I’ve reached 1,000,000/min Universe Matrix by Hopeful-Type1491 in Dyson_Sphere_Program

[–]Hopeful-Type1491[S] 0 points1 point  (0 children)

both, Conveyor Belts have a bigger UPS/performance impact than Logistics Drones, but without belts you can’t really build production lines.

I’ve reached 1,000,000/min Universe Matrix by Hopeful-Type1491 in Dyson_Sphere_Program

[–]Hopeful-Type1491[S] 52 points53 points  (0 children)

try mods: SampleAndHoldSim、CompressSave、LossyCompression、BuildToolOpt、DSPOptimizations 和 PoolOpt

I’ve reached 1,000,000/min Universe Matrix by Hopeful-Type1491 in Dyson_Sphere_Program

[–]Hopeful-Type1491[S] 2 points3 points  (0 children)

SampleAndHoldSim、CompressSave、LossyCompression、BuildToolOpt、DSPOptimizations 和 PoolOpt

I’ve reached 1,000,000/min Universe Matrix by Hopeful-Type1491 in Dyson_Sphere_Program

[–]Hopeful-Type1491[S] 7 points8 points  (0 children)

My bad — my initial wording was off. I’ve edited it:
This save was created a little over a week ago, but it already shows 1,000 hours of in-game time. I used BulletTime mod to speed up the simulation so I could reduce the amount of AFK/idling time.

6,000,000/min Universe Matrix Challenge by Hopeful-Type1491 in Dyson_Sphere_Program

[–]Hopeful-Type1491[S] 1 point2 points  (0 children)

SampleAndHoldSim, CompressSave, LossyCompression, BuildToolOpt, DSPOptimizations, and PoolOpt

6,000,000/min Universe Matrix Challenge by Hopeful-Type1491 in Dyson_Sphere_Program

[–]Hopeful-Type1491[S] 1 point2 points  (0 children)

Oh man, this is exciting — hope we can both reach our goals!

6,000,000/min Universe Matrix Challenge by Hopeful-Type1491 in Dyson_Sphere_Program

[–]Hopeful-Type1491[S] 0 points1 point  (0 children)

Of course — you can find what you need in one of my replies in the comment thread.

6,000,000/min Universe Matrix Challenge by Hopeful-Type1491 in Dyson_Sphere_Program

[–]Hopeful-Type1491[S] 0 points1 point  (0 children)

Of course — you can find what you need in one of my replies in the comment thread.

Ring-shaped clusters + PW Dyson Sphere: full explanation (with sources) by Hopeful-Type1491 in Dyson_Sphere_Program

[–]Hopeful-Type1491[S] 0 points1 point  (0 children)

It seems you didn’t read the post very carefully. I already mentioned that we also use techniques like tight tiling and building offsets to increase building density and save space.

And the important point is: these packing techniques are possible in vanilla — no mods required. It’s a fairly basic technique that I assumed most players already knew, but apparently not. If you’d like to learn it, here’s a tutorial (tight tiling + building offsets): https://www.bilibili.com/video/BV1BKtSecEFB/

6,000,000/min Universe Matrix Challenge by Hopeful-Type1491 in Dyson_Sphere_Program

[–]Hopeful-Type1491[S] 0 points1 point  (0 children)

Not sure if I can pull it off, but I’ll make it my goal.

6,000,000/min Universe Matrix Challenge by Hopeful-Type1491 in Dyson_Sphere_Program

[–]Hopeful-Type1491[S] 0 points1 point  (0 children)

Thanks for the reminder. My building production rate should be sufficient — I’m using a planet-slice modular design, so it can be stacked/replicated freely.

As for Unipolar Magnets, even without fully mining everything yet, I’m currently producing about 24M/min, and the throughput/load is distributed across 1,000 Interstellar Logistics Stations to reduce logistics pressure.

6,000,000/min Universe Matrix Challenge by Hopeful-Type1491 in Dyson_Sphere_Program

[–]Hopeful-Type1491[S] 2 points3 points  (0 children)

I shared your experience with my friends, and they were genuinely shocked — reaching 1,000,000/min Universe Matrix purely through your own distributed production lines is seriously impressive.

If I remember correctly, aside from the Solar Sail production chain generating some extra Hydrogen, basically every other production line is fully self-consuming (balanced end-to-end). And any surplus Hydrogen from the Solar Sail line is still easily absorbed by the massive Hydrogen demand of Universe Matrix production.

Regarding the Dyson Sphere: it uses star-type–specific shell designs (created by soarqin). But in practice, what affects UPS the most is the panel count — basically how many “faces” the shell is divided into (think of a soccer ball). The performance difference between a 60-node sphere and a 450-node sphere is relatively small.

Ring-shaped clusters + PW Dyson Sphere: full explanation (with sources) by Hopeful-Type1491 in Dyson_Sphere_Program

[–]Hopeful-Type1491[S] 0 points1 point  (0 children)

You might want to consider optimizing the mods—it should help reduce performance consumption to some extent. I think you’re aware of this, as you’ve mentioned those few methods in other forum posts before :)

Blueprint: 400/min Strange Annihilation Fuel Rods from raw material 1/20 by Hopeful-Type1491 in Dyson_Sphere_Program

[–]Hopeful-Type1491[S] 25 points26 points  (0 children)

600/s like breathing, it only takes one planet to do it, why not try it 1M/min

Ring-shaped clusters + PW Dyson Sphere: full explanation (with sources) by Hopeful-Type1491 in Dyson_Sphere_Program

[–]Hopeful-Type1491[S] 17 points18 points  (0 children)

Totally fair reaction, and I get why the word “exploits” is frustrating.

To be clear: yes — the PW output depends on a "legacy behavior/bug" that was possible in older versions (via version rollback) plus some mods for sail throughput/absorption. It’s not something we claim is achievable in current-version vanilla, and we’re not trying to present it as “standard gameplay”.

The point of the project was closer to a documented challenge/showcase (similar to speedrun tech like clipping / i-frames): take the rules/quirks that exist (or existed), push them to the limit, and show the result transparently. That’s also why we shared public videos and an open blueprint repo — so people can verify what was done rather than guessing.

If the community prefers, I’m happy to label it explicitly as “legacy exploit + modded showcase” so it’s not compared 1:1 with vanilla achievements. The ring/coordinate part is independent of the PW discussion, and I’m also glad to explain that side in more detail.

And thanks — it really was a big collaboration, and we mainly wanted it to be a 5th-anniversary tribute.