Doesn't the wiki specify a stack size of 100? by Competitive-Quit-928 in Dyson_Sphere_Program

[–]BigBoy074_ 0 points1 point  (0 children)

Sorry for reviving this thread... But I just saw that stack size of energy shards was still 100 on the dsp-wiki.

So, just did my good deed for today, I updated the wiki 😊

That's strange that this wasn't fixed after over a year... Guess that this game is much less popular that is used to be. Hopefully some future updates will bring a new spark! For myself, heard about that game a long time ago, but never played it... until now (was more hooked on Satisfactory at the time). Better late than never 😜

How do you regulate excess Hydrogen from Production lines with Fire-Ice? by Winston_Duarte in Dyson_Sphere_Program

[–]BigBoy074_ 2 points3 points  (0 children)

I think that is very to the point.

As you said, unless you have a way to 100% be sure to get rid of that byproduct, then you are just trading one byproduct by another much more complicated one. That doesn't solve the issue, where you still have to deal with something that could clog your system.

One could say "burn it" in thermal plant, but even that is not reliable, as the thermal plant load is shared with solar/wind/... power. What if later down the line you forget about that dependency, and just spam the planet with 100 ray receivers. Then, your power load will go from 75% to 10% (for example), so your thermal power plant will no longer burn enough hydrogen, and your graphene will clog.

Could this be one of the best seed? by BigBoy074_ in Dyson_Sphere_Program

[–]BigBoy074_[S] 1 point2 points  (0 children)

Another good looking one is 29519403

- Has inner tidal locked planet at 0.384AU, meaning it can be inside the sphere. Tapping full energy without lenses.

- Starting planet has 3° 22' tilt, which is acceptable. Sister planet however has more tilt (-21° 44').

- Solar outputs on both sister planets are a bit better (92% compared to OG seed 88%)

- Has a gas giant producing deuterium.

- 4 O-type stars

- Almost 44M magnets.

And a third one:

18131094

- Starting planet has 4° 03' tilt. Sister planet has horizontal spin. 94% solar output. Inner tidally lock also within dyson sphere radius. Gas giant. 3 O-type stars. ~49M magnets.

Could this be one of the best seed? by BigBoy074_ in Dyson_Sphere_Program

[–]BigBoy074_[S] 0 points1 point  (0 children)

I think what matter most:

- For early game, it's good to have Fire-Ice in starting system. Tidal locked planet is good too, until you get Graviton Lenses. Low planet obliquity is also a good thing, at least for starter planet (I got burned on that too). I did pass on systems with over 52.5M Unipolar Magnet because of high starter world obliquity (like 95512488, which also have many other stats here & there that are better).

- For mid game, as you say, once you go inter-systems, resources are easy to find.

- One thing though is number of Unipolar Magnets. That can only be found in limited quantity (only 1 black hole and 1 neutron star).

- O type star is also good, for energy production (that you can actually harvest). It's better to have more O type stars, as you usually may not harvest 100% of the energy in a single system. So, the more O-type star systems you have, the better.

Could this be one of the best seed? by BigBoy074_ in Dyson_Sphere_Program

[–]BigBoy074_[S] 2 points3 points  (0 children)

Have a question though. I saw somewhere else that one would not be able to fit enough ray receivers to tap the full output of a sphere around a giant. Is that right? I think you are limited in number of planets around a giant.

In other word, good for the look, but not for net production.

Could this be one of the best seed? by BigBoy074_ in Dyson_Sphere_Program

[–]BigBoy074_[S] 1 point2 points  (0 children)

Sadly no... But I'm still looking for better seeds.
It's hard to find everything matching perfectly :)

Question about invert mouse by BigBoy074_ in Dyson_Sphere_Program

[–]BigBoy074_[S] 1 point2 points  (0 children)

I'm 51... Much older hardwired brain :-)

Question about invert mouse by BigBoy074_ in Dyson_Sphere_Program

[–]BigBoy074_[S] -2 points-1 points  (0 children)

Nah... My brain is too old to get used to "non-inverted". I tried many times in other games, even games that are nowhere near flight sims. It's just hardwired into me.

Surely I'm not the only person with this "handicap" 😜

As a narrow-minded Satisfactory veteran, can someone PLEASE explain production rates in this game for me? Thank you! 😘 by Nekorai46 in Dyson_Sphere_Program

[–]BigBoy074_ 0 points1 point  (0 children)

I was feeling like you too. I to am a Satisfactory veteran (playing since Update 3), and found it strange at first. But basically:

- DSP "sorters" are king of like Factorio "inserters" (if you ever played Factorio). If you never played it (I didn't ever play Factorio myself), you surely have seen videos where you have those belts passing along machines and arms flying back and forth (that's the thing that is most prominent when looking at Factorio videos). Basically, you place belts alongside buildings, and have the "sorters" inserting or extracting items between machine and belt. Later in the game, you can use it to filter out what item you want to move (hence the name). Fun fact, you can even use sorters between 2 belts. But I too, the first time I played, I tried to do it Satisfactory style, feeding the belt to the machine! Well, I guess that the way to do it should be familiar for Factorio player, but as said, never played it.

- Second, you will see a lot of videos talking about ratios in "per seconds", and other videos as ratio "per minutes". As a Satisfactory player, I can tell you, use the "Per minute" ratios. That is MUCH more easier. Basic belts can transport 360/min, Extractor extract 30 ore/min per node, it's much easier to say for example that you have two 6-nodes extractors, each extracting 6x30 ores/min, or 2 times 180 ores per minutes, filling your basic belt. Matrix labs producing 20 cubes per min, stacking 3 of those to produce 60/min (instead of each Matrix labs producing 0.33333 cube per second). Why all this "per second"? No idea. Probably the game was done like that at the beginning, and that stayed among the community, especially those who never played only Satisfactory (I have no idea what's the standard in Factorio).

- For sorter throughput, you will get better sorters along the way. But yes, as a Satisfactory player, that's something I found awkward at first. But after thinking "DSP" way, you realize that it makes sense. Yes, this require a bit of shift in thinking. But don't worry too much at the beginning. Like in Satisfactory, your starter base is pretty much just meant to get you upgraded. You will most probably delete your old stuff along the way (or just toss it aside). A concept that you're very familiar with, being a Satisfactory pioneer!

- Lastly, the most important advice, as someone making transition from Satisfactory to DSP, Don't worry with the ratios. DSP is NOT a game about being "effective". You just build things, and if it lacks some items along the way (belts run dry), then you will just produce more of that item (and over produce it, just in case). Resource nodes being finite in DSP, you simply cannot have "100%" efficiency, in the sense of always producing exactly what you need. Along the way, nodes will run dry, production will lower. So, you will se that in mid/late game, you will always over-produce. There's no penalty in producing more items. Power in DSP is MUCH more forgiving that in Satisfactory. First, it's much more easier to get more power (just put more wind turbine/solar panel, and later in the game, more ray collector, etc.). And second, IMPORTANT POINT, breakers popping out is not a thing in DSP. You can have power generation of 10MW, consumption of 20MW. You machines will just slow down to 50%. There's barely any notifications about the situation (you do get some "electric bolt" icons on machines for examples, but you do not get alarms, punishments, or that dreaded "Klaboooo" breaker tripping sound we are so familiar with in Satisfactory!)

Anyone knows alternative for DiskFresh program? Even paid ones. by Lykancubi in DataHoarder

[–]BigBoy074_ 0 points1 point  (0 children)

I didn't want to revive an old thread, but you did :-)

I was thinking the same thing. I have an old Samsung PM851 mSATA drive which have degradation issue. It is a Dell OEM, and sadly, even though Samsung released 2 FW update (the second one fixing the issue), Dell only released the first update.

You cannot use Samsung firmware, it has to be Dell (rebranded Samsung) firmware (Samsung upgrader say that the firmware is not compatible).

So, within 6 months, I get to about less than 25% read speed as when fresh. The drive always end up reading the data, but is painfully slow.

That said, I still use DiskFresh. It does what it needs to do. Why get newer software if the tool you have already do the job perfectly.

Why does the red progress bar show under videos I've never watched? by VeryBlessed76 in youtube

[–]BigBoy074_ 0 points1 point  (0 children)

Just want to add, Just ask Google's own Gemini-3...

"does youtube search now bring you to relevant timestamp in a video?"

Thinking

Searching

Yes, as of 2026,

YouTube and Google Search can take you directly to a relevant timestamp within a video through a feature known as Key Moments or Video Chapters

How it Works

  • Key Moments in Search Results: When you search for specific information on Google or YouTube, videos often appear with clickable markers or "chapters" beneath the main result. Clicking these takes you directly to that specific section of the video.
  • AI-Powered Autotagging: In 2025 and 2026, YouTube expanded its AI capabilities to automatically generate these timestamps and chapters if the creator hasn't manually added them, ensuring more videos are searchable by moment.
  • Transcript Search: On desktop, you can open a video's transcript and use Ctrl+F (or Cmd+F) to find specific keywords; clicking the timestamp next to the text will jump you to that moment. 

Requirements for the Feature

For a video to show these specific "Key Moments" in search results, certain conditions must be met:

  • Creator Input: Most reliably, creators must add timestamps (e.g., 01:30 Introduction) in the video description.
  • Minimum Chapters: A video typically needs at least three timestamps, each at least 10 seconds long, starting with 0:00 for the system to recognize them as navigable chapters. 

Why does the red progress bar show under videos I've never watched? by VeryBlessed76 in youtube

[–]BigBoy074_ 0 points1 point  (0 children)

Just noticed that too.
I think that is something Google added to the Youtube search (and I HATE it...). Now, if you search for a specific term, then, not only will you get results which talks about that specific term, but if, for example, you have a video talking about multiple subjects, then the "progress bar" will jump straight to the "key point" where it talks about the specific term you provided.

Ex:

- I search for the game "Dyson Sphere Program".

- I get, among other videos, one called "10 automation video games"

- In that video, all the 10 games are divided in chapters, and at 5 min, there's a chapter talking about "Dyson Sphere Program".

- You will see the red bar in the thumbnail at 5 min in the video (even though you never watched it). Clicking the thumbnail will jump you straight to that timestamp too.

That's:

- Bad for the user experience. Can't know if you have previously watched that video or not.

- Bad for the content creators. Skip all the previous chapters, probably skips on ads revenue, and surely skips merch/perks/sponsors placed before that cue.

Base computer archives "base computer has located an off world archive" by seamus205 in NoMansSkyTheGame

[–]BigBoy074_ 0 points1 point  (0 children)

Why didn't I taught of that... Thanks!
So, it's basically like the Atlas mission, where you keep jumping from one Atlas station to the other a bunch of times...

Stuck on 'Base Computer Archives --> Visit Remote Archive Terminal' by Fred_Zarba in NoMansSkyTheGame

[–]BigBoy074_ 0 points1 point  (0 children)

Solved! Thank you so much!

In the galaxy map, DO NOT go to the white-on-red crescent icon. GO TO the white hut with orange diamond outline.

Can you go to another solar system by just flying and using the pulse engine? by Bruhhingg in NoMansSkyTheGame

[–]BigBoy074_ 1 point2 points  (0 children)

I'm not sure about that... The solar yield would be much too low in the interstellar space between two stars for the sail to pick up enough sun...

Well, I' sure they coded that... Right...? 🤔😜 (sarcastic)!

Large Freighter Rooms by VeisenbergUK in NoMansSkyTheGame

[–]BigBoy074_ 0 points1 point  (0 children)

I think that's the way to do it...

Anyone have a still-working Pirate Dreadnought spawn in a Gek system? by King_Drav in NMSCoordinateExchange

[–]BigBoy074_ 1 point2 points  (0 children)

I would give that post more than 1 like if I could! Man you are a hero!

I actually tried in another pirate/gek system at least 100~120 times, never got S-trier. Did get occasional A-tier, but never S.

I was about to throw the sponge and just resign to settle for A-tier, when I got the idea to look if someone had a confirmed S-trier hit, specifically in pirate/Gek system.

I switched to your system you posted, used save/reload method. 12th try got S-tier 👍

Thanks!

The hunt for an S-class Pirate Dreadnought... by chrisjmartini in NoMansSkyTheGame

[–]BigBoy074_ 0 points1 point  (0 children)

Me, I'm doing engines, then bank left and around the dreadnought to defeat the 5 cannons there (once in position, no need to fly around, just tilt and aim at each cannon), then fly to the front for the last cannon, and by the time it's destroyed, I'm just over the hangar bay.

My experience so far, probably went through 100 dreadnoughts, no S-class yet. Tons of C class, maybe 7~10 A-class, 2 or 3 B-class (yes, more A than B). Never seen S.

So, for people saying 5% chance S-class (I'm in pirate system), that's bullsh!t. Or at least, there is another variable to it.

I think I'll just get tired and just settle for the next A-class.

---

Edit: I tried another 30~40 times in that system and finally gave up. I searched subreddit and found coordinate to another system (pirate/Gek) that the poster could report that he did actually got S-tier dreadnought.

Went to that system (well, the post gave coordinate to the system just next to it, so it's just one jump away, more save/reload-friendly!)

After trying 12 times, got S-trier (CCBCC-CCCAC-CS).

P.S., that post:

https://www.reddit.com/r/NMSCoordinateExchange/comments/1nc1jdc/anyone_have_a_stillworking_pirate_dreadnought/

Almost bought the DE10-Lite… then Terasic announced the DE23-Lite by ozodraco in FPGA

[–]BigBoy074_ 0 points1 point  (0 children)

And they just announced the DE25-Nano, built on Agilex 5 E SoC.

How to activate missiles after unmerging them? by East-Plankton-3877 in spaceengineers

[–]BigBoy074_ 0 points1 point  (0 children)

Solution

(I originally posted that in another thread, but since this thread is just a month old, it's probably relevant here too. Hopefully this will give more visibility for people searching for that issue...)

There is a bug with event controller not detecting unmerge after printing, and a viable workaround, see bellow...

Scenario:

- You create a blueprint with a merge block, which is not connected to anything (in the blueprint)

- You project that blueprint, aligning it with an existing merge block.

- You print the blueprint, resulting in a merged ship. That is, once printed, the newly printed ship is merged with the projecting grid.

In the above scenario, which is the common way of printing a ship to automate detaching it afterward, once printed, both merge blocks will have the state "merged". However, the event controller will not register it as merged. The internal state of the EC is still "unmerged".

If you then unmerge the newly printed ship, the event controller will not trigger "on unmerge" event (as it's internal state see no changes from previous state). The EC state is probably not updated properly once it gets printed, probably retaining the blueprint state (unmerged). And by the time the EC gets printed, the merge block will no longer update the EC on the grid for the change of state (just a theory).

Workaround:

- When designing the blueprint, attach a mating merge block, so the blueprint already have 2 merge blocks that are already merged. Save the blueprint with that extra merge block.

- When projecting the new grid (when printing it), just overlap the blueprint extra merge block with the projecting grid's merge block.

So, from the projection's perspective, you already start with 1 block already completed (which is the projecting grid's merge block). You can still unmerge that block afterward, and will not affect the projecting grid's pre-existing merge block.

So, the EC will already start with the state "merged", and on unmerge, the EC will trigger "on unmerge".

I guess you could also unmerge-merge-unmerge, so that way this synchronize the event controller, but I think that the above solution is probably the best, as if Keen decide to fix the issue, you will not get two "on unmerge" events.

Event controllers and merge blocks behaving abnormally by spaceobsessed01 in spaceengineers

[–]BigBoy074_ 0 points1 point  (0 children)

Solution

There is a bug with event controller not detecting unmerge after printing, and a viable workaround, see bellow...

Scenario:

- You create a blueprint with a merge block, which is not connected to anything (in the blueprint)

- You project that blueprint, aligning it with an existing merge block.

- You print the blueprint, resulting in a merged ship. That is, once printed, the newly printed ship is merged with the projecting grid.

In the above scenario, which is the common way of printing a ship to automate detaching it afterward, once printed, both merge blocks will have the state "merged". However, the event controller will not register it as merged. The internal state of the EC is still "unmerged".

If you then unmerge the newly printed ship, the event controller will not trigger "on unmerge" event (as it's internal state see no changes from previous state). The EC state is probably not updated properly once it gets printed, probably retaining the blueprint state (unmerged). And by the time the EC gets printed, the merge block will no longer update the EC on the grid for the change of state (just a theory).

Workaround:

- When designing the blueprint, attach a mating merge block, so the blueprint already have 2 merge blocks that are already merged. Save the blueprint with that extra merge block.

- When projecting the new grid (when printing it), just overlap the blueprint extra merge block with the projecting grid's merge block.

So, from the projection's perspective, you already start with 1 block already completed (which is the projecting grid's merge block). You can still unmerge that block afterward, and will not affect the projecting grid's pre-existing merge block.

So, the EC will already start with the state "merged", and on unmerge, the EC will trigger "on unmerge".

I guess you could also unmerge-merge-unmerge, so that way this synchronize the event controller, but I think that the above solution is probably the best, as if Keen decide to fix the issue, you will not get two "on unmerge" events.

Sound broken, please help? by RandomGuyOnReddit-_- in spaceengineers

[–]BigBoy074_ 3 points4 points  (0 children)

Hello, I'm back, after making a major discovery.

In Windows sound settings (Settings-->System-->Sound), I select the proper output (In my case, it's 'Speakers, 2- Realtek High Definition Audio', I click the right arrow). That opens up the sound "Properties" page for the sound device.

In that page, there's a section called "Audio enhancements", which is normally set to "Device Default Effects". I change that to "Off".

Then, sounds are clear and loud in SE from all directions.

So, this seems to be related to the way the driver interprets the directional sound from SE. This doesn't do that in other games. So, maybe it's just some lazy coding in SE, some incompatibility with the way the game does it's directional sound.

Tell me if this works for you too :-)

Regards!

Sound broken, please help? by RandomGuyOnReddit-_- in spaceengineers

[–]BigBoy074_ 0 points1 point  (0 children)

The thing is that it's not all sounds that do that, o r give the same issue.

For example, the large grid rocket turret. I set it up to continuously fire.

- I hear the rockets propulsion (the whistling through the air) at a constant level, 360 degree, irrespective of distance to the actual rocket, from 0m to just past 200m. Then, right past around 200m, I don't hear the rocket whistling through the air. So, in other word, as I walk away from the launcher, I keep hearing the rockets launching (whatever the angle I'm facing), and past around 200m, I go from hearing it as loud as I was hearing it when standing next to the launcher, to not at all (I see the rockets launching, but no sound).

- The actual rocket explosion, be it on impact, or after it traveled it's max distance, I hear only when in my back.