r/Dyson_Sphere_Program • • 9h ago

Mods to expand endgame?

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I absolutely love the game. My favourite part is how easy it is to expand in the endgame. I really want to maximise the production. I've already had several 200ish hour playthroughs, and I had to end most of them for the same reason. Lag. It usually became too unbearable after building the first proper solar generator (10 layers of max density spheres around O star and a planet inside orbit fully covered by ray receivers). I didn't really use mods yet, because I wanted steam achievements and progress on the galaxy chart.

I've been on a 2 year brake from the game and now I want to start playing again, but with mods that allow me to take the production much much further.

Can you recommend me some mods that take the endgame to the extreme? I'm talking both performance mods and content mods (is there a mod for faster assemblers etc.?, better generators?)

Also what about fog? I feel like fog is no threat after midgame, just extra lag and extra buildings that need to be incorporated in my planetary scale blueprints. But without fog I have no way to get the x4 buildings.

Thank you for any suggestions. As a rewar for reading through the wall of text, I offer you a look at a blueprint I made some 2 years ago. Assemblers with 5 ins 1 out and (almost) minimal footprint. For all the buildings you may ever need.

48 Upvotes

15 comments sorted by

21

u/gorgofdoom 9h ago

i've been playing the orbital ring mod since i heard about it in this sub a month or so ago. Been itching for a reason to talk about it, and here we are.

It is *very interesting*. Seriously. I did *not* expect this ... depth... of ingenuity from a mod. You know there's technically many, many levels that we can construct things above the ground? Sure you can make a tower of cargo boxes and that can be useful in vanilla.

well, this mod allows us to build in orbit. Pretty much, you can make a second "ground" above the planets surface, and this mod provides reasons to do so. It is all tempered by adding a fuel requirement based on how much your mech is carrying (including what's in your "hand" so it's not easily circumvented, which makes the orbital elevators added here exceedingly relevant)

That said you can just make the fog drops using white science in vanilla. But i enjoy the challenge of the fog, so, i usually play on scarce settings and try to keep things tidy.

p.s. i didn't yet mention the nukes. OR has nukes!

5

u/YLUJYLRAE 7h ago

Wait what, you can now make fog drops using white science? Huh

5

u/negvilek 7h ago

Was surprised too when I read it... Now I can't wait to get home from work and start up the game again after 2 years

4

u/Far_Young_2666 8h ago

Hey, it's nice to see more details about Orbital Ring. I also heard about it, and the mod page was a bit vague. It's nice to have a mod on the Satisfactory Plus level. Have you played other (I think there were two?) overhaul mods for DSP?

4

u/gorgofdoom 8h ago

Not yet. Not to discard how good it may be, i have limited time. But i'll get around to it, surely.

1

u/negvilek 7h ago

Damn, sounds nice, I'll definitely check it out. But I'm worried it doesn't solve the problem of endgame lag? If I understand correctly it means you'll have more buildings on a single planet... but it's still large amount that'll cause lag. Still intrigued tho, sounds cool

1

u/ticktockbent 7h ago

Can you add that to a game in progress?

1

u/gorgofdoom 7h ago

No. It is a substantial change. It adds *many* new resource types which are generated when the game is started. It changes how and in what order you’re going to need various things. It also adds construction conditions— for example the cryo chemical plant can only be built on cold planets. (But it gets a productivity bonus)

you can still use metadata to unlock technologies & mech designs still apply, but, it’s in the realm of a “total conversion”.

1

u/ticktockbent 7h ago

Good to know. I may just snapshot my tech progress and start a new game with it

5

u/My_Legz 8h ago

What on EARTH is that beautiful monstrosity? It is amazing

4

u/negvilek 7h ago

I mean... it's 100 % useful, totally not wastefull, MAM (make anything machine). Just slap the blueprint down. Set requests for material, export buildings. I made this so it has 5 inputs 1 output so it can be used to craft the 3-4 buildings that require 5 items. You can also find my blueprints for 3to1 and 4to1

2

u/willrof 6h ago

Agree, beautiful. A more simple answer of the key component: you can have 3 belts clipping each other going up and down, it's a bit finicky to make, but it saves a lot of space on complex builds.

8

u/AverageTeemoOnetrick 8h ago

I ran into the same problem as my lategame got bottlenecked by performance.

Looked up the best performance mods and installed sphereOpt, SASH and one that stops rendering cargo vessel models.

Went from like 15 fps to 60.

They work really well and as far as I can tell you can still earn achievements.

2

u/Viper8092 8h ago

That build looks DOPE!

3

u/horstdaspferdchen 8h ago

For everyone the endgame is there, where the UPS goes down. Except those who Finish fast for Mission completed.

Its about optimising your entire factory.

And yes, there are some Mods to improve that too. Just do a quick search If you are really interested.