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They always have at least a luminosity of 2. some as high as 2.8.
and no, the other stats are more or less just flavor... though maybe they'll have an impact later?
I've built three Dyson Spheres in my current playthrough and I'm getting an average of 25-30fps.
If you can, building with only Small Carrier Rockets is preferred... Build a Dyson Sphere with as many *nodes* as possible, placed as tightly as possible.
In terms of pure energy density, you want as many nodes as physically possible. However this is enormously expensive. About 30x more iron, 20x more copper and oil, and 5x more stone per watt than cells. Plus titanium and silicon. Compared to non-integrated sails, it's 72x, 48x, and 12x per watt, due to their higher power generation, though of course they also decay.
I highly recommend a planetary miner mod if you are going that route. Because at that point, you are spending most of your time flying around placing miners to feed such a massive resource sink.
we are getting a newer miner mkII on the way as well as a couple other things, so we shall see if that will ease up that kind of work.
Frankly miners need to be blueprint-able in some way shape or form. Or the newer miner needs to be a "place and done" sort of deal. Just covering the entire patch. The newer miner wouldn't really solve the problem if it's just 2x faster or something, it just makes you do it half as often. Still an annoying and tedious process to do though.
I guess a wider coverage would help me fit a few more miners around the same patch since I could have them all a bit further back. But that wouldn't necessarily help blueprint things.
Don't know what the new miner is going to to be, but hopefully it's something that will simplify mining setup and improve throughput.
my dream one would be a floating one that hovers above the viens and gets a wide area and has integrated logistics drones capability. maybe something for a MKIII down the line that uses unipolar magnets and such.