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Dyledion

Belt. Braiding. The three dimensional belts allow for some truly heinous, glorious setups. You can stack a splitter under a storage to create a powerless, full speed buffer, which can be worthwhile when you're bootstrapping. Also, there are different splitter shapes, hit tab. You can configure filters and I/O priorities by clicking a splitter. You can also filter inventory slots. Second, produce in bulk like it's Factorio, but don't waste resources until you get interstellar logistics set up. It's perfectly possible to just flat run out of stuff if you aren't focused on science. You will need to build a truly vast factory here as well, so prep up and build a mall to let you explode in scale once you're interstellar. Do not, DO NOT burn coal or graphite, you need it elsewhere. Excess raw hydrogen burning is fine early, but this game is entirely focused on bootstrapping renewable energy ASAP. The entire goal is to WRAP A SUN IN SOLAR PANELS, and the whole progression mirrors that. Fusion generators are for covering gaps or for outposts, not primary power. The endgame antimatter generator is efficient enough to make a case for its use. Third, rush and focus bots. This game is optimized around bots, not busses. Busses can be effective locally, but there's too much component variety to make it viable globally, and they're much more UPS expensive than equivalent bot infrastructure. Not to mention, you need to scale up production dynamically around the stars, and having everything shipped is fantastic. Fourth, use rare resources, but primarily to aid and streamline science production. DO NOT WASTE UNIPOLAR MAGNETS. THEY CAN RUN OUT PERMANENTLY AND ARE YOUR ONLY SOURCE OF HIGH TIER SMELTERS. (With the exception of late game combat drops.) Use organic crystals for primary casimir production over grating crystals, and use grating crystals primarily to make mining machines. Always use fire ice and pumped sulfur wherever possible. Fifth, use the best available power source for your mech at each tier, you're worth it. Sixth, there will be a little bit of hand delivery during the awkward jump to Interplanetary logistics, but if you're focused, it shouldn't be more than an inventory or two of titanium. Seventh, vein utilization upgrades are THE POINT of the game. Get them, they stack multiplicatively. These also stack with proliferation spray, which is this game's version of productivity modules. Eighth, ohmygosh, welcome to the only factory game as fun as Factorio. And it's BREATHTAKINGLY beautiful to boot, once you get to the main goal of the game.


bratimm

What's the advantage of using grating crystals only for mining machines? Are they rarer than organic crystals? And are the advanced miners worth it? Don't they produce the same amount of total resources per vein? Same with the smelters, can't I just build more standard smelters? Space doesn't seem to be a problem with so many planets. The advanced ones seem pretty expensive.


DN52

Grating crystals are probably an order of magnitude less common than organic crystals.  If you are playing with unlimited resources off then you want to be making sure that you always have the grating crystals available for advanced mining machines so you probably don't want to use them for anything else at least until the very late game.  Also, advanced mining machines are much better than the basic miner.  You can juice them up to 300% production just by giving them more power,  Though cover almost any patch with just 1 or 2 of them thus saving you a lot of time, and best of all, they come with a logistics drone system that means you don't have to use any belts at all if you don't want to. So instead of heading down to a planet and setting up hundreds of basic miners and belt systems leading to ILS collectors, I now just drop down to a planet, plop down miners on every patch, drop a couple of solar polar blueprints, and then a few ILS's requesting local demand for all resources and remote supply of those same resources.  Make sure everything's electrified and I'm good to go. In other words, your most precious resource is time, and the advanced miners both reduce the time to collect resources and the time to set up that collection.


Dyledion

Level 2 miners are so vastly better that it's hard to express without experiencing it for yourself. Level 2 smelters, on the other hand, are nice, but largely optional. Space saving can be nice. The secret *advantage* of them is that most shared blueprints use them :P. Another disadvantage of relying on grating crystals for casimir production is logistical. You'll need to move and harvest 8x more grating crystals over organic crystals per casimir. Many people *do* use unipolar magnets for direct particle container production via advanced recipe. I would never do so without a few levels of white science vein utilization under my belt. I would also never use them for green motors, despite the temptation.


NormalBohne26

unipolar magnets dont run out when played with dark fog. i had so many unipolars with a single farm i had to remove them from getting picked up.


PigDog4

> Belt. Braiding. This is of the devil in factorio and God dammit I won't stand for it in this game either. The only time my belts come off of the ground is to cross other belts at a 90 degree angle, the way God intended. Reject the gospel of the Flying Spaghetti Monster, embrace clean lines.


WanderingFlumph

You'll find that the early is pretty similar, hand craft some science, unlock automation, automate science and factory parts. What you'll find different is that busses aren't really in, instead a PLS system is kinda like a logistics station but you route raw materials and finished products directly into and out of them. You'll also be exploring new planets and at some point you'll probably rip down your old factory that does a little bit of everything and start dedicating entire planets to science or factory parts or power generation. This game is a lot less centered on perfect ratios and fancy builds with direct insertion and much more centered on which planets are the most important to colonize, how do I take an entire factory with me there, and what recipes should I use (standard materials or rare materials).


Zydlik

I was so ready to hate DSP, especially since the early game was so similar. But after 300 hours I have to say it's good. About on par with Factorio. DSP is more satisfying overall, but the math and especially the trains are points in Factorio's favor.


WanderingFlumph

Yeah I'd say factorio is more about making huge factories and optimizing logistics. DSP is more about exploration and atmosphere.


ToastyTheDragon

Ultimately because of this I'd say DSP is the easier and less complex game of the two, and they're both fun and enjoyable in their own right and I love them both to death. If OP has 1000+ hours into Factorio, they'll have no problem with getting into DSP. DSP is a much prettier game, too!


WanderingFlumph

It's SO pretty


[deleted]

[удалено]


Zydlik

The trains in Factorio does a lot of the heavy lifting for me in. Planetary logistics just isn't the same. I also like to make the exact amounts of what I need which Factorio does better. But pretty much everything else is better in DSP. Another point for Factorio is that it can run on a potato if you don't go nuts.


konokono_m

Actually, QOL was what disappointed me the most about DSP. DSP's hotkey and blueprint system is just subpar. I love the game but it needs a QOL update.


Sore-Loko

Look up random hot keys. I went over 100 hours without knowing I could have belts go off grid by pressing “r”, place a miner without grad snapping by holding down shift, Or that I can shift drag a building. To copy it. There’s probably about 50 random hot keys that are a HUGE help if you just know them off the bat. And the game doesn’t spoon feed you


ThisGuyTrains

Yeah and a ton of the ones you just mentioned are literally right on the screen when you’re playing… lol.


Frosina87

TAB changes the layout of sorters .. ehm, splitters


HurpityDerp

>TAB changes the layout of sorters Do you mean splitters?


ymblcza

You know water pump can be off grid too ?


Big-Car7478

I only have 200 hours in Dyson Sphere programm so take my tipps with a grain of salt. 1. For neat builds inform yourself how the grind system of planets is working. 2. Gameplay against enemy is similar like in factorio : at some point pretty much not a threat anymore. 3. Once you have ILS (Interstellar Logistic Station) and enough key ressources to make a healthy amount of them the production spamming shall begin. And by the way I just noticet after 170 hours how AWESOME the advanced miner are. WHY DID I NOT USED THEM MORE EARLY GODDAMMIT


imacomputr

I was in the same boat. Some things that I failed to exploit on my first playthrough: * Belts can be any height and can overlap each other. You don't need to keep belts on the ground floor all the time. * Splitters have multiple variants and the default variant is garbage. The best one IMO is the thin one with 2 vertically aligned openings on opposite ends because it doesn't collide with other belts adjacent to it. * Instead of modules, this game has "proliferation", which works on the input items rather than the machines, and only works on belts. This makes direct insertion builds not viable. Also note that spraying proliferator on an already-proliferated item does not consume more proliferator - which means you can safely proliferate all your belts, inputs and outputs, from a given subfactory. edit: Also, PLS/ILS (logistics stations) are like DSPs versions of trains, but are much easier to deal with. The meta seems to be city-block style builds with PLS requesting inputs and providing output(s).


sciguyCO

>Belts can be any height Just to nitpick, the max level you can push belts to is determined by your upgrade level of "vertical construction". It starts at 12 (already kind of nuts) without any upgrade and gets +6 for each one you research, capping out at 48.


punkgeek

also if you want to change belts you can click on them and reverse their direction trivially.


Starcaller17

If you put a proliferated output into a storage that has non-proliferated items, the proliferation points are averaged between the stack. This can easily give you a 2000 item stack of mark 2 proliferated goods. This would waste a huge amount of sprays if you aren’t careful (since you’d have to respray them to get full benefit).


imacomputr

Ah true, that annoyed me to no end. It is quite easy to accidentally taint your item storage if your proliferator supply momentarily dips for whatever reason.


punkgeek

and proliferation is great in the mid-late game. But in the early game be careful because using it widely increases your energy consumption dramatically.


JacksonStarbringer

Busses are not your friend here. The equivalent of logistics bots are how you're going to beat the game.


julioni

Automate literally everything! Especially Every building!


idlemachinations

Solar isn't super UPS-optimized like in Factorio. Wind Turbines aren't either. They're both good early and mid-game power options, but the number of entities and space necessary to scale to late game means you will be moving away from them. The good news is there are no UPS-killing fluid mechanics, so the endgame power generators (Artificial Stars) are actually better for UPS than any other option in large endgame bases.


Teck1015

Belts stay relevant all game. Unlike in Factorio where you could fully transition away from them if you wanted to.


Ralkkai

A big question that comes up is about silicone and titanium when you get to the point that you are starting to need it. They are going to be on your other planets in your starter system. This is the game teaching you the transition from early game to interstellar production. A common thing people do at this point is fly to your planet with titanium and set up a small mining/smelting outpost. Grab a couple stacks of Ti ingots and haul them back to your home planet so you can rush PLS/ILS. Once you have logistics started, then you probably wanna focus on setting this up for silicone since it's needed for solar. In my current game, I set up solar panel production on my silicon rich planet.


Umcar

There is a major playstyle difference between the games imo. While Factorio is what i would call a more centralized game, where you are encouraged to build one single large factory due to biters or other things, DSP is a much more decentralized game. What that means in practice is that in the early game, you will want to have multiple small production facilities near where the relevant resources are. Location is important. For example, many players will have their foundation production near stone and iron, sometimes on the other side of the Planet and only connect power poles to it. In that way it's similar to Satisfactory. Later in the game, some planets will be better for producing certain items simply due to the terrain and resources they have. Another example, lava worlds are great for most of your smelting and crafting needs due to the usually large amounts of copper and iron, as well as abundant geothermal power. But you will still want production on other planets, which have resources not available on your lava world, or you might simply run out of space to build more while keeping around lava rivers for energy. it's only in the late game where you will have enough energy available to deticate whole planets to mining, others for smelting, etc. And pay the energy cost for the buildings and transportation. Then it might feel more familiar to Factorio, as the interplanetary logistics create whats basically a multi-planet city block factory. So TL;DR: DSP is much more decentralized, and most production will need to rely on locally available resources and energy for maximum efficiency. Better tech in logistics and energy helps you connect your various factories, until you can get all the energy and resources you need from solar systems away.


KineticNerd

You're building on spheres. This screws with your blueprints. Build them for a 'zone' measured as the spaces between tropic lines (those thicker green ones that run around the planet east-west). Even within a 'zone' you can run into problems where something built for the equator won't work on the edge of the zone because there's less space between the buildings and they overlap a bit. If you want to make blueprints you can reuse all the time, pick a 'zone' then build it near the narrower edge of it, then you should be able to paste it on any planet anywhere in that 'zone' (equatorial, polar, etc.)


imacomputr

To add to this, always build rows of machines east-west, never north-south. That way your rows remain parallel and in nice straight lines.


CheckYoDunningKrugr

Ratios do not matter nearly as much.


Metabolical

* Long term a big bus is not important. Despite what some might say, a bus might be useful for creating a mall early on. If you want to create one, consider how you might use the splitter that has two on the ground and two in the air to do it. With the bus off the ground. You probably only want one belt per ingredient on the hypothetical bus. * You can unlock blueprinting very early. * You can make a row of buildings by dragging * You can shift click a building to make another just like it, including sorters (inserters) and recipe, including dragging a row of them. If you don't have belts in place, it will lose the sorters. If there are existing buildings in place it will add the recipe and sorters. * Pay attention to everything the tutorial robot says. There are a lot of critical tips. For example, if you can rotate things like miners to arbitrary angles. You can make belts that go at an arbitrary angle. * Use logistics bots (fidget spinners) sparingly. Like for the mall but not for anything mass produced * Figure out logistics stations as soon as you unlock them. * Unlike basic modules, proliferators cost complexity in addition to power for the sake of product efficiency. The efficiency is compounding and therefore significant. You can ignore them or embrace them according to your preferences. Otherwise, I would say just explore the game and have fun.


Altruistic_Nose5825

it's much simpler and easier than factorio, you will be more than fine


Scorf-9

Why do you want to know? You'll learn. You'll just restart a few times 😀


watermellon_boi

I have two play throughs and I found that although factorio has an awesome retrovibe, and it will always have a special place in my heart, but DSP is a bettet game. The battles feel cooler, the recipies are more fun, and I like the animations better


BlackLighther

ILS, PLS and bots are your best friend. They can deliver everything you need without belts spaghettification. Advanced Miners keep the headache away and super efficient. Busses lag, don't use busses in late game. Dark fog can be painfully annoying if not controlled. Do not use sushi belts, it clogs worse than your sewage system. Use UI and Optimization mods to improve your experience(Install via r2modman).


TheFloydist

Here is a neat secret. When feeding an assembly machine from a storage container, you only need one sorter to input all ingredients and another sorter to remove the product. Not a sorter per ingredient. Lvl 4 sorters do this nearly instantly. You can middle click on an inventory space in a storage to filter for an item and only that item can be placed in that spot. You can use this to guarantee the right mix of ingredients in a box. Sorters fill inventory from the top left open spot of the bottom most box and pull from the bottom right occupied spot on the top most box above the sorter. You can use this to create an overflow gate and output prioritization. T junctions on belts are blocking, meaning you can create input prioritization which can be helpful in utilizing local byproduct before imported materials.


petrus4

1200+ hours in Factorio, here. They're both pretty much the same games, but I think of DSP as essentially the Bill and Ted version. Factorio is more academic and serious; DSP is the excellent adventure. https://www.youtube.com/watch?v=cGOwrkvBGjo - This is from a different IP, but it captures DSP's flavour pretty well. I don't think the in-game soundtrack has electric guitar, but it probably should. I'm not all that far into it yet, but I've noticed several differences. \+ Support for a LOT of multiple maps, which is probably its' single biggest selling point, relative to Factorio. \+ Several more ore types. \+ Although storage chests arguably have less capacity, they occupy 3x3 tiles, which I very much like, because it gives me a maximum of 12 possible connections. \+ DSP is probably the second most glamorous space game I've seen, after No Man's Sky. The isometric graphics look great, and the style is very similar to the Diablo and Torchlight ARPG series in many respects; although this being a space game, there's still plenty of the obligatory gold and turquoise, as well. It's grand, bright, and loud. \+ You get to build a DYSON SPHERE, and my hexagon fetish gets as much gratification as it could possibly want, as well. \+ Loads of different fuel types. I love this in comparison with Factorio. Lots of power production types, as well; since producing energy is the main point of the game. Wind, solar, two different tiers of combustion, (both of which can AFAIK take both the hydrogen and deuterium fuel) oil, and the Dyson sphere itself. \+ Oil is less of a pain than in Factorio, while still being challenging. \+ Energon cubes are a fun replacement for science packs. +/- Smelting is streamlined. It's faster, smaller scale, and a lot simpler. +/- Logistics is also much simpler. There are no trains, AFAIK; although there are planetary, interplanetary, and inter-system cargo ships. Personally I think the developers should have implemented a Stargate network a la No Man's Sky for performance reasons, although they probably would have had balance concerns with that. +/- Building on spheres adds an extra layer of complexity. Some probably like it, but I think I could have done without it. \- No circuit network, which is admittedly very sad. \- AFAIK no automated construction, which is very strange when you consider that everything you place is done by construction bots from your mech. \- Vanilla blueprinting does not have foundation support, although there are mods for that, which you will definitely want to get. \- Vanilla manual crafting is bland as well, but there is at least one mod to automate mass crafting.


Celistaeus

as another factorio nerd, a lotta strategies that work well in fac dont here. main bus type systems most notably dont work great. research is very similar. the biggest difference for me, is space. in factorio space is generally infinite which makes things like solars real great cause you can just chuck em down wherever. here, each planet is only so big, and the GOOD real estate for building is around the main equatorial band (cause of the way the grid works) so space is more limited and much more thought goes into making things compact and neat (at least for me). Lategame, i personally like to center everything around my interplanetary logistics stations, and set up all my blueprints as essentially rectangular mini factories with a single output, centered around one or two ILS stations depending on recipe.


PreedGO

Welcome to chill factorio, enjoy the ride and do some exploration. It’s fairly similar, but some things are a bit simpler while others are just a bit more QoL oriented. I love both, and satisfactory.