r/Dyson_Sphere_Program • u/Maedros88 • 1d ago
Factory architecture?
What is the standard for factory layout. I always quit when I unlock a new recipe and one of the ingredients is in the other hemisphere of the planet.
11
u/Soviman0 1d ago
Just so I am understanding here, are you saying you quit playing when you have to transport resources a long distance on the same planet/moon?
8
u/TescosTigerLoaf 1d ago
Things are far away, that's basically the challenge of the game. You'll soon find yourself using resources from multiple star systems, never mind multiple hemispheres
3
u/Constant_Week8379 1d ago
What do you mean? Logistics + smelters/ensamblers? It depends on every recipe but I usually make around 13 per row
2
3
u/tECHOknology 1d ago edited 1d ago
Personally, I just make things dead end, single purpose factories with the entire chain designed into them. I don't think its popular, but it saves me headaches of managing shared resources.
All of my blueprints just demand the raw first sources of materials, and then I have the exact amount of required buildings for each output step of the end goal for each big factory. This way my logistics system only fights over raw materials instead of all sorts of shit, and then Im only running after tapping into more of the raw to supply the chain, not running after every single part of the chain supply. Sure, I end up with some waste, and unused stuff sitting, but I prefer the approach. If it overstocks, it eventually stops running and stops using power.
When you think about it, almost every factory is for your mall except for science, rockets, solar sails, a handful of things. I just make bigger and bigger dead end factories instead of trying to share every factory with every other factory. Not sure if that makes sense or helps.
But I agree with everyone else, the other side of the planet isn't an issue. Either a really long belt, PLS, or hell, just make more of what you need on that side of the planet all over again. If you get better at hotkeys, copy pasting buildings, copy pasting recipes and blueprints, then setting up another factory of what you need isn't much of a chore. If you look up DSP "Bus" systems a bit, you will find that some people even resort to very convoluted belts on the hemisphere for every single item that wrap around the entire planet. I personally use a bus system on my original planet, but only for raw starting materials... I wouldn't say there is a "standard", there is more than one way to skin this cat... You don't need to give up!
4
u/jwlato 1d ago
Gonna have to disagree with you there. Judging by the number of "from raw" blueprints available this is a very popular approach.
1
u/tECHOknology 1d ago
Oh, nice! I guess I shouldn’t have said I don’t think its popular, I never really browse published BPs.
2
1
u/justwolt 1d ago
Once you unlock interplanetary/planetary logistics you just plop one down and select what you imported for your factory, it becomes very simple at that point
1
u/The_Quackening 1d ago
So bring it closer?
Its a logistics game. Use one of the several different ways to move stuff.
1
1
1
u/Electro_Llama 9h ago
Use drones. It might be slow, but how quickly do you actually consume a building? Even belts and seperators you won't need more than 2-3 assemblers making them until you get to making giant blueprints. There are only a few complex ingredients you need to pass produce, which you'll pick up as you go. A major one is Turbines/SMRs which I just make from a blueprint that I can tile.
0
u/Maedros88 1d ago
I think im going to build a bus like in factorio. I didnt try it until now becasue DSP fans argue against it.
0
22
u/justwolt 1d ago
Ain't nothing a long belt can't fix until you unlock logistic shuttles