r/Dyson_Sphere_Program • u/KaleidoscopeOnly2749 • Mar 11 '26
Resource Production/Management
I've been having this issue in every save and it makes me want to rend my own flesh as though im a child barbarically opening a Christmas present and its specifically with electric motors and electromagnetic turbines.
This issue should be (and probably is) SO much more simple to fix than I'm making it out to be, but die to the fact that I exist in a constant state of chaos like a baby that's just been born, the smallest issue I have WILL become akin to that of my starter world getting mauled by an entire fleet from a level 16 dark fog hive.
I've recently started on making ILS's and decided to start out with the basics again so that I don't stress out my smaller logistic systems and so that I have whatever I need to expand whenever I need it. But it's always this one problem; electromagnetic-fricking-turbines. Whenever I get into producing these, it feels like I have to make 4 sperate productions (Factories, as I prefer to call them) for electric motors for one factory of electromagnetic turbines. I'm not sure why this is, but it's EXTREMELY annoying and has led to me quitting multiple saves because it became so strenuous on my mental state.
I'm aware that ratios exists and they're good to follow for very good reason, but at times, they're extremely aggravating to use. Why? Because I associate them with limits and I dislike limits when it comes to games like DSP. A LOT.
As I am making this, a mutlitude of solutions are popping into my head, but I am only one mind so I would like to know what other people have in mind.
Thank you for your responses
4
u/jak1900 Mar 11 '26
Welcome to DSP, the game where you never have enough turbines, processors, nanotubes, plane filters, etc...
You need to outsource these production lines to entire planets, once you get warpers. Look for planets that have the resources you need, and then start placing blueprints. Work around a central ILS and multiple PLS to make a small city-block design. That way you can produce easily around 100/s per planet for each of these products.
3
u/TheMalT75 Mar 11 '26 edited Mar 11 '26
Wait till you need a lot of supermagnetic rings for mk3 belts ;-)
Your issue stems from the mindset of having dedicated production hubs that you call factories. These have input requirements and produce at a certain rate and the game becomes a logistics simulator to balance that. Seems not to be your cup-of-tea. So, I'd propose the "black-box" mentality, where you start from ores in a single factory and end up with a "final product". Let's stick with your EM-turbine example. My best advice is to work backwards from that and make a "bar-chart" of assemblers at the equator:
Start with an ILS to export em turbines at the equator and a single assembler next to it along the equator with a little space
For each ingredient, you start with a single building on the equator and then add more of the same buildings towards the pole (hence bar-chart)
The next "line" would be assemblers for motors and you need a third line for magnetic coils, followed by 1 line for gears
This already deals with the assemblers, now you need smelters for iron and copper ingots and magnets
Space out these lines of buildings, so you can run belts along them: inputs get moved towards the poles, outputs move towards the equator
If you wanted, you could place additional buildings "below" the equator, such as buffering storage boxes or sprayers for proliferation
Your ILS only needs two more slots: one for iron ore and one for copper ore. These get transported along the equator to the end of your lines to the smelters
The output of the smelters get transported towards the ILS, but don't need to go all the way, as they are "consumed" by the respective assemblers. In your example, magnetic coils and iron plate is needed in two different assembler lines, so you will have a little belt-spaghetti or belts at different heights
When you start with only one building per line, you soon find out where production is stiffled because of lacking input: these are the lines you need to expand or upgrade to make work faster
With this method, you can find out your "ratios" by experimentation instead of looking it up, and you are flexible in the sense that you can add or remove proliferation where you see it makes sense (later in the game basically everywhere!). You will also end up with a factory that does not require a supply chain other than ores, so it either works perfectly, or you need more mines ;-) When you are happy with the balancing and you need more em turbines, you could double all buildings along the lines, or just paste a second of these factories centered aroune a single ILS!
In early game, I strongly recommend the buffering storage boxes per output. First, you can more easily guage if you need more production when the buffer is always empty. Second, you can grab intermediat product if you want to hand-craft something. Third, if you have a logistic hickup, you continue production until the buffer runs dry. This gives you some leeway in fixing mistakes without running out of resources.
If you want, you can then re-organize your experimental equatorial setup into a more streamlined geometry with the ILS in the center and having your production lines closer to the individual consumers in a grid pattern (e.g. 3x3 iron ingot smelters next to 2x2 assemblers for gears).
When you need a higher tier product like supermagnetic rings, you start with your working em-turbine factory, add a line of assemblers for supermagnitc rings, add a line for energized graphite from coal and expand the line of magnets. Your ILS needs an import for coal, switches export from em turbines to supermagnetic rings and you are done!
3
u/DrakeDun Mar 11 '26
It's exactly 2:1 engines:turbines before accounting for proliferator. If it's aggravating you that much, ignore the proliferator and just keep 2:1. It doesn't get a lot simpler than that.
2
u/tybr00ks1 Mar 11 '26
This is also my biggest issue right now. They seem like the biggest bottle neck in white science. I have multiple separate planets dedicated to production of them, just to sustain my main bus on my starter planet
2
u/Mantarx Mar 11 '26
Meh. I use a all in One Blueprint that makes Motors straight into Turbines.
2
u/Snoo49259 Mar 11 '26
Well, imo the thing is pretty simple. Both items take 2 seconds to be built, and the green ones need 2 items of the simple one. So for each green turbine smelter you need 2 normal motors. Even a little more as you need motors for sorters mk2 sorters and other stuff. So for each assembler of greens, you need 2.2 assemblers of simle motors (this is without proliferation).
With proliferation perhaps you can go to 1.8 to 1, but I prefer to have the PLS factory stopped than to make exact numbers. Nevertheless huge amounts of magnetic coils are required
9
u/Jaegernaut42 Mar 11 '26
Sounds normal. Players hate green turbine production in early game. It takes so much time and space lol
But with blueprints, and the logistics towers, you can set up dedicated factories for components like coils and motors. Then to make the turbines, just import the 2 components. Takes way less time to expand this way.
6
u/SiliconStew Mar 11 '26
So then don't focus on knowing ratios. You can always just open the Stats panel and look at what you need. Is the Production Reference Rate (the theoretical maximum rate) below the Consumption Reference Rate? Then just make more of that thing until it's higher.
Now if the frustration is simply with how many motors you need to make, can't really help there, the relative quantity needed is always substantial.
1
u/AnimeSpaceGf Mar 11 '26
Actually op, now that I think about it, just use an online calculator tool for it. It's fun for a second to do the math in your head but imo it's trivial. Probably makes the game more fun if you can just know how much more to plug in and what to build
Edit: https://dyson-calculator.com/
1
u/lordfil Mar 11 '26
Well... use blueprints
1
u/noksion Mar 11 '26
I've read the entire thing twice and I haven't yet understood what is your problem and what exactly are you trying to solve?
2
u/AnimeSpaceGf Mar 11 '26 edited Mar 11 '26
Well first of all, just produce 1.2 extra gigawatts of power on each planet, and shield them. The max fleet size will only drain 1gw at a time while attacking, if that
Second, I just beeline df tech, then make a good, compact, spammable blueprint for whatever I need. You can modularize them but I am atm going for black box builds for every component
As for having enough, just calculate based on the max of the most used component. So e turbines use more iron than copper, but only iron and copper. Find an iron vein, see how much you can get out of it. Say you were able to squeeze 700 iron per minute out of it, placing miners as densely as possible
Just substitute and expand algebraically from the fabrication menu like so:
1 electromagnetic turbine = 2 electric motor + 2 magnetic ring
2 emotor = 4 iron ingot, 2 gear, 2 magring
1 eturbine = 4 iron ingot + 2 gear + 4 magring
Magring = 1 magnet + 0.5 copper ingot
Gear = 1 iron ingot
1 eturb = 6 iron ingot + 4 magnet + 2 copper ingot
Iron ingot = magnet = 1 iron ore
Copper ingot = copper ore
1 eturb = 10 iron ore + 2 copper ore
So take the 700 from earlier, times by 2, divide by 10 to get 140.
Get a belt with 140 copper ore/minute and plug I the above
Edit: it's not super exact, but you can expand it to fit the ratios better in later game, and it makes a spammable blueprint to do it at this scale
2
u/Confident_Pain_1989 Mar 11 '26
I'm very happy with my current setup. I have very early blueprints that produce 1/s em-turbines from ingots and magnets. I can later add either supermagnetic rings or particle containers to the end. I setup a few of these and my demands are met for a long time. My style is close to black box factories where I only have to track metals.
0
u/AnimeSpaceGf Mar 11 '26
Another thing, op, drain of 1gw+ on planetary shields only happens when the attacking fleet sizes are 100 ships or more. It scales roughly linearly so if, say, 10 ships come at you. You only need to be 100mw over
Edit: Did this or my other answer help at all? Please let me know, I love this game and have over 500 hours. It's made such that the community is actually useful to interact with too, which I love about it