Dyson Sphere Program

Dyson Sphere Program

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MysticDaedra Mar 17, 2022 @ 5:39pm
Is there any reason not to use Mk 3 proliferators after mass-producing them?
I see a lot of builds choose to use mk 2 proliferators instead of mk 3... I realize that mk 3 uses more power, but it seems that the extra bonus products are worth it?
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Showing 1-9 of 9 comments
Coops Mar 17, 2022 @ 6:04pm 
Mk3 needs carbon nanotubes.
Once you get spinform stalagmite crystals, they are easy to make. Before that 1 titanium and 3 graphene. (energized graphite and sulfuric acid)
You could make the graphene from fire ice but then you would have to be at orbital collectors.
Bottom line is you have to have researched either warpers or orbital collectors (if your giant has fire ice, otherwise you would have to warp for it.) for Mk3 to be worth the effort in materials and energy.
After purple cubes I think its worth it to make Mk3 profilerators.
JMO
Will Mar 17, 2022 @ 6:20pm 
It's hard enough to make compact factories, I haven't been able to incorporate any proliferators too much of a mess.
kris44dad Mar 17, 2022 @ 8:04pm 
Originally posted by MysticDaedra:
I see a lot of builds choose to use mk 2 proliferators instead of mk 3... I realize that mk 3 uses more power, but it seems that the extra bonus products are worth it?
Mark two proliferators are easy to manufacture. Particularly in the early game. Mark III's become that way when you have access to a good supply of spin form.
Kyrros Mar 17, 2022 @ 11:41pm 
Originally posted by MysticDaedra:
I see a lot of builds choose to use mk 2 proliferators instead of mk 3... I realize that mk 3 uses more power, but it seems that the extra bonus products are worth it?

Mk1 is 12.5%
Mk2 is 20%
Mk3 is 25%

Mk1 and Mk2 are huge jumps in production for what they cost, in terms of both resources and power. Going from Mk2 to Mk3 uses a fair amount of resources/space on top of existing Mk2 infrastructure but only gives a 5% boost once implemented. For many, I imagine, that extra 5% on top of an already 20% boost is not enough to justify the hassle of expanding existing builds/blueprints to accommodate that extra 5%.

And for some, another big reason, the build ratios tend to behave better as 20% (1:5 with factors of 1, 2, 4, 5, 10, and 20) is a more 'round' or 'divisible' number in many cases than 25% (1:4 with factors of 1, 5, and 25, so nearly prime), causing less clogging/starving of blueprint builds because of more variety of allowable build ratios.

:sphere:
Last edited by Kyrros; Mar 17, 2022 @ 11:45pm
F'lar Mar 18, 2022 @ 3:24am 
Originally posted by MysticDaedra:
Mk1 and Mk2 are huge jumps in production for what they cost, in terms of both resources and power. Going from Mk2 to Mk3 uses a fair amount of resources/space on top of existing Mk2 infrastructure but only gives a 5% boost once implemented. For many, I imagine, that extra 5% on top of an already 20% boost is not enough to justify the hassle of expanding existing builds/blueprints to accommodate that extra 5%.
What does make it worth it is that Mk IIs give you 24 sprays per unit where Mk IIIs give you 60 - almost 2.5x more per unit.
Last edited by F'lar; Mar 18, 2022 @ 3:25am
Dragonmaster Mar 18, 2022 @ 4:57am 
As stated above, until carbon nanotubes are on mass production (via spiniform), mark 2 is a simple setup of of a coal vein. Then just proliferate itself for more sprays and ship it off everywhere.

It's hard enough to make compact factories, I haven't been able to incorporate any proliferators too much of a mess.
I set my sprays on the output of towers, its very compact and the sprayer doesn't make the build any larger.
Last edited by Dragonmaster; Mar 18, 2022 @ 4:57am
josmith7 Mar 18, 2022 @ 6:02am 
Originally posted by Dragonmaster:
It's hard enough to make compact factories, I haven't been able to incorporate any proliferators too much of a mess.
I set my sprays on the output of towers, its very compact and the sprayer doesn't make the build any larger.
That works quite nicely if you went the round where each tower makes a single product.

It's a lot messier to incorporate sprayers if you did went for "all-in-one" factories where you go from basic smelted materials to finished production within a single factory. (Say importing iron ingots, magnets, and copper ingots; and exporting electric motors or electromagnetic turbines). In those layouts I found it messier to incorporate sprayers for all the intermediate products produced within the factory.

(Especially in cases, like in this example, where it had been so elegant and at ratio to use direct insertion, with say one assembler making gears sitting between two making electric motors and simply having a sorter running directly from the gear building into each motor building)
herrmanuel3 Mar 18, 2022 @ 7:41am 
As soon as i have Interplanetarys i transition into a buildstyle where i have a proliferator belt on the equator and fill it up from interplanetarys that have a slot open. This avoids the problem of reserving a slot on every planetary for 2 products Warpers/Proliferation on my BIG industrial planets i even use 2 belts warpers/proliferator on equator and something to note i reserve 1 smelting planet per system. BUT i use galactic scale mod with GIGANTIC systems 3-15 planets + upwards of 150 systems. AND ASTEROIDS I LOVE EM which i use as system hotspots for import/export which is more realistic.
Will Mar 18, 2022 @ 11:18am 
Originally posted by josmith7:
Originally posted by Dragonmaster:
I set my sprays on the output of towers, its very compact and the sprayer doesn't make the build any larger.
That works quite nicely if you went the round where each tower makes a single product.

It's a lot messier to incorporate sprayers if you did went for "all-in-one" factories where you go from basic smelted materials to finished production within a single factory. (Say importing iron ingots, magnets, and copper ingots; and exporting electric motors or electromagnetic turbines). In those layouts I found it messier to incorporate sprayers for all the intermediate products produced within the factory.

(Especially in cases, like in this example, where it had been so elegant and at ratio to use direct insertion, with say one assembler making gears sitting between two making electric motors and simply having a sorter running directly from the gear building into each motor building)

I'm melting my brain thinking about these things
on one hand if you have one product per tower that's a lot of towers or belts, if you're doing a main bus on equator thing.
but on the other hand if you have a build like for example I had one that goes straight from ingots to the top tire motor, then those lower tier factories are wasted whenever you aren't producing that top tier motor, and the coil factories could instead be supplying something else.
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Date Posted: Mar 17, 2022 @ 5:39pm
Posts: 9