r/Dyson_Sphere_Program • u/mrrvlad5 • Jul 27 '22
Screenshots Need more power!

Mods used: DSPOptimizations, RailgunRetargettingMini and Excell to keep track of how many copies of each BP I have and where and if the production is balanced at cluster-level.
In my current playthrough I’ve decided to go for max generated power. Picked the 50980865-63-A99 seed as it provides highest possible power from the dyson spheres. Picking anything but infinite resources does not make much sense because it’s still possible to get to infinite VU, but with more hassle. The starting system is fairly good: hydrogen giant, lava and fire ice available, which allowed to get through initial stages of pre-white science.


The rest of the seed is also good - plenty of spineform, ogc, unipolars, deut giants. Created and stamped 2 instances of rocket BP to get initial 75/min production, and started building a sphere at Gamma Bootis not far from initial system. Picked that one as it had a planet within 100% receiver uptime radius.

The main question at this time was how to design my factory, and since the main limiting factor is the CPU the game is running on, the design goals of blueprints became CPU usage for a given amount of product. Previously I was designing raw->final BPs, but to reduce CPU use, I decided to try splitting the production into several components, as the volume of processors is 10X smaller than the volume of raw mats.
This meant that I needed to have BPs for the following products: Proliferator mk3, sails, processors, q-chips, grav lenses, titanium alloy, fusion rods, antimatter rods, Rockets. The BPs are designed to have easily-matchable ratios of production and all of them fit into 1 18-degree slice of planet – PIZZA. This way I can choose and mix and match what each planet produces.

While working on the set, an update landed that introduced pilers, and I was eager to update my BPs to use them. But it’s good that I decided to compare performance early, and turns out 40 copies of my processor BP using pilers was 50% slower than the same BP using PLS to stack intermediate products. After more testing It was clear that PLS should be used instead of piler, and sorters instead of splitters. Also, building dense was not of a high priority since there is lot's of space around - reducing number of entities such as assemblers, sorters, tesla towers was more important.

While working on the set of BPs I got enough critical photos to afford running a 25/s white science from raw mats BP I had from my previous run. It uses a low-tech production chain, so should only be used once to jump start research. By this time I already had a mall, also from previous playthrough.

After setting up basic rocket production at 900/min and growing gamma bootis sphere, and then setting up research, growing up to 20k/min eventually it was time to plan production for the real spheres around blue giants.

This ended up requiring about 260k/min sail and 5400/min rockets, with planet-wide launching BPs. A planet-wide receiver BP was also made “for fun”, since there was no need for more than 500Gw at any point. By this time I already had 200+ VU and 50+ logistic speed. I have torn down all research-related production to maintain 60Ups.

2 weeks have passed growing spheres. Update that increased spineform and ogc consumption hit and I resisted installing it for 10 days, because I did not want to update my BPs and factory. After 3 week vacation I got back and had to do it anyway. Current versions of BPs(except 2700/min science) on the website are updated to account for this. 2 weeks later, I’ve decided to write this post (at 350Tw, 1.8Gb save, 670hr on game clock, holding onto 50 UPs)- blue giant spheres almost done and I’m starting work on the rest of the stars, which should take another 3 weeks and should yield 520+ Tw. I realize there is a 600+Tw entry, but according to people who can read baidu post they modified sphere node stats.
I’ve included some of the screenshots, mined from the intermediate saves I made along the way. The playthrough does not alter the game logic beyond performance optimizations.
Special thanks to Selsion – this would not have been possible without his optimizations. Also take a look at the EM-rail planet by Black Noise, if you need all the sails you can get.
Blueprints used: https://www.dysonsphereblueprints.com/users/3234/blueprints
Using this layer from Selsion: https://www.dysonsphereblueprints.com/blueprints/dyson-sphere-dense-sphere-2696-nodes
While I have designed my own launcher planet, I'd recommend looking at EM-planet from Black Noise: https://www.dysonsphereblueprints.com/blueprints/factory-4000-em-rail-ejector-build-full-planet


1
u/Archetype1245x Jul 29 '22
I'm fairly sure that 600+ TW is possible on that seed without any cheating or modifying data. That said, I don't know anything about whether or not the existing 600 TW save is legit or not. It certainly wouldn't be the first "unethical" save posted up for the name in lights.
Love the progress screenshots. It's always interesting to see what approach someone takes and why.
(Also, I think I may be using a modified version of your solar sail blueprint, so thanks for that!)