Dyson Sphere Program

Dyson Sphere Program

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Lothos Jun 14, 2021 @ 4:44am
picking up and moving
I am currently toying with the idea of moving my "center" somewhere else besides my starting system. Various reasons of course affecting. Not the least of which being a desire to scrub a planet clean and properly building the best of the best builds for max efficacy.

ATM, i think i have everything automatically being built in some form. Some things simply not large scale but i have stockpiles built. 10k antimatter, 5k mini suns, etc...

For the sake of argument, I am "using" nilhaus' idea of polar cap spaceports to get the ball rolling on each planet. The big question though is where to begin. Should I find a system with say lots of planets and use that as a new home? What order to tackle builds? Build a complete forgeworld first for example?

One of my biggest annoyances is dealing with crude oil collection on a planet. It mucks up the nice gridness of a planet.

I'd guess this is a sort of "prepare for endgame" stage now as I have everything unlocked and am currently doing some white research. All I lack atm is mk2 smelters because of not tapping unipolars yet.
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Showing 1-13 of 13 comments
Pukin' Dog Jun 14, 2021 @ 5:37am 
I'm doing basically the same thing. I went all the way to the farthest reaches of my galaxy to a system with incredible amounts of resources. And I'm slowly building up mass production of things.

However I haven't tapped any of the rare resources yet, because I want to get my veins utilization down to less than 1% before I do that. So now I'm just researching endlessly.
Lothos Jun 14, 2021 @ 5:43am 
I question the matter of which system to choose though. I mean, resource amount doesn't matter too much as you can always ship it and get your vessel speed/load up. I'm currently eyeballing a system 16ly away. G star with 5 non-waterworld planets ( soil is such a PITA). One has water on it another sulphuric acid. My logic is I can build a great big sphere there for maximum usage. Unless I am missing something else.
Pukin' Dog Jun 14, 2021 @ 5:58am 
The other thing I would consider is choosing a world with a tidally locked planet. This is great for loading up on ray receivers and generating tons of critical photons.
Tenzek Jun 14, 2021 @ 9:32am 
Look for a system with a tidally locked planet or a lava world very close to the sun. I think you should choose your primary system on how well it can make use of a Dyson sphere.
Lothos Jun 14, 2021 @ 9:38am 
That was my thinking as well, but i focused on planet numbers over orbit. Sadly this really nice system doesnt have a tide locked planet. It does however have 3 planets VERY close to the star. Ash, lava, and rocky salt lake.

At present I am working on making the ash one a forge/smelting planet. I have sulphuric acid ponds on this one. There's a prairie one here with crude and organic crystal I am thinking of making a chemical plant planet. Leaving 3 other planets for perhaps chips, science/photons, and other?
josmith7 Jun 14, 2021 @ 12:38pm 
Originally posted by Pukin' Dog:
The other thing I would consider is choosing a world with a tidally locked planet. This is great for loading up on ray receivers and generating tons of critical photons.
Yes, but it's not the only great approach. Many times the innermost planet of a system is close enough to be inside the orbit of a Dyson Sphere (or Dyson Swarm). That means that a ray receiver, anywhere on its surface, can always see some part of the Sphere/Swarm; and that's all it need to do to count as continuously receiving.

This game my main critical photon production is on the inner world of an O-class star. with a huge Dyson Sphere that'll eventually fully englobe it. It doesn't matter that it's got a day/night cycle because it's always receiving.

(So far I've only seen 3 tidally locked worlds and they are all world I; so I'm not sure if they occur further out when they couldn't end up inside a Dyson Sphere)
Lothos Jun 14, 2021 @ 12:43pm 
josmith thats an interesting idea. I didn't think any of the games planet orbits were close enough to the star for the editable shell orbits to encompass them.

as to my progress, I've got a full smelting line down for pretty much everything smeltable with alot of that planet area still open for more stuff. Wondering if I should use this space for like simple assembler recipes like prisms, circuits, coils, etc...
Frozztastic Jun 14, 2021 @ 12:53pm 
I decided to do this recently. Found a tidally locked planet around a blue star.

Now I have so many photons that I could make my own life-sized star.
MistrBill Jun 21, 2021 @ 12:02am 
Originally posted by Tenzek:
Look for a system with a tidally locked planet or a lava world very close to the sun. I think you should choose your primary system on how well it can make use of a Dyson sphere.
Why a lava world close to the sun?
Tenzek Jun 21, 2021 @ 2:19am 
Originally posted by MistrBill:
Why a lava world close to the sun?

They are extremely convenient for setting up a staging system. I had to leave my first system because I had almost no titanium. Those close worlds have too much of it, and also a lot of silicon and high solar efficiency for a solar panel start. I was able to set up a 10GW permanent sphere on a K-type and finish my research tree pretty fast. I then produced a ton of all the stuff I needed to quick start a new ideal system with an o-type star. This is letting me conserve the resources there while I spam research mining efficiency.

Almost forgot to say that having all of the planets in close makes the system much easier to travel and exploit all the planets, which is especially useful early when your movement research is low. I took a K-type with all the planets between 0.4 and 3 AU from the star. My O-type systems can all fit that entire system inside the orbit of their closest planet. Their most distant planets are past the 12 AU default warp distances. That's a very slow start if you're not prepared.
Last edited by Tenzek; Jun 21, 2021 @ 2:29am
Frozztastic Jun 21, 2021 @ 8:31am 
Originally posted by Tenzek:
Originally posted by MistrBill:
Why a lava world close to the sun?

They are extremely convenient for setting up a staging system. I had to leave my first system because I had almost no titanium. Those close worlds have too much of it, and also a lot of silicon and high solar efficiency for a solar panel start. I was able to set up a 10GW permanent sphere on a K-type and finish my research tree pretty fast. I then produced a ton of all the stuff I needed to quick start a new ideal system with an o-type star. This is letting me conserve the resources there while I spam research mining efficiency.

Almost forgot to say that having all of the planets in close makes the system much easier to travel and exploit all the planets, which is especially useful early when your movement research is low. I took a K-type with all the planets between 0.4 and 3 AU from the star. My O-type systems can all fit that entire system inside the orbit of their closest planet. Their most distant planets are past the 12 AU default warp distances. That's a very slow start if you're not prepared.


If you want a slow start that leads to a quicker endgame, find an "O" type 20+ LY out, it'll have the most resources.

I got lucky and found one with a Luminosity of 2.47 and a tidally locked planet. It's now my Photon Farm as the sphere around it passed 70 GW last night.
Selection Jun 21, 2021 @ 9:13am 
i never build big on a planet with oil, i tried once.. but never again.
纯属娱乐 Jun 21, 2021 @ 4:12pm 
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Date Posted: Jun 14, 2021 @ 4:44am
Posts: 13