On the second half of the column you'll have the output belt for the 12 smelters on the bottom, beeing filled up, and half a belt of packed stone bricks on the top. At the front of the smelting column, build another packer for the bottom belt, and a splitter on the multi-level-parallel mode to merge the belts.
Now you have one full belt of packed stone bricks. Build another packer to make it a half belt of 4-packed stone bricks. Do the same on the other side of the column, and merge both to have 1 full belt of 4-packed. Proliferate it on the way out.
Since the tower has twelve ports, couldn't you just build two return lines for every line of buildings?
for the smelter builds, the power poles wont encroach the neighboring sector if you move them left 5 squares to the other big tile intersection. they still should capture all the buildings?
We need stacking sorters
why not just double the return belt? can cut it in the middle and have one half run on the second level all the way to the tower
I was scratching my head so hard watching you use the pilers in such an illogical way when you'd gotten such a good start. Just have the first 15 output toward the center, and the last 15 output toward the center, and have both those streams of 15 go into just one piler each, and you have 2 streams of double-stacked, single gapped outputs to merge into one belt of double-stacked, no gaps belt toward the storage... Simple, logical, efficient, and only 2 pilers needed per stream of 30.
Then there is no room for power poles.
@Nilaus love your videos. Can you upload everlast's dyson sphere design? Also, love to see more creative designs from the community.
2,5 rockets/s looks like we comittet for the longrun :D
20:02 you misplaced a power pole
How do you paint concrete? Mod?
No, there is an option in the foundation tab
@@logovomoe2634 ah, the small checker-board in the corner, thank you!
The piler setup feels so jank, I wish there was a research line for t3 sorters to be able to output 2/3/4 stacks of product like logistic stations do. I mean, they already operate on a one to six stack size, why not make that feel more natural and deposit the product to the belt the same way.
What's much more efficient is just to cut the output belt after 15 smelter, and makethe second half (the one further away from the ILS) go above first half, then at the end near the ILS you have 2 full blue belt (one one the ground and one 1 level above ground), so you can either connect them to two ILS inputs or use 2 piler to make them into one blue belt of stack size 2 without any jank.
@@t3st1221 belts are one of the most impactful entities, performance-wise. Anything that will shorten the number of belt sections is the best fix for that.
But yes, leading more output belts to the ILS will look much better too.
@@fare-5174 If it's like factorio then a full belt is almost cost free as only the holes are tracked so it is better to have a full belt than one with multiple different sizes of stacked item and holes.
Also I doubt the piler is cheap performance-wise, especially on a non full belt with multiple sizes of stacks.
So it needs to be tested but I doubt your right here.
(and performance-wise the belts are not that bad actually, solar sail ejection is a way bigger offender looking at the performance tab)
can you use the blueprint for graphene going forward? You've built it from scrach on cam at least 3 times now
wtf is a stacker and piler?
They're the same but can stack products on a belt up to 4x times. So 4x 30/sec belt = 120items/sec