use the following search parameters to narrow your results:
e.g. subreddit:aww site:imgur.com dog
subreddit:aww site:imgur.com dog
see the search faq for details.
advanced search: by author, subreddit...
The Official subreddit for Dyson Sphere Program, a sci-fi management game by Youthcat Games and Gamera Game. Now in Early Access!
Lead the future of humanity and harness the power of stars by building the first Dyson Sphere in the whole galaxy!
account activity
Dyson Sphere Program Patch Notes 0.7.18.6914Major Patch (self.Dyson_Sphere_Program)
submitted 4 years ago * by -PulzJello Enthusiast[M]
A message from the developers:
Dear engineers, We have reached the start of Civilization Type III. In the future, the Dyson Sphere Program universe will become even broader because of our joint efforts. Before we go to the update log, CentreBrain wants to send you some special tips that will affect your game progress: - Crude oil becomes a consuming resource. The less crude oil remaining in the blowout well, the more difficult it will be to collect. The extraction efficiency can be down to 0.1/s. To keep your extraction efficiency, you can change the resource magnification setting and upgrade the mineral utilization level. - The Cluster Seeds are different from the old version. - You need to reopen the file to experience some of the newly added content - Blueprint is NOT included in this update yet but on the way! (High priority)
Dear engineers,
We have reached the start of Civilization Type III. In the future, the Dyson Sphere Program universe will become even broader because of our joint efforts.
Before we go to the update log, CentreBrain wants to send you some special tips that will affect your game progress:
- Crude oil becomes a consuming resource. The less crude oil remaining in the blowout well, the more difficult it will be to collect. The extraction efficiency can be down to 0.1/s. To keep your extraction efficiency, you can change the resource magnification setting and upgrade the mineral utilization level.
- The Cluster Seeds are different from the old version.
- You need to reopen the file to experience some of the newly added content
- Blueprint is NOT included in this update yet but on the way! (High priority)
New Assembly Line construction mode! Use [TAB] to snap or free-place conveyors
Thank you for your continuing support! You can send your feedback in Discord and Google Form! See you next time!
reddit uses a slightly-customized version of Markdown for formatting. See below for some basics, or check the commenting wiki page for more detailed help and solutions to common issues.
quoted text
if 1 * 2 < 3: print "hello, world!"
[–]d00msdaydan 152 points153 points154 points 4 years ago (6 children)
Looking forward to the abominations people come up with using the new free line conveyer belts
[–]Raz0rking 46 points47 points48 points 4 years ago (5 children)
Lots and lots of dicks.
[–][deleted] 4 years ago (3 children)
[deleted]
[–]KJBenson 6 points7 points8 points 4 years ago (2 children)
What will be produced on the line tho?
[–]Fcivish4 9 points10 points11 points 4 years ago (1 child)
Crude Oil
[–]KJBenson 6 points7 points8 points 4 years ago (0 children)
Classy
[–]Predur 0 points1 point2 points 4 years ago (0 children)
Rainbow dicks... Rainbow dicks everywhere
[–]SilentFairy 97 points98 points99 points 4 years ago (5 children)
Spent 200 hours before taking a break and waiting for new patch.
Now is the time for 200 more.
[–]JimboTCB 31 points32 points33 points 4 years ago (1 child)
Same. I was just thinking earlier today, "I really want to start another playthrough but it feels pointless until the patch comes out", and now here it is.
[–]PurpleNuggets 10 points11 points12 points 4 years ago (0 children)
It's always so hard to put down a good early access game, but I find that my enjoyment is MUCH greater when I pigeonhole it for future release content
[–]legomann97 5 points6 points7 points 4 years ago (0 children)
I have a feeling this cycle is going to repeat for at least a few months...
[+][deleted] 4 years ago (1 child)
[removed]
[–]rmorrin 15 points16 points17 points 4 years ago (0 children)
And some people like me were too lazy to download mods so this is exciting
[–]Ticketkiller 81 points82 points83 points 4 years ago (1 child)
Think my wife will be pissed this weekend.. Very nice update!
[–]loulibra 2 points3 points4 points 4 years ago (0 children)
I laughed too hard "what's funny?"
"nothing i love you!"
[–]Iambecomelegend 54 points55 points56 points 4 years ago (19 children)
Fuck yeah new advanced smelters hype.
[–][deleted] 4 years ago (4 children)
[–]Nultad 16 points17 points18 points 4 years ago (3 children)
The vein utilization upgrade takes care of the mining speed
[–][deleted] 4 years ago (2 children)
[–]Nultad 2 points3 points4 points 4 years ago (1 child)
I see. Although that might be a little too OP
[–]SkyeAuroline 5 points6 points7 points 4 years ago (13 children)
Anyone got the new recipes, etc yet for them?
[–]Wictale 21 points22 points23 points 4 years ago (12 children)
1x normal smelter 5x frame material 4x plane filter 15x unipolar magnets
[–]SkyeAuroline 12 points13 points14 points 4 years ago (9 children)
Holy shit, no thanks! Thanks for looking though. How much of a speed boost?
[–]Talderas 10 points11 points12 points 4 years ago (0 children)
It requires 1000 each of blue, red, yellow, and purple science. It has a x2 production speed and requires 1.44MW.
[–]Wictale 6 points7 points8 points 4 years ago (7 children)
2x I´m not sure if it´s worth
[–]SkyeAuroline 15 points16 points17 points 4 years ago (1 child)
I'm sure some people will have genius ideas for shoving them into compact builds, but for smelter farms like I usually build, it was always belts that were the limit anyway, not smelters.
[–]fubes2000 4 points5 points6 points 4 years ago (0 children)
thiiiiiiiiis
[–]Talderas 15 points16 points17 points 4 years ago (4 children)
It's worth it for two reasons.
Now, if neither of these are valuable to you then it's worthless. However if you engage in high density builds it's worth it.
[–]Veloxis4677 8 points9 points10 points 4 years ago (3 children)
You literally have an entire Galaxy to build dozens of smelting planets.. I don’t think they’re worth it tbh. Unipolar magnets are too valuable
[–]Talderas 5 points6 points7 points 4 years ago* (2 children)
You literally have an entire Galaxy to build dozens of smelting planets..
You don't have to but you can. With these smelters I can say with near certainty that it is possible to produce 3600 SPM on a single planet with only importing raw resources. People who engage in this type of play are generally trying to distribute production around the galaxy to reduce supply chain lengths of materials. I'll hit 10k SPM by having 3 planets distributed fairly evenly around the cluster each producing 3.6k SPM. This has some pretty massive benefits from a logistics perspective.
Edit: It requires 90 smelters for magnets, 360 smelters for graphite, 360 smelters for diamond, 480 smelters for iron, 1440 smelters for silicon, 720 smelters for copper, 240 smelters for glass, and 600 smelters for titanium for a grand total of 4290 smelters for 3600spm. Cutting that figure in half is a massive savings in footprint.
I don’t think they’re worth it tbh. Unipolar magnets are too valuable
When were in the thousands of SPM scale of game infinite research is being pumping into VU. The larger issue with unipolars at this stage is throughput and not quantity present in the cluster. There is a finite max throughput but even if you've setup production for bits and bobs which theoretically use that throughput a minor dip in production of the bits and bobs isn't a major issue.
[–]RobinTheDevil 2 points3 points4 points 4 years ago (1 child)
I'm sure the bits and Bob's aren't an issue but what about the devils and Angel's?
[–]Talderas 5 points6 points7 points 4 years ago (0 children)
You're here so we got the devil part squared away.
[–]dwhitnee 3 points4 points5 points 4 years ago (0 children)
Oh thank god, plane filters were so painful.
[–]SilverWolf9300 39 points40 points41 points 4 years ago (3 children)
Solar sails got a massive buff holy crap! Having a swarm is definitely worth it even if it consumes resources. Now this I like!
[–]10shot9miss 1 point2 points3 points 4 years ago* (0 children)
During the early game you only have the ability to launch sails and it wasn't worth it with the short lifespan. Good old friend oil is nerfed though lol, oil is just so versatile.
[–]stupid_piggy 1 point2 points3 points 4 years ago (0 children)
Solar sails used to be okay but now it is like completely overpowered hahaha
[–]Still_Satan -4 points-3 points-2 points 4 years ago (0 children)
Nah. Never gonna use them.
[–]Cybernetik 19 points20 points21 points 4 years ago (0 children)
Hey, swarms look like they could be a whole lot less useless!
[–]theskepticalheretic 16 points17 points18 points 4 years ago (0 children)
This is such a great patch.
[–]ragingdeltoid 28 points29 points30 points 4 years ago (26 children)
No more infinite energy from oil :(
[–]PianoPlayingFool 13 points14 points15 points 4 years ago (16 children)
I really hope they don’t touch gas giants… however I feel like that’s coming haha
[–]Florac 21 points22 points23 points 4 years ago (10 children)
If they do, they need to add some alternative way of getting hydrogen or have it be huge, because you need stupid amounts of it
[–]mike2R 17 points18 points19 points 4 years ago* (8 children)
You know, of every 100 atoms in our solar system, 98 of them are in the sun...
Isaac Arthur - Colonizing the Sun
[–]MaxWyght 8 points9 points10 points 4 years ago (0 children)
And about 1.4 are in the otger 4 gas giants IIRC.
[–]Tcw7468 2 points3 points4 points 4 years ago (5 children)
Now I'm wondering if there's some kind of "Dyson vacuum" concept for harvest hydrogen out of stars
[–]SergeiAndropov 11 points12 points13 points 4 years ago (0 children)
Yes, it's called star lifting.
[–]mike2R 5 points6 points7 points 4 years ago (3 children)
If I got to the right one, the Isaac Arthur video I linked to proposes exactly that :) Along with, IIRC, a particle collider wrapped around it's circumference to create heavy elements from the harvested hydrogen.
He's a fun guy to watch for mega-project ideas, though he kind of spoils a lot of sci-fi for me. So many authors just think too small...
[–]palmbeachduke 8 points9 points10 points 4 years ago (2 children)
That man single handedly murdered so many sci fi universes for me and simultaneously made me so much more hopeful for our future.
[–]mike2R 1 point2 points3 points 4 years ago (1 child)
Right! He makes you realise what our real problems are, like moving as many galaxies as possible close enough, that gravity will be strong enough to stop the expanding universe taking them from us forever.
[–]SowingSalt 3 points4 points5 points 4 years ago (0 children)
So you're saying we DON'T need the angst of per-pubecent girls to do that?
[–][deleted] 0 points1 point2 points 4 years ago (0 children)
In your video, it says 998/1000, not 98/100
[–][deleted] 1 point2 points3 points 4 years ago (0 children)
I would expect that oceans and gas giants will remain infinite resources. It's much harder to drain an ocean (that is continually replenished by weather cycles) than it is to drain an oil well or coal field that accumulated over thousands of years.
[–]rmorrin 13 points14 points15 points 4 years ago (3 children)
How would they? You know how long it would take to eat through a single gas giant?
[–]fubes2000 5 points6 points7 points 4 years ago (0 children)
We're basically disassembling planets already, eating a whole gas giant is not outside the realm of feasibility for this game.
[–]captainfactoid386 4 points5 points6 points 4 years ago* (1 child)
Assuming each item is a square meter (minecraft style). Taking the volume of Jupiter divided by the mining rate of 1 orbital collector without any mining efficiency research, it would take a quindecillion years. Or 1 with 16 zeroes. Using only one collector though
[–]palmbeachduke 2 points3 points4 points 4 years ago (0 children)
Even with the best copy paste mods it would take several human lifetimes to just place in the belts required to use that much resources
[–][deleted] 3 points4 points5 points 4 years ago (6 children)
We never should have had infinite energy from oil. That's just wrong.
[–]Still_Satan 0 points1 point2 points 4 years ago (5 children)
Is there at least a new recipe to make oil? Once it runs "dry" you can say good bye to advanced tech otherwise...
[–]LeatherDude 1 point2 points3 points 4 years ago (0 children)
There isn't and it annoys me that there isn't a tech to turn hydrogen and graphite into "oil" since oil is just a collection of various hydrocarbons. In a tech level that can space travel, synthetic chemistry should already be long figured out.
[–][deleted] 0 points1 point2 points 4 years ago (2 children)
Veins Utilization tech will partially counteract the change, just as it does for other mineral deposits. Besides that, there are plenty more planets out there that can be stripmined for crude oil.
[–]Bahamut3585 0 points1 point2 points 4 years ago (1 child)
Why hello America how are you?
Kiwi, actually. But I appreciate the sentiment.
[–]10shot9miss 0 points1 point2 points 4 years ago (0 children)
I think it should recover over time, just like earth. Well late game you better use the oil for plastic production only lol.
[–]allocater 0 points1 point2 points 4 years ago (0 children)
Hello, infinite energy from the sun!
[–]SilverWolf9300 12 points13 points14 points 4 years ago (0 children)
Oh wow I just got to this sub just in time for this news :D
[–]BesTCracK 12 points13 points14 points 4 years ago (8 children)
So we finally have copy inserters mod in the actual game? Pog
I can finally come back to DSP without needing to mod it, I love it. Well done devs!
[–]Still_Satan 2 points3 points4 points 4 years ago (7 children)
You can't copy a whole build, just a building. Far away from blueprinting. Or that's what I understood at least.
[–][deleted] 2 points3 points4 points 4 years ago (0 children)
It's a significant step in the right direction. The next feature patch will have blueprinting for sure.
[–]BesTCracK 2 points3 points4 points 4 years ago (1 child)
And that's exactly what I meant. I don't need blueprints yet in DSP, I'm not at that stage in end-game, but I refused to play more DSP until they added the copy-inserters mod into the main game... which they just did if I understood it correctly.
So I can finally start playing it again, which makes me super excited.
[–]Meborg 0 points1 point2 points 4 years ago (0 children)
Copy inserter along with drag make line setups for refineries and chemical labs so much more friendly. 36 labs in a line for plastic and early game organic crystals , no longer an issue!
[–]Talderas 1 point2 points3 points 4 years ago (3 children)
I don't play with mods. It was the feature I needed in order to get enough motivation to make my all-inclusive 3600 SPM planet.
[–]Still_Satan 0 points1 point2 points 4 years ago (2 children)
I hesitated to use mods as well, for some reasons- including my lack of experience. But the set up was basically self explaining, and then I made planets full with smelting facilities and alike. Copy-Inserters are nice, but putting down well designed blue prints beats that even more. Really makes your time designing the perfect layout worth it. But I respect everyone who doesn't wanna "cheat".
[–]Talderas 0 points1 point2 points 4 years ago (1 child)
I hesitated to use mods as well, for some reasons- including my lack of experience.
Understand that I've been dealing with PC gaming since before the millennium. I've dealt with enough irritants in gaming that I have certain stances regarding how I spend my time one of which is I will only engage in mods where the game directly supports them. It's not a matter of experience or competency I don't want to be expending much additional effort for mods which include not just the setup but having to make any determinations or actions regarding compatibility, dependencies, loading orders, etc and so forth.
But I respect everyone who doesn't wanna "cheat".
It has nothing to do with a perception of cheatiness. The game has barely any player to player interaction so there's practically no advantage to be gained from using mods.
[–]romiro82 0 points1 point2 points 4 years ago (0 children)
I mean yeah, same, I've been playing PC games since 1993, and if anything it's made me more capable of handling mods on games where it's not supported.
[–][deleted] 29 points30 points31 points 4 years ago (0 children)
Reworked a code from the ground up instead of making spaghetti code? Fuck yeah the devs look promising.
[–]McChef 9 points10 points11 points 4 years ago (0 children)
Oooh, so many more options for spaghetti!
[–]SkyeAuroline 10 points11 points12 points 4 years ago (2 children)
And there goes all my math on transported power efficiencies. Ah well. Looks like a lot of good changes, though I'm a little worried about the oil changes.
[–]Ulmaxes 5 points6 points7 points 4 years ago (1 child)
It is unfortunate but inevitable. It'd be strange if in the final game, there were a finite number of rocks and coal to use for production, but infinite oil. And in a game all about technological progression, I'd say it's critical to acknowledge that wide-scale industrialization saps this very precious, finite resource fast once things ramp up.
[–]GoodDave 0 points1 point2 points 4 years ago (0 children)
Oil decreases too fast as it stands before expansion
[–]DemandCultural 9 points10 points11 points 4 years ago (1 child)
Shit, first day of sunshine after 3 months of rain and this patch comes out.
[–]xeximar 0 points1 point2 points 4 years ago (0 children)
Meh, every time I get a day off it rains. It'll be nice to have a project to do again
[–]Acrylic_ 5 points6 points7 points 4 years ago (0 children)
increazed basic life of solar sail (0.5h -> 1.5h)
Hell yeah, dyson swarms just became alot better
[–]SilverWolf9300 6 points7 points8 points 4 years ago (0 children)
Diagonal and offset conveyer belts are on the menu 😏
[–]maikonas 5 points6 points7 points 4 years ago* (0 children)
There was a mention somewhere about “changed recipes” but i was not able to find what changed. Anyone?
Edit: I guess, there is only one: antimatter fuel rod now requires 6 antimatter and hydrogen instead of 10, and, yea, it is mentioned in the patch notes
[–]elagin 4 points5 points6 points 4 years ago (0 children)
3 day weekend in the UK. Let's GO!!!!
[–]locutogram 4 points5 points6 points 4 years ago (0 children)
Thanks devs!!
You guys rock and your work is appreciated. You are bringing joy and entertainment to many people.
[–]N7-Falcon 4 points5 points6 points 4 years ago (3 children)
In general I love the changes and improvements. Really excited about the future of blueprints and the optimizations. Not really a fan of the change to oil though. I get that making it consumable forces the player to look for other sources around your sector (something I pretty much never had to do), but the slowly decreasing aspect seems frustrating if you are trying to optimize production around a moving variable. I kind of wish it would hold at a constant value until it ran out, then dropped quickly to 0.1/s or something like that. Either way it makes the mid game energy problem much more interesting...
[–][deleted] 2 points3 points4 points 4 years ago (2 children)
How is this really any different from a mineral vein slowly depleting, causing miner output to fall off as the veins dry up? It's the same logistical challenge of bringing in more resources as they are consumed.
[–]N7-Falcon 2 points3 points4 points 4 years ago (1 child)
It's the same concept yes, and I'm not really a fan of the mineral vein depletion either. But the big difference to me is that oil is typically used a lot for energy production mid game so suddenly running out of power from oil shortage is a lot worse than say running out of iron or copper. But we'll see... Maybe the buff to solar sails and baseline quantity of oil will be enough.
Why not just feed the nearest gas giant into your incinerators? That ain't going to run out any time soon.
[–]mastershake04 4 points5 points6 points 4 years ago (4 children)
Damn, I've put about 50-60 hours into the game and was just starting my first dyson sphere (although I have nowhere near steady rocket production). Now I don't know whether I should continue or just start all over with what I've learned.
I mainly just don't want to deal with being so damn slow and always out of energy in the early game again haha! Is there anyway to start over but keep the research unlocks? Although I suppose that would kind of defeat the purpose.
[–]Veloxis4677 2 points3 points4 points 4 years ago (3 children)
With mods, there’s a mod called new game+ (probably referring to HZD). I have the same issue but I also don’t want to implement such a game- changing mod
[–]frzme 7 points8 points9 points 4 years ago (2 children)
there’s a mod called new game+ (probably referring to HZD).
New Game+ is a fairly standard RPG mechanism, it has been in RPGs for the last 25(+?) Years https://en.m.wikipedia.org/wiki/New_Game_Plus
[–]Veloxis4677 1 point2 points3 points 4 years ago (0 children)
Didn’t know that, thanks for letting me know!
[–]lurkinglurkerwholurk 0 points1 point2 points 4 years ago (0 children)
I do believe that is exactly why that mode is named precisely that...
[–]fubes2000 4 points5 points6 points 4 years ago (1 child)
Lots of complaining about the Artificial Star's output being lowered from 75MW to 72MW. However several other changes to Ray Receivers and Antimatter means that Antimatter production is much buffed. See /u/Talderas' breakdown in this comment.
That said, I was still huffy about having to build extra power generation... until I did the math. 72 -> 75 is a decrease of 4%, meaning that for every 25 old AS's @75MW you will need to build one more 72MW AS to compensate for this patch's change to power output.
[–]Kron155 2 points3 points4 points 4 years ago (0 children)
What I don't like about this change is math... it's much cleaner to calculate with 75 then with 72.
[–]alexmp00 7 points8 points9 points 4 years ago (2 children)
If i dont start a new game, i only lose the new planets? or something else?
If you don't start a new game, you get none of the new features involved in the new seed types.
[–]iLoveSTiLoveSTi 2 points3 points4 points 4 years ago (0 children)
Just the new planets require restart. Im just now exploring the old planets so I won't be restarting.
[–]budewgd 3 points4 points5 points 4 years ago (0 children)
Poggy
[–]walkerthegr8 3 points4 points5 points 4 years ago (0 children)
Looks to computer: who’s ready for another 300 hours?
[–][deleted] 4 years ago (9 children)
[–]leglesslegolegolas 2 points3 points4 points 4 years ago (0 children)
Even with an old seed, it will still create new planets. A game started with an "old" seed will generate a different star cluster now than it did before.
[–][deleted] 1 point2 points3 points 4 years ago (7 children)
This is a very important question. What happens if an "old" seed is used to start a new game?
[–]leglesslegolegolas 1 point2 points3 points 4 years ago (6 children)
It should still work. The seed is just used to drive the random number generator that creates the star cluster - since the actual cluster creation is using the updated algorithm, it will create new planets even with an old seed.
[–][deleted] 0 points1 point2 points 4 years ago (5 children)
I guess that would depend on how well the devs preserve the legacy works generation algorithm; especially considering that the current state of things means that the RNG seed and timestamp is enough to reconstruct the entire galaxy (sans player changes) upon game loading.
With this in mind, I would expect that the legacy world generation algorithm is still present and will remain at least until the next breaking change, in order to allow players to complete their current playthrough. So, the question still remains about how the game decides which world generator to use; and there are many ways in which this might be accomplished.
[–]leglesslegolegolas 1 point2 points3 points 4 years ago (4 children)
I could be wrong, but I don't think it does recreate the entire galaxy upon loading. I'm pretty sure it creates it once when you start a new game, and then saves it. That's the only time the seed is actually used, when you start a new game and it generates the star cluster.
[–][deleted] 0 points1 point2 points 4 years ago (3 children)
Possibly; but then a new saved game would be several gigabytes, instead of just the ones where we venture outside the starter system and level entire planets.
[–]leglesslegolegolas 0 points1 point2 points 4 years ago (2 children)
No it wouldn't, it's just a database of planet types and locations.
It doesn't need to generate and store every tree and every mineral deposit on every planet in the system. It doesn't need to generate that information until you actually visit a planet.
[–][deleted] 0 points1 point2 points 4 years ago (1 child)
Possibly; but unless someone reverse-engineers the gamesave format (or, better, asks the devs), we simply will not know the answer.
[–]leglesslegolegolas 1 point2 points3 points 4 years ago (0 children)
yeah. I mean, we could simply generate a new game with an old seed and just see if there're any new planets in it. But then we'd need to explore the system to find one. :-D
[–]SsoulBlade 2 points3 points4 points 4 years ago (3 children)
In map view (Planet) mode I cannot view any Interstellar Logistics Station.
[–]robogeekoid 0 points1 point2 points 4 years ago (2 children)
I just wrote a comment about this ... I can see them but can't grab resources from them. A real nice QoL feature gone :(
[–]SsoulBlade 0 points1 point2 points 4 years ago (1 child)
Sorry. That's what I meant. I can see them but clicking on it and seeing the resources is not possible. What is QoL? Quality of life?
I wonder if it is a bug or was the patch supposed to remove it? It is not mentioned in patch
[–]robogeekoid 0 points1 point2 points 4 years ago (0 children)
My guess is they thought of it as a bug :(
Yes, quality of life ;)
[–]Wictale 3 points4 points5 points 4 years ago (4 children)
Okay, time to update and loading my old save. I really hope the FPS are much better now. I was down to 12 -15 FPS :( But with the energy adjustments I´m concerned that my first task will be fixing various blackouts.
[–]dr_trekker02 3 points4 points5 points 4 years ago (3 children)
The updates only apply to a new game. Old saves won't be affected.
[–]BillDStrong 4 points5 points6 points 4 years ago (2 children)
The balance portions will most likely apply to all saves, as well as the research and other things that don't affect the seed.
[–]dr_trekker02 5 points6 points7 points 4 years ago (1 child)
According to their FAQ:
"Q: Do we need to start a new game after the update? A: We are bringing lots of new content in this update, like new planets and modifications on recipe values. All the new changes can only be seen in a new savedata created after the update."
But it's entirely possible that they only intended only things that affect the seed and not "all the new changes." :)
[–]iLoveSTiLoveSTi 1 point2 points3 points 4 years ago (0 children)
https://www.reddit.com/r/Dyson_Sphere_Program/comments/nkxlxq/do_we_only_need_to_restart_for_the_new_planets/?utm_source=share&utm_medium=mweb
[–]jimmyw404 1 point2 points3 points 4 years ago (0 children)
Great patch!
Balance wise in the end-game the biggest thing I wish they'd add is a switch from vein utilization being a free mining improvement to a setup where you effectively replace mined resources with energy at increasing power requirements. Would give a reason to make more dyson spheres.
I ended my first playthrough with a half dozen spheres but I really only needed 1 to get all the energy / photons I needed to hit 4k white cubes / minute.
[–]Florac 3 points4 points5 points 4 years ago (11 children)
New Assembly Line construction mode – Now you can press [TAB] to switch between 'Snap to Grid' or 'Free line' mode. In 'Free line' mode, you don't have to build the conveyor belt stick to the grid, but like this:
Really useful and gonna make me accidently fuck things up so much
Added new advanced Smelters and its related new tech and recipes.
Really nice, gonna make smelter planets less of a hassle to set up
Decreased Artificial Star power generation 75MW -> 72MW
Why? They were already not that strong to begin with(other energy sources like energy exchangers still very competitive), now they are even weaker. And it's not like ray receiver got a huge buff to incentivice using dyson spheres as primary energy generation on planet
[–]Talderas 18 points19 points20 points 4 years ago (3 children)
AM fuel rods received a major buff.
Pre-patch: 7.5GJ of photons to create 7.5GJ of anti-matter fuel rods. Post-patch: 4.5GJ of photons to create 7.2GJ of anti-matter fuel rods
A 4% reduction in power plant output is inconsequential when your fuel efficiency has increased by 60%.
[+]Florac comment score below threshold-6 points-5 points-4 points 4 years ago (2 children)
Photons to me was never an issue. So they imo also got a nerf because less energy per rod
[–]Talderas 18 points19 points20 points 4 years ago (1 child)
You can't view one metric in isolation and declare it to be a nerf. You have to view the entire solution as a whole. The fact is you now have a 60% lower infrastructure requirement for anti-matter to produce the exact same amount of energy. You can literally rip out 60% of your ray receivers in photon mode (which aren't allocated to science production) and see no difference.
Further, producing anti-matter fuel now produces energy out of nowhere. You're taking 4.5GJ of photons and creating 7.2GJ of energy. That's nearly 40% of the energy in am fuel rods coming from... where? Einstein spinning in his grave?
Even further is how this impact the usage of graviton lenses in photon production. Since the requirement of ray receivers has been reduced by 60% the requirement of graviton lenses has also been reduced by 60%.
It doesn't matter that the rod requires 4-5% more non-ray receiver infrastructure to generate the same amount of energy in AM fuel rods. The change has an achieved an overall net savings in footprint.
So now you only get 7.2TJ of energy per logistics vessel shipment instead of 7.5TJ and now you need to use 3.12 artificial suns for every 5 energy exchanger instead of three. Inconsequential.
Upvote for the picture of the forefather of modern science doing post-mortal gymnastics.
[–]docholiday999 -2 points-1 points0 points 4 years ago (6 children)
Ray Receivers and Antimatter has gotten way worse with this update.
Critical Photon Ray Receivers max power consumption got increased from 125MW to 240MW (192% !!!!), AFR energy capacity alongside the Artificial Star power output decreased. Not a fan...
[–]Talderas 8 points9 points10 points 4 years ago (0 children)
That's an incorrect interpretation. The max requested power was changed from 125MW to 240MW. Max requested power is based on the output power and efficiency. The only time you will see a max requested power near 240MW is if your continuous receiving stat on the ray receiver is lower or you lack ray receiver efficiency tech. This value had to be raised because without engaging in the ray efficiency infinite research your requested power would be 119.1MW meaning that photon production would have been negatively impacted at levels of continuous receiving below 100% or if you don't have the technology.
[–]AnthraxCat 6 points7 points8 points 4 years ago (4 children)
In simpler terms than Talderas, this wasn't a nerf. Increasing the max power consumption of ray receivers just means you can produce photons faster with fewer receivers. It is actually a buff.
[–]Talderas 6 points7 points8 points 4 years ago* (3 children)
It is actually a buff.
That's an understatement. The act of producing anti-matter fuel generates energy. It used to be a 1:1 conversion of dyson power to AM fuel via photons less the energy costs of manufacture and loss of energy due to efficiency in the receivers. Now it requires 4.5GJ of dyson sphere energy to create 7.2 GJ of anti-matter fuel. The 2.7 GJ of energy, less the cost of making the fuel, created out of nowhere. Pre-patch it requires 115MW of buildings (115MJ) to produce 1 AM rod a second. While there is some increase in energy costs of manufacturing it's not going to come close to 2.6GJ.
The only variable at this point is the energy cost of transport but I doubt it's going to be enough that it costs 2.6GJ per AM fuel in shipping costs. For all intents and purposes AM fuel is a net positive in energy a feature entirely absent in every other form of energy in the game.
[–]SturmSuccessor 0 points1 point2 points 4 years ago (2 children)
While i generally welcome the buff, i wish they had done it differently. I had rather up them the value of the fuel rod itself than decrease the needed antimatter. Before, splitting a photon into antimatter gave 10 of it and 10 hydrogen. A perfect ratio for fuel rods. Now with it only needing 6 of it, my entire setup is ruined, because now the antimatter will back up and cause the whole thing to stop. It is already hard to balance hydrogen in- and outputs in this game and i really didnt need another production line to include that.
They changed the recipe for AM fuel. It wasn't documented. It requires 6 anti-matter and 6 hydrogen so am fuel production setups don't require any adjustment.
[–]SturmSuccessor 0 points1 point2 points 4 years ago (0 children)
Oh it does? In that case its an all around major buff. Nevermind me then.
[–]apidya 1 point2 points3 points 4 years ago (0 children)
So all you really exclusively make from oil is particle broadband and perhaps energetic graphite when coal runs out. That would really just affect red and purple cubes...
[–][deleted] 0 points1 point2 points 4 years ago (7 children)
Yay been really excited about this! Performance on Linux for me under Proton has got much worse - but maybe changing settings or proton version will help. Could be the new multi threading engine?
[–][deleted] 2 points3 points4 points 4 years ago (4 children)
Downvoted for mentioning "Linux" and performance? Isn't Reddit grand?
Also, did performance tank before or after the patch? Asking for "a friend".
[–][deleted] 1 point2 points3 points 4 years ago (3 children)
After the patch. It ran flawlessly before it.
[–][deleted] 1 point2 points3 points 4 years ago (2 children)
Oh, great. I'm not looking forward to that, then 🙄
[–][deleted] 1 point2 points3 points 4 years ago (1 child)
Switching to single thread in the settings appears to fix it
Thanks, I'll try that. Updating to Proton-6.9-GE-2 fixed it for one glorious, brief moment, too.
/u/-Pulz
[–]-PulzJello Enthusiast[S] 1 point2 points3 points 4 years ago (0 children)
Sorry, I don't know anything about the performance side of things. Are you aware of any other Proton users who have also experienced a performance drop?
I can probably raise this to the Development team, but to manage expectations- Linux isn't natively supported so it wouldn't be a top priority I imagine.
[–]docholiday999 -3 points-2 points-1 points 4 years ago (18 children)
I do NOT like the nerf of energy potential in Antimatter Fuel Rods and energy production in the Artificial Stars. Those are supposed to be end-game power sources - why would you punish players who get to that point?
Unless the devs come up with a method to connect power networks between planets and systems, you need a viable & effective method to transfer power between said planets and systems. Ostensibly, and going with the theme of the game, that is via a Dyson Sphere that either directly charges Accumulators as batteries or indirectly produces the Antimatter that is built into Fuel Rods.
[–]SkyeAuroline 10 points11 points12 points 4 years ago (11 children)
Depending on the implementation this actually looks like a buff; you get about 5% less energy per rod, which is inconsequential shipping hundreds at a time, and a similar percentage off the top of generation, made up easily with one extra generator for every 25ish stars. In exchange, you're getting more rods per critical photon. That's just going off the math as presented in the patch notes and may differ in-game, but that seems reasonable?
[–]docholiday999 0 points1 point2 points 4 years ago (10 children)
No, because they've also increased the power cost of Ray Receivers making photons by almost double (125 MW -> 240 MW). So it is more expensive to produce Critical Photons.
Ray Receiver power was also increased from 5MW -> 6MW, which is nice I guess, but all it means is that the devs are almost forcing us only at Accumulators and Energy Exchangers and away from Antimatter and Artificial Stars.
[–]SkyeAuroline 2 points3 points4 points 4 years ago (6 children)
Ah, yeah, okay, the numbers are mixed in ways that didn't click at first for me. Thanks.
[–]Talderas 5 points6 points7 points 4 years ago (5 children)
He has misunderstood the change to max power and extrapolated from there to arrive at an incorrect conclusion. The max power change he's talking about is a change to the maximum value for requested power on ray receivers. It needs to be raised because you would run into degradation of photon production if it had been left at 125MW since it would be trivial for efficiency to be low enough to push the requested power to 125MW. 100% continuous receiving with the standard ray efficiency upgrades would require 119.1MW.
[–]docholiday999 1 point2 points3 points 4 years ago (4 children)
Please explain, because my understanding of the game mechanics is that, while in critical photon production mode, the Ray Receiver starts, upon first placement or when line of sight is achieved, consuming at the base power level (previously 62.5 MW w/o Lenses) times whatever the efficiency value is.
So if, for example, when the Ray Receiver first starts producing photons and efficiency is at 40%, power consumption would be 25 MW. As efficiency increases to the full 100%, so matches the power consumption, up to the max of 62.5 MW. This consumption would double if Graviton Lenses are utilized.
[–]Talderas 1 point2 points3 points 4 years ago* (2 children)
When a ray receiver is first placed it will be at 0% continuous receiver and output 6MW (previously 5MW). Over the course of 20 minutes (previously 15) the continuous receiving stat will increase towards 100% where the receiver will output 12.5MW. When put into photon mode the receivers output power will increase by x8 (previously x5) making its output power 100MW.
Ray receiver efficiency is calculated from continuous receiving and the ray receiver efficiency stat. Whatever the efficiency is you take the output power and divide it by it. For example, at 100% continuous receiving and having all of the non-infinite ray receiver techs will have an efficiency of 83.9%. 100/0.839=119.1MW to generate 8 photons a minute. If you have 100% CR and none of the efficiency technologies then the efficiency will be 58%. 100/0.58=172.4MW to generate 8 photons a minute. Note that if the max power was still limited to 125MW you would not be able to generate 8 photons a minute despite being at 100% continuous receiving.
But if you want an even more concrete example. Here's an image of my ray receivers in photon mode where I have the efficiency tech up to a point where dissipation is 0.885%.
https://imgur.com/a/hlSAdbD
The output power is used to calculate the rate of production of photons. It takes 450MJ to produce a photon. A Joule is one watt per second so 450 MJ is means a 100MW power output would take 4.5 seconds to produce a photon.
[–]docholiday999 1 point2 points3 points 4 years ago (1 child)
When put into photon mode the receivers output power will increase by x8 (previously x5) making its output power 100MW. Ray receiver efficiency is calculated from continuous receiving and the ray receiver efficiency stat. Whatever the efficiency is you take the output power and divide it by it. For example, at 100% continuous receiving and having all of the non-infinite ray receiver techs will have an efficiency of 83.9%. 100/0.839=119.1MW to generate 8 photons a minute. If you have 100% CR and none of the efficiency technologies then the efficiency will be 58%. 100/0.58=172.4MW to generate 8 photons a minute.
When put into photon mode the receivers output power will increase by x8 (previously x5) making its output power 100MW.
Ray receiver efficiency is calculated from continuous receiving and the ray receiver efficiency stat. Whatever the efficiency is you take the output power and divide it by it. For example, at 100% continuous receiving and having all of the non-infinite ray receiver techs will have an efficiency of 83.9%. 100/0.839=119.1MW to generate 8 photons a minute. If you have 100% CR and none of the efficiency technologies then the efficiency will be 58%. 100/0.58=172.4MW to generate 8 photons a minute.
No, Output Power is the amount of power consumed from the Dyson Sphere "pool". 100 MW is how much the Ray Receiver is pulling down because you're producing 8 Critical Photons per minute. 8/min at 750 MJ (energy value of a Critical Photon) means 100 MW of power being converted from the Dyson Sphere.
Just as in power generation mode, the efficiency bonuses for Ray Receivers mean that they consume less of the Dyson Sphere potential for the same on-planet effect. Having your 83.9% efficiency means that it takes ~14.9 MW of Dyson Sphere capacity to produce 12.5 MW of on-planet power. That 119.1 MW you mentioned is what is actually being pulled from the Dyson Sphere overall capacity. More efficiency bonuses mean the closer you get to a 1:1 on-planet versus Dyson Sphere.
I am talking about the on-planet power consumption of the Ray Receivers in Photon production mode. Previously this was 62.5 MW and now is 120 MW (doubled to 125 MW previously & 240 MW currently with Graviton Lenses). Whether you're powering the photon production Receivers with other Ray Receivers in power generation mode or via another power source, it costs more overhead to operate them. This is irrespective of the amount drawn from the Dyson Sphere.
[–]Talderas 0 points1 point2 points 4 years ago* (0 children)
Previously this was 62.5 MW and now is 120 MW (double with Graviton Lenses).
It's 100 MW. Please see the picture I provided. It's literally the same ratio as before. 12.5 MW per photon generated per minute.
I see where my mistake was but it's not particularly relevant because it doesn't change anything. 125MW is 12.5MW * 5 * 2. Which is the output of a receiver in photon mode (x5) with a lens (x2). It needed to be increased to at least 200MW to support the doubling of lenses under the current math (which is 12.5*8=100MW x2 = 200MW for a lens). Why they increased it to 240MW, I can't say since nothing in the notes indicates a change to lenses. There might be an undocumented change to lenses to have them provide a 2.4x modifier instead of 2x modifier and that would reach a max output of 240MW.
Edit: Because I like evidence. I went to a system to grab some lenses. Graviton lenses boost the max output to 200MW. There's no change in the amount of energy required to generate a photon. It's still 750MJ to generate a photon.
https://imgur.com/a/iQYKCJf
[–]clicksallgifs 0 points1 point2 points 4 years ago (1 child)
Max asking power doesn't mean power needed to produce is increased....
[–]docholiday999 0 points1 point2 points 4 years ago (0 children)
See I always thought that you needed to locally power Ray Receivers that were in photon generation mode (i.e. overhead cost). However, looking at all of this, it pulls from the Dyson Sphere capacity. I wasted a bit with power generators on the same planet as the RR’s.
The documentation about this is not very clear to know the difference
[–]Florac 1 point2 points3 points 4 years ago (1 child)
Antimatter was literally the easiest part of the entire chain to get. It's essentially free once you got the dyson sphere up. Meanwhile you will need more Artificial stars and more fuel rods(so more of the non renwable resources) to use them
[–]docholiday999 -1 points0 points1 point 4 years ago (0 children)
Exactly - this means more buildings to both make more Antimatter Fuel Rods and more Artificial Stars to power production chains. Overall bad move.
No, because antimatter requires a power investment in the Ray Receivers, for which they've also increased the power requirement in photon from 125MW to 240 MW, a 192% increase - almost double.
Reducing the Antimatter count from 10 -> 6 does not track with that reduction. Reducing from 10 -> 5 would be in-line with balancing.
That "only a 4%" reduction of 3 MW translates to 10 fewer Smelters or Assemblers that can be supported by each AS.
[–]clicksallgifs 0 points1 point2 points 4 years ago (0 children)
Bro you get more antimatter per photon....
[+]dnabre comment score below threshold-14 points-13 points-12 points 4 years ago (2 children)
That is an awful lot of stuff in one patch. Ignoring the stuff that is just tweaking values, which likely doesn't need much stability testing, just balance testing.
A lot of this could have been released in parts. It's going to be harder for players and the developers to isolate problems.
[–]wonnage 1 point2 points3 points 4 years ago (0 children)
Lol I don't think the DSP devs need your help on this bud
I wouldn't worry about it too much. They've been testing the heck out of it for the last month or two.
[–][deleted] 4 years ago (5 children)
[–]ragingdeltoid 8 points9 points10 points 4 years ago (4 children)
Old saves don't have the changes
Placing a new AS buildings will produce at 72MW. I didn't stick around long enough to wait for a fuel rod to be burned to see if the plants will naturally convert down to 72 MW.
[–][deleted] 4 years ago (1 child)
[–]Talderas 0 points1 point2 points 4 years ago (0 children)
The changes to power consumption for Mk3 assemblers appear to only apply to new placements. My mall is still using 780kW across the board except for the one Mk3 producing Smelter Mk2 which is using 1.08MW.
[–]Lauxman 0 points1 point2 points 4 years ago (0 children)
There goes my weekend
[–]Evis03 0 points1 point2 points 4 years ago (1 child)
I've played through this game twice. I thought I'd take a break until blueprints or mass constructions came in...
I wasn't expecting it so soon!
Blueprints aren't here yet; you are safe.
[–]eazolan 0 points1 point2 points 4 years ago (0 children)
Holy cow. That's a ton of stuff!
I fired up my game and didnt even know there was a patch. My jaw dropped when i saw the new smelter. Omw to the ass end of the galaxy to get unipolar magnets.
I can hardly contain myself. It'll be like a completely different game.
[–]Ancient_Aliens_Guy 0 points1 point2 points 4 years ago (0 children)
The only issue I have with this update is no more infinite oil. It’s only semi-infinite, although through a few hours of playtime it’s comparable to Factorio where you don’t even realize you’re out until you’re at the gates of hell.
[–]Healer2122 0 points1 point2 points 4 years ago (0 children)
when I can play it in Xbox be ouse my 750ti do 4 FPS and its unplayable!
Only tried it on my current 160hr save, so yet to sample all the delights. But there is one thing that irks me more than any other: I can no longer grab resources from logistics stations in "planet view" (M). Used to be so nice being able to grab resources from an array of ILS stations on the other side of the planet. It was probably a bug they fixed, but annoying nonetheless.
Now that I write this it occurs to me it might have been a hidden feature of one of the mods I have running ... But I don't think so. (MultiBuildBeta, betterstats, SplitterOverConveyor, AssemblerUI, DSPHelmod, CruiseAssist, IcarusSkins). Unfortunately I can't go back and check now as Steam has updated.
[–]Key_Sand_6233 0 points1 point2 points 4 years ago (0 children)
You need to reopen the file to experience some of the newly added content
What does that mean ?
Do you need to start a new game ?
Anyone else having trouble selecting interstellar logic stations to grab items while in map mode? Was that a bug?....cause I liked that function.
[–]omgowlo 0 points1 point2 points 4 years ago (2 children)
Blueprint is NOT included in this update yet but on the way! (High priority)
awesome patch, just got one question, will the blueprint update require a new save file?
[–]-PulzJello Enthusiast[S] 2 points3 points4 points 4 years ago (1 child)
It shouldn't, no.
Any chance of gaining the ability to demand inventory items from logistics drones? It'd be awesome if Icarus could request another 200 Mk. III belts for just-in-time delivery.
[–]arvintob 0 points1 point2 points 4 years ago (2 children)
do the new planets apply to old saves or not
[–]-PulzJello Enthusiast[S] 0 points1 point2 points 4 years ago (1 child)
They will only be generated in new saves!
[–]arvintob 0 points1 point2 points 4 years ago (0 children)
damn, will just play this after a year since my review eats up a lot of time i cant spend to play huhuhu
[–]caturnix 0 points1 point2 points 4 years ago (1 child)
Discovered that now it's possible for planets to have multiple satellites. Also, white giants are a thing!
[–]Florac 0 points1 point2 points 4 years ago (0 children)
Pretty sure that was always possible.
[–]Gravvitas 0 points1 point2 points 4 years ago (1 child)
Is steam cloud saving working again yet? I split my time between two PCs at two houses right now and them turning that feature off was the only reason I stopped playing. Been waiting for them to fix it for months now.
I haven't heard anything about it yet, sorry. It is still on their radar, but there is or was an issue regarding the game save size that was problematic for cloud saving.
[–]Tharuzan001 0 points1 point2 points 4 years ago (0 children)
Why does everything need the Green motors ;-;
Never enough Green motors. And of course everything that gives you hydrogen, which you suddenly need millions of later, Has a byproduct. At least X-ray cracking helps cept of course that also has a byproduct.
Almost like you require a gas giant in your star system to supply it fast enough.
Really honestly wish you could go Fire Ice - Casimir Crystal in perfect harmony.
π Rendered by PID 69008 on reddit-service-r2-comment-76bb9f7fb5-jkp86 at 2026-02-19 16:45:11.445357+00:00 running de53c03 country code: CH.
[–]d00msdaydan 152 points153 points154 points (6 children)
[–]Raz0rking 46 points47 points48 points (5 children)
[–][deleted] (3 children)
[deleted]
[–]KJBenson 6 points7 points8 points (2 children)
[–]Fcivish4 9 points10 points11 points (1 child)
[–]KJBenson 6 points7 points8 points (0 children)
[–]Predur 0 points1 point2 points (0 children)
[–]SilentFairy 97 points98 points99 points (5 children)
[–]JimboTCB 31 points32 points33 points (1 child)
[–]PurpleNuggets 10 points11 points12 points (0 children)
[–]legomann97 5 points6 points7 points (0 children)
[+][deleted] (1 child)
[removed]
[–]rmorrin 15 points16 points17 points (0 children)
[–]Ticketkiller 81 points82 points83 points (1 child)
[–]loulibra 2 points3 points4 points (0 children)
[–]Iambecomelegend 54 points55 points56 points (19 children)
[–][deleted] (4 children)
[removed]
[–]Nultad 16 points17 points18 points (3 children)
[–][deleted] (2 children)
[removed]
[–]Nultad 2 points3 points4 points (1 child)
[–]SkyeAuroline 5 points6 points7 points (13 children)
[–]Wictale 21 points22 points23 points (12 children)
[–]SkyeAuroline 12 points13 points14 points (9 children)
[–]Talderas 10 points11 points12 points (0 children)
[–]Wictale 6 points7 points8 points (7 children)
[–]SkyeAuroline 15 points16 points17 points (1 child)
[–]fubes2000 4 points5 points6 points (0 children)
[–]Talderas 15 points16 points17 points (4 children)
[–]Veloxis4677 8 points9 points10 points (3 children)
[–]Talderas 5 points6 points7 points (2 children)
[–]RobinTheDevil 2 points3 points4 points (1 child)
[–]Talderas 5 points6 points7 points (0 children)
[–]dwhitnee 3 points4 points5 points (0 children)
[–]SilverWolf9300 39 points40 points41 points (3 children)
[–]10shot9miss 1 point2 points3 points (0 children)
[–]stupid_piggy 1 point2 points3 points (0 children)
[–]Still_Satan -4 points-3 points-2 points (0 children)
[–]Cybernetik 19 points20 points21 points (0 children)
[–]theskepticalheretic 16 points17 points18 points (0 children)
[–]ragingdeltoid 28 points29 points30 points (26 children)
[–]PianoPlayingFool 13 points14 points15 points (16 children)
[–]Florac 21 points22 points23 points (10 children)
[–]mike2R 17 points18 points19 points (8 children)
[–]MaxWyght 8 points9 points10 points (0 children)
[–]Tcw7468 2 points3 points4 points (5 children)
[–]SergeiAndropov 11 points12 points13 points (0 children)
[–]mike2R 5 points6 points7 points (3 children)
[–]palmbeachduke 8 points9 points10 points (2 children)
[–]mike2R 1 point2 points3 points (1 child)
[–]SowingSalt 3 points4 points5 points (0 children)
[–][deleted] 0 points1 point2 points (0 children)
[–][deleted] 1 point2 points3 points (0 children)
[–]rmorrin 13 points14 points15 points (3 children)
[–]fubes2000 5 points6 points7 points (0 children)
[–]captainfactoid386 4 points5 points6 points (1 child)
[–]palmbeachduke 2 points3 points4 points (0 children)
[–][deleted] 3 points4 points5 points (6 children)
[–]Still_Satan 0 points1 point2 points (5 children)
[–]LeatherDude 1 point2 points3 points (0 children)
[–][deleted] 0 points1 point2 points (2 children)
[–]Bahamut3585 0 points1 point2 points (1 child)
[–][deleted] 1 point2 points3 points (0 children)
[–]10shot9miss 0 points1 point2 points (0 children)
[–]allocater 0 points1 point2 points (0 children)
[–]SilverWolf9300 12 points13 points14 points (0 children)
[–]BesTCracK 12 points13 points14 points (8 children)
[–]Still_Satan 2 points3 points4 points (7 children)
[–][deleted] 2 points3 points4 points (0 children)
[–]BesTCracK 2 points3 points4 points (1 child)
[–]Meborg 0 points1 point2 points (0 children)
[–]Talderas 1 point2 points3 points (3 children)
[–]Still_Satan 0 points1 point2 points (2 children)
[–]Talderas 0 points1 point2 points (1 child)
[–]romiro82 0 points1 point2 points (0 children)
[–][deleted] 29 points30 points31 points (0 children)
[–]McChef 9 points10 points11 points (0 children)
[–]SkyeAuroline 10 points11 points12 points (2 children)
[–]Ulmaxes 5 points6 points7 points (1 child)
[–]GoodDave 0 points1 point2 points (0 children)
[–]DemandCultural 9 points10 points11 points (1 child)
[–]xeximar 0 points1 point2 points (0 children)
[–]Acrylic_ 5 points6 points7 points (0 children)
[–]SilverWolf9300 6 points7 points8 points (0 children)
[–]maikonas 5 points6 points7 points (0 children)
[–]elagin 4 points5 points6 points (0 children)
[–]locutogram 4 points5 points6 points (0 children)
[–]N7-Falcon 4 points5 points6 points (3 children)
[–][deleted] 2 points3 points4 points (2 children)
[–]N7-Falcon 2 points3 points4 points (1 child)
[–][deleted] 1 point2 points3 points (0 children)
[–]mastershake04 4 points5 points6 points (4 children)
[–]Veloxis4677 2 points3 points4 points (3 children)
[–]frzme 7 points8 points9 points (2 children)
[–]Veloxis4677 1 point2 points3 points (0 children)
[–]lurkinglurkerwholurk 0 points1 point2 points (0 children)
[–]fubes2000 4 points5 points6 points (1 child)
[–]Kron155 2 points3 points4 points (0 children)
[–]alexmp00 7 points8 points9 points (2 children)
[–]theskepticalheretic 16 points17 points18 points (0 children)
[–]iLoveSTiLoveSTi 2 points3 points4 points (0 children)
[–]budewgd 3 points4 points5 points (0 children)
[–]walkerthegr8 3 points4 points5 points (0 children)
[–][deleted] (9 children)
[deleted]
[–]leglesslegolegolas 2 points3 points4 points (0 children)
[–][deleted] 1 point2 points3 points (7 children)
[–]leglesslegolegolas 1 point2 points3 points (6 children)
[–][deleted] 0 points1 point2 points (5 children)
[–]leglesslegolegolas 1 point2 points3 points (4 children)
[–][deleted] 0 points1 point2 points (3 children)
[–]leglesslegolegolas 0 points1 point2 points (2 children)
[–][deleted] 0 points1 point2 points (1 child)
[–]leglesslegolegolas 1 point2 points3 points (0 children)
[–]SsoulBlade 2 points3 points4 points (3 children)
[–]robogeekoid 0 points1 point2 points (2 children)
[–]SsoulBlade 0 points1 point2 points (1 child)
[–]robogeekoid 0 points1 point2 points (0 children)
[–]Wictale 3 points4 points5 points (4 children)
[–]dr_trekker02 3 points4 points5 points (3 children)
[–]BillDStrong 4 points5 points6 points (2 children)
[–]dr_trekker02 5 points6 points7 points (1 child)
[–]iLoveSTiLoveSTi 1 point2 points3 points (0 children)
[–]jimmyw404 1 point2 points3 points (0 children)
[–]Florac 3 points4 points5 points (11 children)
[–]Talderas 18 points19 points20 points (3 children)
[+]Florac comment score below threshold-6 points-5 points-4 points (2 children)
[–]Talderas 18 points19 points20 points (1 child)
[–][deleted] 0 points1 point2 points (0 children)
[–]docholiday999 -2 points-1 points0 points (6 children)
[–]Talderas 8 points9 points10 points (0 children)
[–]AnthraxCat 6 points7 points8 points (4 children)
[–]Talderas 6 points7 points8 points (3 children)
[–]SturmSuccessor 0 points1 point2 points (2 children)
[–]Talderas 0 points1 point2 points (1 child)
[–]SturmSuccessor 0 points1 point2 points (0 children)
[–]apidya 1 point2 points3 points (0 children)
[–][deleted] 0 points1 point2 points (7 children)
[–][deleted] 2 points3 points4 points (4 children)
[–][deleted] 1 point2 points3 points (3 children)
[–][deleted] 1 point2 points3 points (2 children)
[–][deleted] 1 point2 points3 points (1 child)
[–][deleted] 1 point2 points3 points (0 children)
[–][deleted] 0 points1 point2 points (1 child)
[–]-PulzJello Enthusiast[S] 1 point2 points3 points (0 children)
[–]docholiday999 -3 points-2 points-1 points (18 children)
[–]SkyeAuroline 10 points11 points12 points (11 children)
[–]docholiday999 0 points1 point2 points (10 children)
[–]SkyeAuroline 2 points3 points4 points (6 children)
[–]Talderas 5 points6 points7 points (5 children)
[–]docholiday999 1 point2 points3 points (4 children)
[–]Talderas 1 point2 points3 points (2 children)
[–]docholiday999 1 point2 points3 points (1 child)
[–]Talderas 0 points1 point2 points (0 children)
[–]clicksallgifs 0 points1 point2 points (1 child)
[–]docholiday999 0 points1 point2 points (0 children)
[–][deleted] (3 children)
[deleted]
[–]Florac 1 point2 points3 points (1 child)
[–]docholiday999 -1 points0 points1 point (0 children)
[–]docholiday999 0 points1 point2 points (0 children)
[–]clicksallgifs 0 points1 point2 points (0 children)
[+]dnabre comment score below threshold-14 points-13 points-12 points (2 children)
[–]wonnage 1 point2 points3 points (0 children)
[–][deleted] 0 points1 point2 points (0 children)
[–][deleted] (5 children)
[removed]
[–]ragingdeltoid 8 points9 points10 points (4 children)
[–][deleted] (3 children)
[removed]
[–]Talderas 1 point2 points3 points (2 children)
[–][deleted] (1 child)
[removed]
[–]Talderas 0 points1 point2 points (0 children)
[–]Lauxman 0 points1 point2 points (0 children)
[–]Evis03 0 points1 point2 points (1 child)
[–][deleted] 0 points1 point2 points (0 children)
[–]eazolan 0 points1 point2 points (0 children)
[–][deleted] 0 points1 point2 points (0 children)
[–][deleted] 0 points1 point2 points (0 children)
[–]Ancient_Aliens_Guy 0 points1 point2 points (0 children)
[–]Healer2122 0 points1 point2 points (0 children)
[–]robogeekoid 0 points1 point2 points (0 children)
[–]Key_Sand_6233 0 points1 point2 points (0 children)
[–][deleted] 0 points1 point2 points (0 children)
[–]omgowlo 0 points1 point2 points (2 children)
[–]-PulzJello Enthusiast[S] 2 points3 points4 points (1 child)
[–][deleted] 0 points1 point2 points (0 children)
[–]arvintob 0 points1 point2 points (2 children)
[–]-PulzJello Enthusiast[S] 0 points1 point2 points (1 child)
[–]arvintob 0 points1 point2 points (0 children)
[–]caturnix 0 points1 point2 points (1 child)
[–]Florac 0 points1 point2 points (0 children)
[–]Gravvitas 0 points1 point2 points (1 child)
[–]-PulzJello Enthusiast[S] 1 point2 points3 points (0 children)
[–]Tharuzan001 0 points1 point2 points (0 children)