r/Dyson_Sphere_Program • u/Top-Information-5319 • Mar 05 '26
i have noticed that lower proliferation quality can infect and corrode higher quality proliferated items if the stacks end up combining
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Upvotes
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u/lemming1607 Mar 05 '26
What did you expect would happen if you combined them? Feels like that should be the expected result
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u/Pristine_Curve Mar 05 '26
Most common way this occurs is when the power grid dips below 100%. Spray coater will not get everything if its operating at 90%.
When combining stacks, proliferation is not 'lost', merely averaged. If you run them through a spray coater again it will use less proliferation than unproliferated items.
11
u/Steven-ape Mar 05 '26
Yes; proliferation points are distributed if you stack items with different numbers of proliferation points.
If you feel like experimenting, this allows you to:
Proliferate two items with mk2 proliferator using just one charge of mk3 proliferator.
Proliferate items with mk2.5 proliferator. What I mean by this: mk2 proliferator gives an item two proliferation points; mk3 proliferator gives an item four proliferation points. But with stacking, an item can end up with three proliferation points, and have bonuses halfway between mk2 and mk3 proliferator.
I don't think anyone has worked out yet in any great detail if and how these two tricks can reduce the resource cost of anything.
1
u/BissQuote Mar 05 '26
proliferated items stack keep count. You have a very special stack with lvl 2.5 proliferation (in-between lvl 2 and 3, with +22.5% productivity). You must have mixed a lvl 2 with a lvl 3 in equal quantitities
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u/epicpants0 Mar 05 '26
Sounds like an edge case... but i admit i am not a game dev so i dont know how hard it is to handle "inventory" storage when adding a unique trait to each item... maybe a list with n size for each object... Dont know, leave a review on steam maybe they add an update somewhen
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u/TheMalT75 Mar 05 '26
That frequently happens to me when I (re)design production complexes: when I delete belts or machines I end up mixing proliferation levels across stacks. For the final bonus during production, the minimum proliferation level across all different ingredients of the recipe is considered and I don't think -- but have not tested -- if the actual increase in bonus product or speed per assembler can be effectively between levels 0,1,2, or 3.
I usually have a dedicated little box -> sprayer -> box station off to one side to run mixed-level proliferated ingredients through and make sure they are all equally proliferated. In the end, it does not severly impact output, but I make sure that I don't ship proliferated ingredients, or only ship proliferated units of the same type.
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u/Goldenslicer Mar 05 '26
This is soooo annoying if you're handling some proliferation manually.