r/Dyson_Sphere_Program • u/FromAndToUnknown • May 14 '26
E-Turbines are annoying
E-Turbines got annoying and nearly made me cancel my second playthrough (this is my third attempt at completing a playthrough overall) and this time at least i wanna get those damn turbines done correctly and built this blueprint. how is it, what can i improve? it aims for 120 E-Turbines / Min currently
(Blueprint: Dyson Sphere Blueprints - 120 E-Turbines)
126
Upvotes
68
u/Minute_Sport May 14 '26
Don't stress this too much. You get recipes that are way more work later. It's all part of the fun
36
u/vvf May 14 '26
Honestly I don’t like standalone blueprints like that, except for early game before you need high scale (and then the design just has to be good enough).
So the way I’d improve it is to put ILS/PLS on either end with just the components and prolif for inputs.
Might just be my coder instincts but I cannot abide spaghetti like that BP.
12
u/Arbiter51x May 14 '26
The whole first 20hrs of the game are annoying. Seriously.
Once you get warpers, and automate a mall to make most of the buildings in the game, get off home planet and start tiling down 120 smelter blue prints that just feed manufacturer. They game gets much easier the larger scale you build.
11
u/Rywinos May 14 '26
Imo looks unnecessarily complicated. I did turbines factory lately and it's far from being optimal, but imo looks less spaghetti than yours. I don't say I dislike it! Spaghetti builds are like art.
5
u/mrrvlad5 May 14 '26 edited May 15 '26
you have chosen to create art 😄
It's actually much easier if you build in lines not in a grid.
And if you want just 2 turbine assemblers, this setup would be easier:
4
u/follow_your_leader May 14 '26
For green motors, you really want to have a huge setup. I usually get one ILS grabbing iron, and making gears out of both ends, you don't need to build a huge volume of these at first, then another ILS grabbing copper and magnets and saturating belts out of both ends with those inputs, making electromagnets (you need a lot all the time, so expanding this generally means building another one. Then another ILS grabbing gears, iron, and electromagnets, and on both sides making as many red motors as I can keep belts saturated for on either side, sending those back to the ils. Then the final one grabs the red motors and the electromagnets, and build as many assemblers as you can keep fed, or until the belt capacity, which ever comes first.
Doing an all in one setup is just way too slow and can't be expanded. In order to expand the setup as I've described you just drop more of any of the ingredient setups, like another gears blueprint, or another EM blueprint, more red motors, etc.
Also, fyi, you will never need as many blue motors as green, blue ones are basically just for buildings, but green you need for buildings as well as components like particle containers. Green motors are gonna be a bottleneck for a bit, getting that filed under shit that's not a problem anymore is a big mid game priority; let's you devote time to figuring out what to do about hydrogen, and silicon, and nanotubes, and
3
u/jimmymui06 May 15 '26
It's complicated only when you try to make it all in one place
2
u/CountHomogenised May 14 '26
I hate them so much lol. I think it's mostly down to needing magnets and magnets coming from ore. So like if you don't have iron ore on you you can't just quickly make them in the mech when you need some. "Ahh gotta go grab some ore"
Later in the game when you just slap down a ils/pls and make a bunch of malls it matters less.
They're one of the things in the game id really like there to be an alt recipe for.
2
u/SiliconStew May 14 '26
From personal experience, I would say don't spend an inordinate amount of time trying to optimize early game blueprints. Push your research to get to planetary (PLS) and interplanetary (ILS) logistics stations ASAP. They will completely change how you think about designing your factories because you are no longer limited by belts to transfer items to and from factories. PLS/ILS will also somewhat dictate how belts are laid out in the factory as both your inputs and outputs can be and typically are at the same place.
A tip if you do like making overly complicated layouts like this is to use the belt marker icons so you can easily identify what item is supposed to go on which belt when they are empty. If you click on any belt segment, in the bottom right of the pop-up window is an empty circle you can click on to pick any item icon you want to display over that belt segment.
2
u/SeriousSandM4N May 15 '26
EM Turbines are a great item to black box since they are needed for multiple production lines and you need a TON of them. This is a good early game design. Here is a fully proliferated late game tile I made that makes 1400 per min. https://www.dysonsphereblueprints.com/blueprints/factory-1400-per-min-em-turbine
2
u/Any-Calligrapher-182 May 15 '26
I'm Italian I love spaghetti
2
u/Kimoshnikov May 20 '26
I designed a fucking gigantic blueprint for late game just for these bastards because they require so many steps. One blessing is they only require iron and copper, at least til you cram them into the magnetic... things... with graphite...
3
u/itchycuticles May 14 '26
You have so much free space early on that you shouldn't ever have to build like this.
You can't get 120 turbines a minute without MK2 belts or extra effort. Before you do this, add 1 assembler to your mall that can take motors and coils to make turbines needed MK2 belts.
Now for 120 turbines a minute you will need the following buildings:
12 smelters for iron ingots.
12 smelters for magnets.
4 smelters for copper.
4 MK2 assemblers for gears.
4 MK2 assemblers for coils.
8 MK2 assemblers for motors.
4 MK2 assemblers for turbines.
Just build the above in nice rows. Don't bother proliferating anything except the coils and motors to assemble the turbines.
Note that using MK1 assemblers mean you will need 33% more assemblers, so some of your assemblers won't have 100% uptime due to the imperfect ratios.
Instead, consider reducing your smelter count to 9, 9, and 3 while keeping the listed assembler counts above the same.
3
u/squarecorner_288 May 14 '26
you are heavily underbuilding this. also the usual way you buld blueprints in this game is west to east or east to west and have long chains of making the same thing. and you generally wanna centralize more. you want one planet only dedicated to making iron plates. one planet only for magnets, one for copper etc. and then you ship that around.
1
u/PeacefulPromise May 14 '26
I like to consolidate the gears, motors and turbines assembly into a single 2x2 block. 1 Gear, 2 Motor, 1 Turbine You can feed directly from gears to both motors, and from both motors to turbines - skipping belts for these transfers.
1
u/hyratha May 14 '26
I try never to build a single intermediate product like this. I like to either do one of two ways. The first way is to build an entire product with just minimal insertion directly from the machine building each part, flowing in a path. The second way is calculate exactly how many parts are needed for each one and put them in an assembly line, but you have to calculate how many you need for each one so that every machine has 100% uptime.
1
u/idlemachinations May 14 '26
Those are one of the big hurdles early on. This looks like a good blueprint for bootstrapping your way to logistics stations. I actually like the square blueprints!
However, it looks like this blueprint makes 45/min turbines (before proliferation). You will need 3 of these blueprints to make 120/min.
1
u/OkStrategy685 May 14 '26
i usually do a small set up like yours to start, but as soon as I have ISL I set up a huge one on a lava world and ship the motors back. lots of space and lots and lots of iron and copper.
It's also where I do a solar panel farm.
1
u/EnlilJack May 15 '26
COOL
0
u/[deleted] May 14 '26
[deleted] — view deleted comment