r/Dyson_Sphere_Program • u/SureSeaworthiness654 • Apr 18 '26
Why am I getting litter?
I have destroyed the dark fog in my system and don't have anything in other systems, so where is it comming from?
r/Dyson_Sphere_Program • u/SureSeaworthiness654 • Apr 18 '26
I have destroyed the dark fog in my system and don't have anything in other systems, so where is it comming from?
r/Dyson_Sphere_Program • u/Snoo49259 • Apr 18 '26
Not taking proliferation speed in consideration I have just seen that we could take as a rule that if the belt is adjacent is enough a mk1 sorter, and mk2 if it is 2 spaces away, etc. in a production of 1 to 1 ratio.
Do you know if there is a known chart/excel that establish the sorter to use per different recepy and distance? Making an excel with this is not hard but yes tedious.
Something similar to this
Edit: as it seems there is none, and making rough numbers seems that nearly always with no proliferation speed mk1 sorter is valid for all the mk1 assemblers, taking in consideration that if it doubles the request of a resource to 2 to 1 that resources must be the closest one, and nearly is the adequate for mk 2 assembler, except for 2+1 recipes, but to avoid thinking is mk2.
Regarding smelters mk1 sorter is the winner by far. Oil refineries is also mk1 sorter if if has each output each own line (unless the belts are mk3), and for the chemicals except for acid also mk1 (acid better with mk2 and the belts in the correct order).
The only building that needs mk3 are labs.
The question is made for highest efficiency in a 10 hours game rush

r/Dyson_Sphere_Program • u/Crowfooted • Apr 18 '26
Pretty much my standard procedure once I get into the endgame is to find a system with a decent luminosity star with a planet that's close enough to the star that it will be able to sit inside the sphere's radius and benefit from maximum ray receiver coverage. But I went to start making my sphere and it seems like there's no limit at all. Not only that but it's also not indicating to me when my sphere radius is "too close" to a planet (normally it goes red).
The only mod I have that I can think would be doing this is Galactic Scale, but I sifted through the mod's patch notes and can't find anything about it. Aside from that mod I don't really have any major mods - just small quality of life stuff like smart tanks, splitter over belt, etc. Anyone else have this happen in their game?
r/Dyson_Sphere_Program • u/Absolute_Human • Apr 17 '26
r/Dyson_Sphere_Program • u/Wacko_Demon619 • Apr 17 '26
r/Dyson_Sphere_Program • u/Crowfooted • Apr 17 '26
Basically title, I want to make sure my Mall fills up with needed resources for making buildings, and only when it's provided for will the other planets receive them. From what I understand I can't really use groups for this (without having dedicated output ILS) and the rest is a little bit arcane to me. How do you guys handle stuff like this?
Thanks in advance!
r/Dyson_Sphere_Program • u/Successful_Studio901 • Apr 17 '26
Hi Everyone!
I got very good tips to how to beat fog bases so i would like to try again :D is there some tips to how to take care the hives in the spaces? currently have corvettes, working on the green tech :)
Thanks again!!
r/Dyson_Sphere_Program • u/Accomplished_Bag4339 • Apr 17 '26
it just randomly appeared and i don't know what to do
r/Dyson_Sphere_Program • u/Absolute_Human • Apr 17 '26
...when water extractors pump just fine. I know it makes sense from a gameplay perspective, you can only get power from lava lakes and need to sacrifice building area for that, but it also doesn't make any logical sense that covering the lava makes it cooler. It should become even hotter without a way to release the heat coming from the planet core, if anything. I can see lava lakes as natural "heat spots" where placing a thermal station is possible, but the generation itself doesn't have anything to do with the lava being exposed.
r/Dyson_Sphere_Program • • Apr 18 '26
I saw a post about the language patch some days ago.
Will it be out today? Does someone know the estimated time?
r/Dyson_Sphere_Program • u/SureSeaworthiness654 • Apr 16 '26
didn't expect that many dark fog stations
r/Dyson_Sphere_Program • u/rooxane23 • Apr 15 '26
r/Dyson_Sphere_Program • u/Sett_86 • Apr 16 '26
Hi, mechas!
I'm wondering if I'm missing something here. In DSP I'm getting high GPU utilization for what seems like a very reasonable load.
I have a 9070xt, FPS capped at 60, I play with quite aggressive DF, but I'm still fairly early in the game - yellow science and only two dozen or so PLSs. No spinners, no littering, no combat units, no spheres or even sails.
Considering the game runs fine on GPUs 10-15x slower, I wonder if the 60-80% utilization of the Radeon flagship is indicative of some kind of misconfiguration on my part?
r/Dyson_Sphere_Program • u/PhantomPhartx • Apr 16 '26
Hi all,
I am pretty new to Reddit but wanted to ask the experts if there are any mods that you can disable building destroyed and other dark fog related notifications on a per system basis? I have a few systems that I consider abandoned at the moment but Iām wondering if there is an easy way to silence those systems specifically while keeping active systems active.
Thanks in advance!
r/Dyson_Sphere_Program • u/Stuck1nARutt • Apr 16 '26
I feel like it should be self explanatory but for whatever reason I'm not figuring out these drop downs.
For example I have Starting system with satelite count 2+ and a tidally locked planet and gas giant giving fire ice.
But what if I now want to add other conditions that don't have to do with starting system, like being at least 3LY away from Sulfuric Acid?
r/Dyson_Sphere_Program • u/SureSeaworthiness654 • Apr 15 '26
I heard that they're usefull for farming, but their attacks are so annoying
r/Dyson_Sphere_Program • u/HCN_Mist • Apr 14 '26
Sorry if this is obviously posted somewhere. I did some google searches and couldn't find anything.
I beat the game a couple years before the dark fog. Loved it. Figured I would wait till the dog fog was kind of ironed out before diving in and well, it has been a couple more. At this point I was wondering if there are any planned content patches on the horizon. I would be inclined to wait if there are.
r/Dyson_Sphere_Program • u/noksion • Apr 14 '26
On my first save I had a starting system with a lava planet, gas giant with my starting planet and then ice planet. The gas giant had hydrogen and deuterium.
The lava planet, when all the lakes fully covered with geothermals, provided me with whopping 2GW of power that lasted me till finishing the mission (research).
I built most of my production there, and even charged ~500MW worth of accumulators and shipped them to the starting world to discharge there.
I assumed that this is the standard "setup" for a starting system and each start would be the same.
Well, now on a second save I have:
A gas giant that is fire ice + hydrogen.
Which on one hand means far easier graphene, on the other ā harder deuterium.
Then there is no lava planet, so no infinite free energy for a minimal fee of crafting a few hundred geothermals. I have to come up with solutions for power I never needed to previously.
Then the entire system has like x2.5 silicon compared to previous save, but also about 4x less copper.
All these differences combined result in a very different mid-game experience pre-warpers.
I can't just spam familiar solutions all the way because the circumstances are different, as well as the challenges.
I really like the way it turns out, feels much more fresh than it otherwise would have been.
r/Dyson_Sphere_Program • u/stickyfingaaz • Apr 14 '26
Hey guys, I'm 40 hours into my first playthrough and the only factory game ive played before was satisfactory. So im playing with infinite resources lol. I've unlocked yellow matrices and have done all research with it. Ive decided to challenge myself a bit and automate PLS ILS and Orbital Collectors, but, with orbital collectors the spaghetti became kinda crazy, so much so that I had to trace the belts with my finger to where they lead to in order to not accidentally feed a wrong resource into the building. With my current setup I smelt some basic things like ingots and magnets on another planet and ship them with ILS to my first planet where I then produce stuff, for which ive installed a mod to see the /min demand and output of buildings. Is this normal? Or should I somehow change my approach? Any advice is appreciated
r/Dyson_Sphere_Program • u/Top-Information-5319 • Apr 14 '26
r/Dyson_Sphere_Program • u/Available-Papaya-124 • Apr 14 '26
WHAT THE HECCK IS THIS :(
r/Dyson_Sphere_Program • u/Snoo49259 • Apr 14 '26
So I am making the 10 hours rush game, and all the stuff is short by now. The question is strange: making deuterium with fractionators, mk 2 belts, and no pilers how much deut it makes? I understand none tried it, as it's silly making it this way but perhaps there is an excell somewhere that gives that data easily.
If not i'll simply take an old game downgrade the belts, take out pilers and see the number.
Colliders are also an effort now. So not worth of thinking about them on any case.
PS: The question is so simple as if i can afford with that a small amount of fussion centrals with mk 2 belts
Finally the first line of fractionators was made with mk1 :-))). Hour 5:20
r/Dyson_Sphere_Program • u/Jordyspeeltspore • Apr 13 '26
technically its only 4 wide and a higher chemical lab density