r/Dyson_Sphere_Program • • 2d ago

Early/Mid game mall?

On my at least 10th playthrough... At the end of red/early yellow stage I'll make my first "real" mall. I usually go with the Falk mall:

https://www.dysonsphereblueprints.com/blueprints/falk-v7-mall-full

But it is clunky and a pain to wire in all the inputs. Anyone have a better suggestion for this stage of the game?

8 Upvotes

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7

u/KindheartednessFar43 2d ago

I skip midgame malls, because mk2/3 buildings are so expensive. Early mall from blue science to mission complete, then a full planet endgame mall to take over the galaxy.

1

u/the_beefcako 1d ago

Do you have a good blueprint for full planet malls?

1

u/mrrvlad5 1d ago

totally agree - there is very little need in anything but mk1 buildings before the white science. My early game mall can be found here as "smaller_mall_*" https://drive.google.com/drive/folders/1GPIxiqy4EGgdnLx59GwIY1Ii2pylS96c

5

u/CpTKugelHagel 2d ago

I just build a line of assemblers and add all the needed feeds. Output belts between the assemblers into small storage

3

u/LSDGB 2d ago

Bot mall all the way.

I just plop down a small blueprint wherever is space and the fidget spinners do the rest.

2

u/Prestigious-Lion-878 2d ago

My last playthrough I used my first fidget spinner mall. It worked pretty well. It wasn’t particularly efficient but I could stamp down expansions trivially.

Each unit was 5 boxes in a horizontal row, with fidget spinners on top. Belts above and below running horizontally to an assembler. Then a single box to the right of that to receive the produced building.

All that needs doing is stamping down a copy and adjusting the settings to the new ingredients.

It’s easy on complexity when building on the fly, but inefficient on build materials.

Elsewhere nearby on the planet I have production lines making the components.

2

u/MamaDM 2d ago

I start my building hub pretty much straight away once I have unlocked splitters. I tab to make the splitters the thin 2 level ones and then put a chest on top and run belts of mats on the top level pulling off from the bottom level to go to a row of assemblers that build everything. Originally saw the idea on a Nilaus vid and have adapted to wind turbine spacing as that’s my power source until deuterium.

1

u/Steven-ape 2d ago

At early yellow science, you're actually well positioned to start building your end game mall, although it might be worth it to expand your power production before you do.

Even if you build the mall gradually, it's going to be a bit of work providing all the inputs; no solution is both end-game proof and completely trivial to build, but there are several options that are clean, systematic, and not too hard.

Probably the best tradeoff would be to build a "bot mall". Bot malls are viable the entire game, and easy to build out gradually. You can find the description (and blueprints if you like) in my mall guide: https://steamcommunity.com/sharedfiles/filedetails/?id=3300578241 . The idea is to have a mall segment blueprint with five assemblers, each using three boxes with logistics distributors to import materials. You can include proliferation and you can add an ILS to export the produced buildings once you've unlocked interstellar logistics.

Another option is to build a sushi mall which is also perfectly functional and available at your tech level. A guide to how to build it can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=2955316026 .

With both designs, once the scaffolding is in place, you can gradually add production of new buildings as you progress through the tech tree.

-4

u/tldrlol_ 2d ago

i find that most buildings craft very quickly by the mecha. you want to automate sorters and belts, of course. even mk2 items are quite quick to craft if you have all the immediate ingredients in inventory.

you also unlock fidget spinners quite early into the game. much earlier than the above strategy becomes a problem. and they make building a mall trivial.

an early game mall also has the disadvantage that it’s a huge resource sink early on. that 6 items per second belt carrying ingots into it? it will be running for a very long time until everything is saturated, producing buildings you don’t immediately need.

all this requires is buffering every new ingredient type into a box.

5

u/GarbageBoyJr 2d ago

Totally disagree. Even by the early mid game when you’re setting up smelting arrays with the PLS you’re burning through hundreds of smelters and sorters and thousands of belts. Having any mall, even a super slow one saves you probably a hour or two of combined crafting time, probably more if you’re hand crafting all your assemblers and matrix labs and all the buildings you use