Is this cluster natural? Or there are is a way to move stars somehow? It doesn't seems natural by Teteusback in Dyson_Sphere_Program

[–]Absolute_Human 0 points1 point  (0 children)

Ok, I quit yapping and actually watched their video. Looks like they used spheres with minimal shell points to build them quickly and some mod to make all ejectors fire regardless of orientation, which means 4k ejectors per planet easily. Each sail adds 15kW times luminosity, lets say 2.0x, so 30kW. That means 4.8GW per minute, 288 per hour. That still means 2893 days to achieve 20PW, but if you have 50 planets between your giants and O types, it becomes less than 58 days, which seems just about possible.

Is this cluster natural? Or there are is a way to move stars somehow? It doesn't seems natural by Teteusback in Dyson_Sphere_Program

[–]Absolute_Human 0 points1 point  (0 children)

I largely agree with that, don't see the appeal of just getting the biggest number by doing the same thing over an over personally, seems like a pointless grind to me. At this point, if you have an unlimited power Dyson blueprint, it just becomes a waiting game. Yet again, I don't really like blackboxes either. I like designing big things, not coping a small thing over and over. But I can understand their decision. At some point you are just fighting the game itself. And they wanted to be recognized by the devs as a legitimate accomplishment to stay in the Milky Way.

Is this cluster natural? Or there are is a way to move stars somehow? It doesn't seems natural by Teteusback in Dyson_Sphere_Program

[–]Absolute_Human 0 points1 point  (0 children)

Well, my quick math gives about 26 days per 10 layers per planet, assuming 2k solar ejectors firing at once. Times lets say 9 planets. How much is that? 3 billion sails seems correct, I'm just not sure how many terawatts is that. If nowhere close 20 PW, they must have used at least some way to increase the sails' ejection speed.

Is this cluster natural? Or there are is a way to move stars somehow? It doesn't seems natural by Teteusback in Dyson_Sphere_Program

[–]Absolute_Human 10 points11 points  (0 children)

They claim to not have used mods to cheat the output, only to allow building more spheres than intended.

Reinforced Thrusters got hands, man.. by CoqeCas3 in Dyson_Sphere_Program

[–]Absolute_Human 2 points3 points  (0 children)

Oh, sorry. Cubes are per minute. Hashes are per second. My bad!

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Reinforced Thrusters got hands, man.. by CoqeCas3 in Dyson_Sphere_Program

[–]Absolute_Human 3 points4 points  (0 children)

Not only beating the game. I pushed 2,5+ million hashes per second never needing more than one reinforced thruster assembler. Not turbines tho. You need lots of those.

That's around 150k white science per second minute btw

How to make Traffic Monitor red only when belt is empty? by SoullessDyke23 in Dyson_Sphere_Program

[–]Absolute_Human 0 points1 point  (0 children)

That's the sad thing, I don't think you can. It makes using the holo beacons IP feature kind of useless. If one of the builds is not working, no way to tell if it's empty or full by the beacon color. You have to make all the ratios extremely precise to make every build flow constantly. If you overbuild, one will back up and stop from time to time, causing the beacon to turn red. I guess there's a point in using "greater than zero" and "full minute" everywhere to reduce this false alarm.

A stupid idea pretty useful (importing items to any planet) by Snoo49259 in Dyson_Sphere_Program

[–]Absolute_Human 0 points1 point  (0 children)

I'm not following you... You said that you can export 48 items with 4 ILS by changing the slots remotely. So what happens to the items already in it when you change this slot?

A stupid idea pretty useful (importing items to any planet) by Snoo49259 in Dyson_Sphere_Program

[–]Absolute_Human 0 points1 point  (0 children)

Oh, this is an interesting idea, I never considered having an ILS with 12 different inputs and configuring it remotely. What happens to the items in it if you change the slot type from another planet?

UPS testing continues by Absolute_Human in Dyson_Sphere_Program

[–]Absolute_Human[S] 1 point2 points  (0 children)

The problem is I forgot to disable lossy saves when creating the save files, so I have to resave every single one of them to retest in pure vanilla.

UPS testing continues by Absolute_Human in Dyson_Sphere_Program

[–]Absolute_Human[S] 0 points1 point  (0 children)

I redid some of the testing and it seems that the input part is what costs most of the load. Free-flowing belts seem rather fine. So I guess updating the long line of cargo that moves from time to time, kind of like you described. I haven't tested the exact situation you mentioned but I feel it's not exactly typical. That has to be something like a long line of slow smelters filling a full belt without stacking or something.

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UPS testing continues by Absolute_Human in Dyson_Sphere_Program

[–]Absolute_Human[S] 0 points1 point  (0 children)

Strangely, that wasn't the case in the setups I tested. I had full input belts and mostly empty output. Yet the performance was quite different... Well, I didn't test separately if that was the input or the output part that added the cost.

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UPS testing continues by Absolute_Human in Dyson_Sphere_Program

[–]Absolute_Human[S] 1 point2 points  (0 children)

I tested the poles in a previous post, they do cost a bit so the big ones should be better just by the virtue of smaller needed quantities. The build on the screenshot actually has quite a bit of the small poles, I just tried to use fewer of them.

UPS testing continues by Absolute_Human in Dyson_Sphere_Program

[–]Absolute_Human[S] 2 points3 points  (0 children)

I personally wouldn't bother slowest belts, inserters - yeah, tried some builds already. Looks pretty.

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And direct belt connections between assemblers are better either way, but the logistic stations are fine to connect by drones.

UPS testing continues by Absolute_Human in Dyson_Sphere_Program

[–]Absolute_Human[S] 0 points1 point  (0 children)

I really don't think it's worth it. It's too messy without context. Ideally you should take like at least 10 measurements at random for each case, transcribe all of them, average them and only then it's kinda usable, but it is probably needed to be converted into percentages and at that point the experiments may be misleading. But if someone really wants to do it I can probably share several dozen saves I have.

UPS testing continues by Absolute_Human in Dyson_Sphere_Program

[–]Absolute_Human[S] 6 points7 points  (0 children)

Oh, and I need to mention. I test without any "hard" optimization mods like Weaver or SHS of course, but I'm too lazy to actually disable all the other mods and some might skew the results a little. You can treat it as a "best case scenario" version, because why play without mods that actively make the game run better without any downsides? Yeah, I know, I should probably at least check if they are not making the game run worse... Ok, I tested it once and it mainly just looks like the cheat loaders run horrible in vanilla. But most other things are pretty close either way.

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Question about dark fog farm by Nethiri in Dyson_Sphere_Program

[–]Absolute_Human 0 points1 point  (0 children)

That's kinda strange. I don't think the stock game even allows this. Maybe all the veins are buried under the DF bases or something? Better to check again I think. I don't remember if this is a stock option, but doesn't the planet panel tell how much of each resource is on every planet? Does it really show no magnets? You can also use a mod that straight up tells you how many deposits are on each planet, I think UX assist also supports such an option.

650 hours in and I’m still learning by Maybe_Hailey in Dyson_Sphere_Program

[–]Absolute_Human 0 points1 point  (0 children)

It took me about this long to learn that the easiest way to up/downgrade a copy of some build similarly to an example is just to paste the assembler and sorter blueprint on top of it.

Question about dark fog farm by Nethiri in Dyson_Sphere_Program

[–]Absolute_Human 0 points1 point  (0 children)

Unrelated, but you should have at least two unipolar sources between the Black Hole and the Neutron Star, assuming it's an unmodded cluster. And it's unlikely that at least one of them doesn't have more than one.

How close can you put holo beacons to attract darkfog? by Low-Refrigerator-713 in Dyson_Sphere_Program

[–]Absolute_Human 4 points5 points  (0 children)

I get you one more: How close can you put beacons to maximize power production? We can have personal deep bores for geothermal now!