I got a good laugh out of the contrast of: * Being conscious of differences - "You can call it what you want. However, this is what I call it" * and drawing a hard line - "No one in their right mind could live with a design like this!" For the record, I agree with you. I just thought the overall transition in tone and assertiveness when discussing crossing the fault was interesting, and very revealing of your true thoughts. ;)
"No one in their right mind could live with a design like this" This is the first game like this that I've played, and I from the very start I decided that I will only be a new player once, so I will not delete anything that I build regardless of if the builds become obsolete or even if they get in the way of newer builds. I also tried to avoid using concrete because I thought it only stacked to 200 at most and I didn't want to bring along 20 stacks of concrete when there was still open space at the other side of the ocean I could build at. After I placed down the 25th interplanetary logistics station, I started having a very hard time memorizing where things are, and it's the most chaotic thing I have experienced in my life. I have no regard for fault lines whatsoever. If an assembler crashes with something else I just skip that assembler and keep on filling it up down the line. I have no idea how much I'm producing of any resource on that planet or how much my capacity is. I have a factory that stretches out in 3 different directions from the same interplanetary. If you think you have seen chaos, you have not seen my planet yet. And despite all of this, I love this planet so much more than I will ever love another planet that I will ever create because there will never be another planet that has as much life as this planet. That has as much soul as this planet. And I think that is just as important as making something look nice. I'm not saying that making an efficient build or a nice looking build is making it soulless, but if you make the same build 100 times in a row, then the amount of soul that 100th time has is pretty much 0.
Yes this is my problem with Nilaus. He talks like everyone is as weird as him when it comes to looks and efficiency. He literally takes the fun out of this game, and other games like it.
>Drags belt across fault line and throws some replicators down randomly. "no one in their right mind could live with a design like this" Uh....yeah. Yeah.
The line variances are called correction lines. You will notice them in real life in farming areas you will be driving along and then have to make a sharp left turn followed by a sharp right turn in the road, of reversed. The system they use in the game is the exact same one that they use on Earth. One thing I don't like is how small the planets are I wish they were larger, more varied in size and how about natural occurring factors like comets and asteroids? Love the tutorials thanks for all the effort.
Personally I like this planet size. They're already big planets in terms of just how much you can do on one planet. If they were much bigger you wouldnt need to actually move to many new planets beyond searching for more resources. As it is now you have to fully industrialize many planets to support your efforts if you want to make real progress.
After 50 hours of playing DSP, I figured out you have to build horizontally. After 500 hours, I watched this video to learn exactly the how's why's. Great work.
I can't wait to watch this whole series. I've watched bits here and there but like factorio I'm going to wait until I finish it on my own then use your expertise to fine tune and draw inspiration. You're a true artist nilaus and you're very much appreciated
Great tutorial! Should help anyone starting Dyson Sphere Program a lot! Also thank you for so much effort on the small things like paving a planet, laying the belts with science cubes to highlight them, etc. These are very much appreciated!
Your builds are always very efficient, very planned, very excellent engineering. But sadly the game is in a state that all builds everywhere will always look the same. Interplanetary station, three belts out, one in. Times 3, times 30. Done. Next planet , same thing. It sadly repeats over and over. I hope they will reach a level like in factorio where factories will have little quirks, charme, planets will have impediments, etc. Because Impediments and deviations are what make life interesting ;) Bravo again. I am always admiring your great planning and precise engineering.
@@toddkes5890 yes. I know. But in factorio you have to route trains for large cargo volumes etc, making it much more interesting. The game is in early access anyway.
I agree. This seems like their main problem for maintaining player interest in the game long term. Build variety is distinctly lacking. It's funny, they smoothed off all the rough edges from other factory games, with lots of clever design choices that make the building process so fast and convenient... but the end result is kind of bland. I'm hopeful that the devs (and modders) will be able to come up with some new ideas that expand the viable solution space, building upon the already stellar (hardehar) game that exists today. I suggested having a "triangle grid" DLC (very doable IMO), I'm sure others will come up with lots of new and strange ideas! :)
@@der.Schtefan 100% agreed! It is incredible and I love it to bits. I'm just thinking about how they can achieve the same kind of long term success that Factorio has.
This is how I built on my main factory planet, all within the 16-wide equatorial bands, and it was actually just fine. The grid distortion is very low in that region.
I think there's also a "pinch" effect near the top of a ring because the tiles are smaller. That's why sometimes a belt doesn't fit next to an assembler or two machines are "too close" for direct insertion.
weirdly enough i've found that in some cases (like with chem plants and particle colliders) you can just straight up just copy paste a row of them if it says there's collision when drag-placing them. there's also the exact opposite effect on the lower latitudes of the other side of the tropic line where you can put buildings directly adjacent to each other
Love the visual for the building sectors. One more gotcha for fault lines: if you put a logistics tower atop one, some of the inputs won't work. I ran into this plopping down towers randomly while strip mining a planet.
This is awesome and just the video I’ve been waiting for. I can’t tell you the number of new games I’ve wanted to throw away after I got halfway into my first mall because I started going the wrong way toward fault lines. A waste of an hour each time. Good stuff here for all DSP engineers.
You can use solar panels instead of belts to divide the planet into sectors for some extra power (gives me 500MW). Technically you won't lose any space, because at least smelting and assembler arrays will still fit into the sectors.
since "passive providing interstellar stations" dont need power, just slaming into a planet, planting down a few miners and windturbines is a realy fast way to expand your basematerial access.
The trade off to all those bonuses is that you are limiting the requesting station's throughput to its own 10 logistic vessels, which may be a problem if the same station is a remote supplier; what's to stop all 10 of them from shipping out plate, leaving the smelters to run dry and idle until the two round trips are done? It's a viable strategy, but not one I'd want to rely on long term.
@@enaero1713 Then you use two or more stations for the same purpose - One is demand/demand while the other is supply/demand. And don't forget, the logistics vessel speed can be increased to a ludicrous degree so that it is able to get all the smelter throughput satisfied.
@@fare-5174 so, instead of just powering the mining provider stations, you propose to produce even more towers, give those vessels instead, and then have to use belts or drones to move the material to the original requester. That seems like a whole lot of extra infrastructure just to avoid setting up power on mining planets, but if it works for you that's all that matters I guess.
Nicely done and I've seen it before but had forgotten about the Iron to Steel smelting setup. That's better than having all your Iron stolen by the Steel smelters like what's happening with me. I also learnt the hard way not to build North to South but along the parallels. You basically can't use the copy inserter mod if you go up and down instead of around, esp near the poles.
Thanks for this video. it was much needed. I always thought an alternate version of FAULT lines in my mind but didn't know what it actually means... This video explains that in a nice manner. Also, I didn't know how and why you would put the Power Towers/Lines in that specific manner... I think you should be the BRAND EMBASSADOR or Official Training Guide from Dyson Sphere Program... because you explain their game in such a way that it makes sense... Thanks.
Nilaus: "Don't ever build across fault lines, no one in their right minds could live with this" The goblin that lives in my brain: "Do a play through where every build must cross at least one fault? Sure"
@Nilaus, this might be really late, but I just figured "Dissonance lines" would be a better name for what we now call Fault lines. Fault line has a specify geological meaning and that's not what's happening here. Anyway, the name is of little concern. Please keep calling it whatever you want. Loving your content.
@@davidwilliss5555 No, he's referring to specific latitude lines where the grid is re-alligned to match the shrinking circumference. What Nilaus is calling "Fault Lines" Land surveyors on earth call them "Correction Lines"
I'm just drawing hexagons of varying size along the rings. Probably not the most efficient, but for some reason drawing hexagons is one of the most cathartic activities I know of, so I do it for that reason more than anything else.
This is excellent! Fantastic eye for the root pattern and a greatly useful layout! Tho the sound of a 32 wide area rather than 2 16 is interesting. So far I can't think of anything that might need such a huge area. Some production lines are very simple, but also very important, circuits, gears, magnets, diamonds, crystal silicon, nanotubes, etc. these can be set up as narrow strips running east-west in the 3 wide bands and then offer the products with plt's
Thank you. I would reserve it mainly for smelting. You can fit 72000 Smelters in that region on a single planet. That should boost your planetary empire ;)
Another reason not to build by meridians is because the tiles get smaller but the buildings do not - so buildings need more tiles when it's closer to the pole, even within the same band. So always build east-west and never north-south, assuming rotation tilt is close to 0.
This video is great, but it's missing a key feature of the grid. The maximum closeness is not just determined by the grid but also by the measures of the building. When you get close to the edges of the sector there sometimes is a jump in how close you can build them together. I just tested it again and one place it happens is about 57'south.
Keen observation. There is no one place where it happens though, it depends heavily on the building you're trying to place. Belts and wind turbines will about never be an issue, Accumulator, small storage and smelter will be very compliant and cause little issue even near the poles, whereas solar panels, and most big buildings such as power plant, chemical plant or refinery may cause trouble even in the second band from the equator.
This is great! Only thing I have to comment is that the mini suns are quite late in the game, at least for me. I am slow in my first playthrough, but 70 hours in and I don't have the mini sun yet. So an alternative for power would be nice. I use the alternative build move and place 200-400 solar panels on the equatorial line. But that takes a while and is getting a bit boring. So short version. This not for your first new planets, what would be an alternative source of power?
I'd recommend fusion plants with deuterium fuel rods. Each one gives 4x the power of a thermal plant (9mw) and the fuel is much denser (=easier to ship) than the thermal fuels. Best of all, you only need yellow science to unlock it.
I am at hour hundred in my second game, just activated my first minisuns. My first energy usually is a aequatorial solar Band, one row is enough for the start, I never complete the second Band. Later I added some thermoelectric to burn excess hydrogen, than fusion, but skipped on Plan Ing a decent powerplant build, as I started the dyson swarm and Ray receivers at hour 60 or so. This gave me a excess on energy I could not even use up. Now at hour 98, the first time again I got satisfaction below 100% and built 4 minisuns. Setting up 10 mk1 factories near the receivers, that now partially Producer photons I built more antimattercfuelcells than the 4 minisuns can consume and doubled the energy I have. Problem solved for a good while again.
@@Nilaus good if you have one planet with a decent production to support the other, but useless on the first one. My starting System had the Lava world tidally locked, so I moved other from the Gas giants moon to that World and only tappedccrude oil and water (and coal in the beginning) from the moon. At the time where this one coal vein Was exhausted, I did not even connect a second, as I got all the graphite I needed from oil. Now as I have kimberlite in one System and now of 2 more within 10 Lj and also several planets with organic crystals and spiniform, I dont care much on coal. Thx to your Videos nilaus, I did avoid the Spaghetti demon at least some time and could heal most bottlenecks by just throw in more raw resources. Or improve a given production site. Just Finished a Dysonring, but I feel to expand it, I need to rewatch some Videos and think a bit more Interstellar (have 6 Mining colonies, on the 2 other worlds and in 3 other Systems, thats it by now and these live from 30 solarpanels in the polar Region each, so no temple of effectivness by now)
In Factorio and Satisfactory, when you know how to have clean build is when the game become boring and repetitive. I like a bit of randomness when I build.
Given on earth we have these lines parallel with the equator referred to as 'tropic lines,' that's what I refer to these boundaries between grids as. 'Fault lines' have nothing to do with laying a grid on top of a globe and everything to do with plate tectonics which generate mountains and oceans and all the most varied portions of a planet's geography.
I have a question about smelting setups at 20:19. Are those towers functioning properly throughput wise? Wouldnt it be better to make shorter build with additional tower?
I would love to know if there is a correct term for these things. I certainly don’t know of one. These are artifacts of trying to slap pieces of an orthogonal coordinate system onto a spheroid that is itself _actually_ defined using pole coordinates...or is it...this is all supremely weird to be doing at a macro scale like this. If you wanted to refer to each section as they are delineated inside the lines of latitude you marked, I guess you could call them “merospheres”. The prefix mero- indicates partial or a part of, but it’s hardly ever used. I’m a native English speaker (and a good one, I dare say), and I had to go hunting for it. I couldn’t tell you if I’ve ever heard that prefix used in everyday speech, nor in academic speech. Semi-, demi-, and hemi- all just mean a half so any would be misleading. You could call these seams (“fault lines”) a topologist’s nightmare fuel or something.
I would like if there were different size planets... Just for variety sake since all are the same sizes we could find a big one to make our big factories and leave the small ones as hubs for things and bobs.
@@spectator59 Yes, this works. I have no difficulty with latitude and longitude is the other direction. Another way to think of the lines is Parallels and Meridian. I think everyone knows what the Prime Meridian is.
Ok. I need advice @Nilaus I have 3 planetary towers. Im using one to feed about 3 oil nodes into (not using yet just stirring) and I have 2 more to use. Would you suggest I use those 2 towers I have left to clean up my jump start base setup? Or how would you suggest i start using them?
Actually you know which one is the prime meridian if you have a look at the coordinates on the lower left. 0° W/E would be the prime meridian. ;-) Not that it matters much.
@@JasonErdmann Sorry my friend. The Prime Meridian 0° is a longitude line running North to South. The Equator is a 0° latitude line running East to West. I've personally seen the Prime Meridian Line as it is marked at the Royal Observatory in Greenwich, England. It deffo goes North to South.
I want to see Designs for the Dyson Sphere, I tried to attempt to make a Pokéball Sphere but can't make circles. The One Minecraft Rule about Circles is annoying.
me too! my OCD doesn't exist so if it works, it's good. at least i have built over fault lines on my home world. the spaghetti gets pretty crazy on my homeworld. right now i'm busy moving ALL production to my secondary world. my world seed does not include a lava planet, so i'm moving to the next planet with decent solar/wind power. i'm also setting up for purple matrixes while i get my production moved to the new planet. i'm even going to ship in the oil. i'm probably going to need to expand my deuterium production for power as well.
@@lonnierh0dgejr41 I've been importing all raw good from everywhere to my home system to do ALL production. I wanted to see how busy I could make it and how it would impact my PC. It is extremely busy with vessels flying all over the place, swarming around the planets, I actually love it tho.
@@lonnierh0dgejr41 agreed, I though I'd be suffering more with dropped frame rates and stuff already. They are doing really well. Funny how cyberpunk did so poorly after so much time spent in development.
I really don’t understand why I’m 6minutes in and so far all explanations have been on the dark side of the planet. Surely it would be easier to see the squares and lines on the daylight side!
That's a huge steel area. I'm unclear why it's needed; there's only one component that takes steel, namely titanium steel, and the compression ratio is just 2.
Since we don't actually know which is the Prime Meridian, why not just use Major Meridian for the main 4 and Minor Meridian for the others that span the poles..
It is a question of Definition. If you define the areas from the poles, you either can not define hemispheres or have two areas of 16 size, what meet at what is called the equator. In this case, it is a Faultline as Nilaus define them as those lines where regions end. The discussions are possible as the equatorial line has an anomaly, dividing it from other Faultlines. The anomaly is, that here two regions of identical size connect and so no Grid correction takes place. Well, on the other side, the Equator is the only Faultline with a Name. This can be reasoned by the fact that it has a anomaly dividing it from the other lines. But as long as you want to have hemispheres, it is two regions of 16,one in each hemisphere. So if it is two, where is a line between and this is a Faultline as Nilaus calls it, even if it has an anomaly of not having a Grid correction. So, do you have hemispheres..... Yes, as you have summer and Winter and defined northpoles and southpoles yes, you definitely have them.
@@aracuron9956 There's literally no division line at the equator. Only an imaginary fake one. Literally all the vertical lines join in 1 to 1 without any curvy or strange joints. They are not two grids of identical shape that magically and perfectly connet. They are the same grid lol.
@@yuidesu5625 the equator IS the dividing line. you are correct that it is not a "fault line". however, the equator divides the two hemispheres, therefore it IS a dividing "line".
@@lonnierh0dgejr41 This video is not about dividing the planet in hemispheres. This video is about dividing the planet into building areas as big and EFFICIENT as possible. Creating 2 smaller building areas out of a big one just because you feel like it is the opposite. And I know current buildings dont need all that space but that may not be the case in the future.
holy, those rings with the research cubes, beautiful idea
And here I am, frantically searching for the mod that will draw the fault lines like that. Now I feel stupid.
I got a good laugh out of the contrast of:
* Being conscious of differences - "You can call it what you want. However, this is what I call it"
* and drawing a hard line - "No one in their right mind could live with a design like this!"
For the record, I agree with you. I just thought the overall transition in tone and assertiveness when discussing crossing the fault was interesting, and very revealing of your true thoughts. ;)
"No one in their right mind could live with a design like this"
This is the first game like this that I've played, and I from the very start I decided that I will only be a new player once, so I will not delete anything that I build regardless of if the builds become obsolete or even if they get in the way of newer builds. I also tried to avoid using concrete because I thought it only stacked to 200 at most and I didn't want to bring along 20 stacks of concrete when there was still open space at the other side of the ocean I could build at. After I placed down the 25th interplanetary logistics station, I started having a very hard time memorizing where things are, and it's the most chaotic thing I have experienced in my life. I have no regard for fault lines whatsoever. If an assembler crashes with something else I just skip that assembler and keep on filling it up down the line. I have no idea how much I'm producing of any resource on that planet or how much my capacity is. I have a factory that stretches out in 3 different directions from the same interplanetary. If you think you have seen chaos, you have not seen my planet yet. And despite all of this, I love this planet so much more than I will ever love another planet that I will ever create because there will never be another planet that has as much life as this planet. That has as much soul as this planet. And I think that is just as important as making something look nice. I'm not saying that making an efficient build or a nice looking build is making it soulless, but if you make the same build 100 times in a row, then the amount of soul that 100th time has is pretty much 0.
Dude im new player everry playthrough :D spagethi powa
if your first planet didn't have some crazy spaghetti, you haven't lived
Yes this is my problem with Nilaus. He talks like everyone is as weird as him when it comes to looks and efficiency. He literally takes the fun out of this game, and other games like it.
>Drags belt across fault line and throws some replicators down randomly.
"no one in their right mind could live with a design like this"
Uh....yeah. Yeah.
Yes. Of course. Yeah.
define "right" mind XD
*sweats profusely*
If I sent Nilaus my save file he'd probably get an aneurysm. XD
My builds right now are a bloody mess.
Ahh, the city-block on a 3D scale. So beautiful, all that's missing is the SACRED PATH.
The line variances are called correction lines. You will notice them in real life in farming areas you will be driving along and then have to make a sharp left turn followed by a sharp right turn in the road, of reversed. The system they use in the game is the exact same one that they use on Earth. One thing I don't like is how small the planets are I wish they were larger, more varied in size and how about natural occurring factors like comets and asteroids? Love the tutorials thanks for all the effort.
Different planet sizes sounds nice until you realize any planet-scale blueprints will need to have as many variations as there are potential sizes.
There is a mod for that.
Personally I like this planet size. They're already big planets in terms of just how much you can do on one planet. If they were much bigger you wouldnt need to actually move to many new planets beyond searching for more resources.
As it is now you have to fully industrialize many planets to support your efforts if you want to make real progress.
After 50 hours of playing DSP, I figured out you have to build horizontally. After 500 hours, I watched this video to learn exactly the how's why's. Great work.
A lot of my building is based on gut feeling. But a stronger understanding is going to help me clean up so much!
I can't wait to watch this whole series. I've watched bits here and there but like factorio I'm going to wait until I finish it on my own then use your expertise to fine tune and draw inspiration. You're a true artist nilaus and you're very much appreciated
what you do for Dyson Sphere Program is not only amasing but it takes a lot of work to achieve what you show us. Congrats
"no one in their right mind could live with a design like this"
OCP kicking in hard there ...
LOL .. very recognizable !
Great tutorial! Should help anyone starting Dyson Sphere Program a lot!
Also thank you for so much effort on the small things like paving a planet, laying the belts with science cubes to highlight them, etc.
These are very much appreciated!
Your builds are always very efficient, very planned, very excellent engineering. But sadly the game is in a state that all builds everywhere will always look the same. Interplanetary station, three belts out, one in. Times 3, times 30. Done. Next planet , same thing. It sadly repeats over and over. I hope they will reach a level like in factorio where factories will have little quirks, charme, planets will have impediments, etc. Because Impediments and deviations are what make life interesting ;)
Bravo again. I am always admiring your great planning and precise engineering.
@@toddkes5890 yes. I know. But in factorio you have to route trains for large cargo volumes etc, making it much more interesting. The game is in early access anyway.
I agree. This seems like their main problem for maintaining player interest in the game long term. Build variety is distinctly lacking.
It's funny, they smoothed off all the rough edges from other factory games, with lots of clever design choices that make the building process so fast and convenient... but the end result is kind of bland.
I'm hopeful that the devs (and modders) will be able to come up with some new ideas that expand the viable solution space, building upon the already stellar (hardehar) game that exists today. I suggested having a "triangle grid" DLC (very doable IMO), I'm sure others will come up with lots of new and strange ideas! :)
@@iestynne if we are honest, this is probably the best "alpha, early access, Version 0.6" game there ever was already :)
@@der.Schtefan 100% agreed! It is incredible and I love it to bits.
I'm just thinking about how they can achieve the same kind of long term success that Factorio has.
Not mine. My builds look like towns.
I had no idea that some lines are continuous around the planet, it makes so much more sense now. Thank you.
Pre-watch post: my most-anticipated DSP tutorial by Nilaus. Thank you for bringing order to the chaos of the spheres 😅
I believe the correct term for fault line is correction line used in land surveying
It is now called tropic line
this isn't a DSP tutorial
it's a DSP planetary architecture class
and a good one at that, it taught me how to make clean builds on planets
Great video as always mate! But now im wondering if in a future playthrough I should build north to south ONLY for the challenge
This challenge will drive all the OCD people into suicide..!
I was just about to comment "JD would build on fault lines just to mess with you"
Do it if you hate yourself.
This is how I built on my main factory planet, all within the 16-wide equatorial bands, and it was actually just fine. The grid distortion is very low in that region.
Make builds based on the quadrants rather than having something on a pole
Searched for "efficient power poles placement in dsp", ended up watching 2h of your content to finally get an answer :)
Could you make a tutorial on ray receivers, EM-guns and planetary inclination and/or tidal lock?
yes, I will do that. Those are a bit wonky
I think there's also a "pinch" effect near the top of a ring because the tiles are smaller. That's why sometimes a belt doesn't fit next to an assembler or two machines are "too close" for direct insertion.
Yeah, a mini tutorial digging into that effect in more detail would be useful. That issue has taken me by surprise many times already...
weirdly enough i've found that in some cases (like with chem plants and particle colliders) you can just straight up just copy paste a row of them if it says there's collision when drag-placing them. there's also the exact opposite effect on the lower latitudes of the other side of the tropic line where you can put buildings directly adjacent to each other
Thanks, was waiting for this video since i asked for help in Reddit
Glad I could help!
Love the visual for the building sectors. One more gotcha for fault lines: if you put a logistics tower atop one, some of the inputs won't work. I ran into this plopping down towers randomly while strip mining a planet.
I was really hoping that they would actually make planets of different sizes to add some variety.
Can't believe why such a informative video has that less views... :( Great job!
This is awesome and just the video I’ve been waiting for. I can’t tell you the number of new games I’ve wanted to throw away after I got halfway into my first mall because I started going the wrong way toward fault lines. A waste of an hour each time. Good stuff here for all DSP engineers.
You can use solar panels instead of belts to divide the planet into sectors for some extra power (gives me 500MW). Technically you won't lose any space, because at least smelting and assembler arrays will still fit into the sectors.
Thanks much my symmetrically aligned friend :)
Yeah.. it's just gotta look good AND be functional!
I call them this way (using your sector colors)
Purple: Polar
Green to Purple: Arctic
Red to Green: Temperate
Between Reds: Tropical
Hey, you can build longitudinally, no problem!
_looks at my own mess and cries a bit_
I refer to the four "prime" meridians as "cardinal" meridians, similar to the cardinal points (N, S, E, W) on a compass.
since "passive providing interstellar stations" dont need power, just slaming into a planet, planting down a few miners and windturbines is a realy fast way to expand your basematerial access.
The trade off to all those bonuses is that you are limiting the requesting station's throughput to its own 10 logistic vessels, which may be a problem if the same station is a remote supplier; what's to stop all 10 of them from shipping out plate, leaving the smelters to run dry and idle until the two round trips are done? It's a viable strategy, but not one I'd want to rely on long term.
@@enaero1713 Then you use two or more stations for the same purpose - One is demand/demand while the other is supply/demand. And don't forget, the logistics vessel speed can be increased to a ludicrous degree so that it is able to get all the smelter throughput satisfied.
@@fare-5174 so, instead of just powering the mining provider stations, you propose to produce even more towers, give those vessels instead, and then have to use belts or drones to move the material to the original requester. That seems like a whole lot of extra infrastructure just to avoid setting up power on mining planets, but if it works for you that's all that matters I guess.
Nicely done and I've seen it before but had forgotten about the Iron to Steel smelting setup. That's better than having all your Iron stolen by the Steel smelters like what's happening with me.
I also learnt the hard way not to build North to South but along the parallels. You basically can't use the copy inserter mod if you go up and down instead of around, esp near the poles.
i really love watching you content man
Thanks for this video. it was much needed. I always thought an alternate version of FAULT lines in my mind but didn't know what it actually means... This video explains that in a nice manner.
Also, I didn't know how and why you would put the Power Towers/Lines in that specific manner...
I think you should be the BRAND EMBASSADOR or Official Training Guide from Dyson Sphere Program... because you explain their game in such a way that it makes sense...
Thanks.
13:22 How fitting BB-8 is watching over you while you build a planet in his image.
Very nice and easy to understand even for someone who has'nt played the game :)
1) Like 2) Comment 3) Watch video
Edit: Clearly you had to show off and use white matrix for the equator! Love it... :-)
20:16 imagine building all of it without mass construction and sorters copy in the lastest major update
playing this game aswell, whit help of your videos, the game is fun but gets boring after awhile, enjoying the uploads :)
Nilaus: "Don't ever build across fault lines, no one in their right minds could live with this"
The goblin that lives in my brain: "Do a play through where every build must cross at least one fault? Sure"
the 3 square ones can also be used for Energy Exchanger or Fractionators
@Nilaus, this might be really late, but I just figured "Dissonance lines" would be a better name for what we now call Fault lines. Fault line has a specify geological meaning and that's not what's happening here. Anyway, the name is of little concern. Please keep calling it whatever you want. Loving your content.
Actually, the correct term would be Latitude lines, and the vertical lines are Longitude lines.
@@davidwilliss5555 No, he's referring to specific latitude lines where the grid is re-alligned to match the shrinking circumference. What Nilaus is calling "Fault Lines"
Land surveyors on earth call them "Correction Lines"
@@johnmacleod2487 oh yes. That makes sense then.
You sure build with a lot of Latitude!
You should cover strategies for planets that have a different rotation. Horizontal rotation or tidally locked
I'm just drawing hexagons of varying size along the rings. Probably not the most efficient, but for some reason drawing hexagons is one of the most cathartic activities I know of, so I do it for that reason more than anything else.
This is excellent! Fantastic eye for the root pattern and a greatly useful layout! Tho the sound of a 32 wide area rather than 2 16 is interesting. So far I can't think of anything that might need such a huge area. Some production lines are very simple, but also very important, circuits, gears, magnets, diamonds, crystal silicon, nanotubes, etc. these can be set up as narrow strips running east-west in the 3 wide bands and then offer the products with plt's
Thank you. I would reserve it mainly for smelting. You can fit 72000 Smelters in that region on a single planet. That should boost your planetary empire ;)
nice to see the method of organize the sectors, i still use the equator to generate power but i will change to make like you teach.
Another reason not to build by meridians is because the tiles get smaller but the buildings do not - so buildings need more tiles when it's closer to the pole, even within the same band. So always build east-west and never north-south, assuming rotation tilt is close to 0.
Brilliant my friend.
So much concrete... love it
It would be amazing if we could place production buildings off the grid sort of like how we can place belts and miners off of grid snapping.
Hey, just good idea how to improve your pole hub... You can use cubes to number them so you will always know which is n. 1, w, etc. 😉
This game is just so magical.
This video is great, but it's missing a key feature of the grid. The maximum closeness is not just determined by the grid but also by the measures of the building. When you get close to the edges of the sector there sometimes is a jump in how close you can build them together. I just tested it again and one place it happens is about 57'south.
Keen observation. There is no one place where it happens though, it depends heavily on the building you're trying to place.
Belts and wind turbines will about never be an issue, Accumulator, small storage and smelter will be very compliant and cause little issue even near the poles, whereas solar panels, and most big buildings such as power plant, chemical plant or refinery may cause trouble even in the second band from the equator.
Lovin it ❤️❤️❤️
This is great! Only thing I have to comment is that the mini suns are quite late in the game, at least for me. I am slow in my first playthrough, but 70 hours in and I don't have the mini sun yet. So an alternative for power would be nice. I use the alternative build move and place 200-400 solar panels on the equatorial line. But that takes a while and is getting a bit boring.
So short version. This not for your first new planets, what would be an alternative source of power?
I'd recommend fusion plants with deuterium fuel rods. Each one gives 4x the power of a thermal plant (9mw) and the fuel is much denser (=easier to ship) than the thermal fuels. Best of all, you only need yellow science to unlock it.
Oil is nice in the early game, since it never runs out.
I am at hour hundred in my second game, just activated my first minisuns. My first energy usually is a aequatorial solar Band, one row is enough for the start, I never complete the second Band.
Later I added some thermoelectric to burn excess hydrogen, than fusion, but skipped on Plan Ing a decent powerplant build, as I started the dyson swarm and Ray receivers at hour 60 or so. This gave me a excess on energy I could not even use up. Now at hour 98, the first time again I got satisfaction below 100% and built 4 minisuns. Setting up 10 mk1 factories near the receivers, that now partially Producer photons I built more antimattercfuelcells than the 4 minisuns can consume and doubled the energy I have. Problem solved for a good while again.
I would recommend Exchangers until you have Artificial Suns.
@@Nilaus good if you have one planet with a decent production to support the other, but useless on the first one. My starting System had the Lava world tidally locked, so I moved other from the Gas giants moon to that World and only tappedccrude oil and water (and coal in the beginning) from the moon. At the time where this one coal vein Was exhausted, I did not even connect a second, as I got all the graphite I needed from oil. Now as I have kimberlite in one System and now of 2 more within 10 Lj and also several planets with organic crystals and spiniform, I dont care much on coal.
Thx to your Videos nilaus, I did avoid the Spaghetti demon at least some time and could heal most bottlenecks by just throw in more raw resources. Or improve a given production site.
Just Finished a Dysonring, but I feel to expand it, I need to rewatch some Videos and think a bit more Interstellar (have 6 Mining colonies, on the 2 other worlds and in 3 other Systems, thats it by now and these live from 30 solarpanels in the polar Region each, so no temple of effectivness by now)
FPS counter kills me inside. lol
I was also looking at that and thought ouch
Those are not fault lines, fault lines outline techtonic plates.
You could have mentioned to start planning builds closer to the poles and move towards equator to be sure stuff fits.
In Factorio and Satisfactory, when you know how to have clean build is when the game become boring and repetitive. I like a bit of randomness when I build.
Given on earth we have these lines parallel with the equator referred to as 'tropic lines,' that's what I refer to these boundaries between grids as. 'Fault lines' have nothing to do with laying a grid on top of a globe and everything to do with plate tectonics which generate mountains and oceans and all the most varied portions of a planet's geography.
Go next tutorial for planning good megabases for maximum output of each resource
I have a question about smelting setups at 20:19. Are those towers functioning properly throughput wise? Wouldnt it be better to make shorter build with additional tower?
Great video, but how do you get the "fault" lines to show like in your video?
Belts with science cubes
@@Nilaus ah! Thanks man
Could you do a video on starter logistic networks i seem to hit a block when i start doing this
I would love to know if there is a correct term for these things. I certainly don’t know of one. These are artifacts of trying to slap pieces of an orthogonal coordinate system onto a spheroid that is itself _actually_ defined using pole coordinates...or is it...this is all supremely weird to be doing at a macro scale like this.
If you wanted to refer to each section as they are delineated inside the lines of latitude you marked, I guess you could call them “merospheres”. The prefix mero- indicates partial or a part of, but it’s hardly ever used. I’m a native English speaker (and a good one, I dare say), and I had to go hunting for it. I couldn’t tell you if I’ve ever heard that prefix used in everyday speech, nor in academic speech. Semi-, demi-, and hemi- all just mean a half so any would be misleading.
You could call these seams (“fault lines”) a topologist’s nightmare fuel or something.
Good stuff - wish I had know this when I started. Is there a way to make the lines more distinct (easier to see)?
wish the devs would made some triangular planet grid, like "imagine earth"
5:25 shouldn’t it be octants since there’s 8? I know I’m nitpicking a bit but I still wanted to mention it...
Nope, an octant ist strictly tied to 3d. So it's a quadrant in three dimensions. Has nothing to to with how many there are :D
I would like if there were different size planets... Just for variety sake since all are the same sizes we could find a big one to make our big factories and leave the small ones as hubs for things and bobs.
What mod is making your grid lines glow?
None, he is in build mode.
I'm amazed that I didn't hear the words longitude or latitude in that entire description. :)
Deliberate. I get them confused, so i figured other people do as well and wanted to avoid those terms
@@Nilaus Quick memory aid: Lines of longitude are the LONG ones. Lines of latitude get shorter as they approach the poles.
@@spectator59 Yes, this works. I have no difficulty with latitude and longitude is the other direction. Another way to think of the lines is Parallels and Meridian. I think everyone knows what the Prime Meridian is.
Ok. I need advice @Nilaus I have 3 planetary towers. Im using one to feed about 3 oil nodes into (not using yet just stirring) and I have 2 more to use. Would you suggest I use those 2 towers I have left to clean up my jump start base setup? Or how would you suggest i start using them?
just build more ;)
@@Nilaus so should I build one for each ore vain and have it filter to one area for production using several towers to feed the production line?
Awesome!! Thank you!
Actually you know which one is the prime meridian if you have a look at the coordinates on the lower left. 0° W/E would be the prime meridian. ;-) Not that it matters much.
10:15 after wrapping my planet in belts I can attest that this is a fact...lmao
I would have just called them Longitude and Latitude lines. Makes sense since there is an Equator and Prime Meridian along with North and South Poles.
I thought prime Meridian is the one at 0° E/W?!
That's the equator. The prime meridian is the 0° longitude line that passes through Royal Greenwich, London. The opposite side is the anti-meridian.
@@DJKav the equator is 0 N / 0 S, the Primer Meridian on Earth is 0 E / 0 W.
@@JasonErdmann Sorry my friend. The Prime Meridian 0° is a longitude line running North to South.
The Equator is a 0° latitude line running East to West. I've personally seen the Prime Meridian Line as it is marked at the Royal Observatory in Greenwich, England. It deffo goes North to South.
"No one in their right mind can make a build like this." Well I mean I did it, doesn't mean I liked it xD but sometimes there is just no other choice.
I want to see Designs for the Dyson Sphere, I tried to attempt to make a Pokéball Sphere but can't make circles.
The One Minecraft Rule about Circles is annoying.
I have a few build lines that cross fault lines lol
me too! my OCD doesn't exist so if it works, it's good. at least i have built over fault lines on my home world. the spaghetti gets pretty crazy on my homeworld. right now i'm busy moving ALL production to my secondary world. my world seed does not include a lava planet, so i'm moving to the next planet with decent solar/wind power. i'm also setting up for purple matrixes while i get my production moved to the new planet. i'm even going to ship in the oil. i'm probably going to need to expand my deuterium production for power as well.
@@lonnierh0dgejr41 nice haha, I have tons of spaghetti on my home planet
@@lonnierh0dgejr41 I've been importing all raw good from everywhere to my home system to do ALL production. I wanted to see how busy I could make it and how it would impact my PC. It is extremely busy with vessels flying all over the place, swarming around the planets, I actually love it tho.
@@Drunkengoat69 considering DSP is early access, i'm still amazed at how well it's optimized. amazing devs.
@@lonnierh0dgejr41 agreed, I though I'd be suffering more with dropped frame rates and stuff already. They are doing really well. Funny how cyberpunk did so poorly after so much time spent in development.
Nice Thanks Nilaus :)
Since there are four of them, why not call them "Cardinal Meridians"?
I really don’t understand why I’m 6minutes in and so far all explanations have been on the dark side of the planet. Surely it would be easier to see the squares and lines on the daylight side!
That's a huge steel area. I'm unclear why it's needed; there's only one component that takes steel, namely titanium steel, and the compression ratio is just 2.
I ran out of Steel at one point so I decided "never again" ;)
Only one component uses steels, but lots of components use titanium steel.
nice
I wish the planets were bigger so it wasn’t such a problem.
70°
65°
55° 50'
46° 50'
28° 50'
0°
it´s like in factorio. Start a new map and after 10 min the map looks like a plate of spaghetti
Comments are full of people who fail to understand the calm thrill of spreadsheets
(N) Polar, (N) Subpolar, North, (N) Equatorial, (S) Equatorial, South, (S) Subpolar, (S) Polar
Deeecent.
Baselines.
Since we don't actually know which is the Prime Meridian, why not just use Major Meridian for the main 4 and Minor Meridian for the others that span the poles..
that makes sense, I just really like the term "Prime Meridian" ;)
@@Nilaus fair nuff.. no point in confusing yourself now. :)
Uh, we do though. The coordinates of your current location are in the bottom-left of the screen.
Planet lives matter
Tgat planet is tge 90's raver world
More like F%$^&%G FAULT LINES! 🤣
The equator is not a fault line. No matter how much you try to convince us... it's not. They are not 2 16 square region, its a single 32 square one.
i do agree. it's just a separation of the northern and southern hemispheres, which is probably why he marked it. it's just a small oversight.
It is a question of Definition. If you define the areas from the poles, you either can not define hemispheres or have two areas of 16 size, what meet at what is called the equator. In this case, it is a Faultline as Nilaus define them as those lines where regions end.
The discussions are possible as the equatorial line has an anomaly, dividing it from other Faultlines. The anomaly is, that here two regions of identical size connect and so no Grid correction takes place.
Well, on the other side, the Equator is the only Faultline with a Name. This can be reasoned by the fact that it has a anomaly dividing it from the other lines. But as long as you want to have hemispheres, it is two regions of 16,one in each hemisphere. So if it is two, where is a line between and this is a Faultline as Nilaus calls it, even if it has an anomaly of not having a Grid correction.
So, do you have hemispheres..... Yes, as you have summer and Winter and defined northpoles and southpoles yes, you definitely have them.
@@aracuron9956 There's literally no division line at the equator. Only an imaginary fake one. Literally all the vertical lines join in 1 to 1 without any curvy or strange joints.
They are not two grids of identical shape that magically and perfectly connet. They are the same grid lol.
@@yuidesu5625 the equator IS the dividing line. you are correct that it is not a "fault line". however, the equator divides the two hemispheres, therefore it IS a dividing "line".
@@lonnierh0dgejr41 This video is not about dividing the planet in hemispheres. This video is about dividing the planet into building areas as big and EFFICIENT as possible. Creating 2 smaller building areas out of a big one just because you feel like it is the opposite.
And I know current buildings dont need all that space but that may not be the case in the future.
This couldve been a 5minutes video explaining exactly the same