Nilaus - You can drag the belt straight through the sprayer instead of needing to click it into each one. i.e. if you have three spray coaters lined up, you can just drag one belt all the way through and end it past the spray coaters and it will connect to all three.
These are good buildings. They don't mess up or replace existing buildings, are incredibly useful late game, and each add a different engineering challenge.
The planet you're thinking of is Mustafar. Where Anikan died & Darth Vader was born. Vader also build a fortress atop a ruined Sith Temple on this planet. It is even seen in Star Wars: Rogue One when Orson Krennic met with Vader.
This is wrong, Anakin has already fallen and killed the younglings and shit. He just got the appearance that filthy casuals connect with the name "darth vader". ;-)
@@Floxxoror As with everything in Star Wars, it depends on your point of view. Kenobi refers to Anakin by his human name during this battle, never his sith name (he & Yoda learn his Sith name from the recording of the youngling massacre at the Temple). When the battle was over, Kenobi leaves Anakin to die. So as far as the galaxy at large is concerned...Anakin died on Mustafar & Palatine took on a new apprentice. A tall, dark, & handsome fella named Darth Vader. Keep in mind that everyone who KNEW Anakin was Darth Vader (except Palpatine, Kenobi, & Yoda) is dead now, he was sent to Mustafar to "take care of" the Separatist Leadership. We wouldn't see Anakin again until he tosses the Emperor down the shaft some 19 years later.
I kinda wish that water pumps would be changed to the same "oil rig" type building they're using for the geothermal generators. It would make fiddling around trying to place them on beaches much less of a hassle, and save some land space while utilizing the open water space.
I went through the Dyson of Program Spheres, almost built 2 complete spheres. At the end of the game, you only have a couple of problems: Mining and transporting millions of tons of ore, huge factories of arbitrary low-tier components, and mining egergy in distant star systems. With this patch, they literally solved all of them. Thanks to the developers for such responsiveness, I believe that this game can become legendary and remain in history. p.s. I think that the modules for production efficiency are very op, if you put them at each stage of processing, then at the end you can learn almost a threefold increase in efficiency
to answer your question Nilaus : "the famous lightsaber battle between Anakin and Obi-Wan in Star War Episode III Revenge of the Sith was on the planet Mustafar." I love the new changes to the game. Great work! Keep it up !
For the piler/stacker, it can change the production line quite a lot since sorters can grab entire stack of cargo, so you have options to 1. Adjust some of productions with very uneven proportions of material input to even input (like casimir crystals, stack the hydrogen) 2. Potentially make 4 times of the original production scale for one production line, since the cargo capacity on belt can be 4 times of the previous amount To utilize the quadruple belt capacity, all previous mass production blueprints can be adjusted to be more efficient
Excited to hear you're going to do another playthrough, especially with the achievements focus. Thank you for the great content, and can't wait to see what new optimization setups you come up with!
I suspect it's more likely a case of expecting them to work like splitters do, rather than just running the belt through as that seems to be a new mechanic. It certainly took me a while playing around with them to figure that out and when I did, it was a case of "What the heck just happened there and how do I repeat it".
ya know, we can now quadruple the size of ALL of our setups AND make them produce more per unit. The improvements you could make to every single blueprint after this update is insane. Does it make Deuterium four times faster when passed through as well? Cause if so that's even more insane. Stacking on belts also makes all belts hold more storage when you back up resources. Like, this update is incredible. Even buffing power gen from the sphere's. And AND we can now just place one miner down on a node which is incredibly time saving. So often I'd place like six then have three feed one belt and three feed the other and then smelt on area's (before setup and you just send the node elsewhere) Having it be one miner for all it so useful
Oh yes! This is what would be needed for me to start the umpteenth playthrough! Pilers seem nice, magic lube will be amazing for those annoying late-game techs like plane filters or those mega-critical photons or whatever, but that miner machine, oh man... it looks so good!!!!!
I noticed on the new miner there's an "Alarm" button on the interface. So will we get a notice when a mine runs out and the miner stops working? If so that should be another great QOL improvement.
There are alarms in everything now, even belts, they will let you know if power/productivity/logistics are failing. While it sounds great if you turn too many alarms you'll be flooded by notifications that you can't dismiss. Use it only for very important stuff!
Oh, don't worry, the proliferator is even more amazing... If you link it to every single production line, you get a TON more resources than you normally would have. That is to say... you can add it to basically every single "building resource" to improve output. Extra production on iron ore... into extra production on iron plates... into extra production on everything you make with those plates... You can turn a small amount of ore into a large amount of products. You can even make the production of the proliferator buffed to give you more proliferator juice for less input. Put simply... you can actually exponentially increase production amounts while only linearly scaling speed. Proliferators are absolutely AMAZING!
Watched your twitch stream the previous night and seen icons that I didn't have. Checked my tech tree and found the new items to research (seconds to do in the late game). The miner looks excellent, takes away the grind of setting up individual miners and belts to inter planetary stations for transport by drones. Thanks for the heads up on the new items. Also the blueprint option for the Dyson Spheres is a time saver.
happy to see more DSP here on the channel. the new features are amazing, makes me want to jump back into the game. quick question: apart from transporting on belts, wouldn't stacking increase efficiency of stackers feeding resources into your factory? for example your furnace can pick up 3 plates in one go instead of having to picking them up individually. looking forward to the all-achievement playthrough 👍👍
Note that the normal miner also now takes advantage of that stacking tech and can also go up to the 4x stack; so if using a Mk.III belts it can now output up to 7,200 items per minute. You're now much less likely to have your existing mining set-ups stalling due to inability to belt the mined product away quickly enough (admittedly more of a late game problem once you've got some significant vein utilization researched) The advanced miner will still be way better for mining new world from now on; but it's nice that your existing infrastructure got a bonus as well.
The drones-only thing on the advanced miner is not a downside in my opinion, since it feeds into something I'm doing already anyway: Centralize all ore into a smelting location, either on the planet or in the system and only feed smelted product into my interstellar cargo. AND you get ridiculous throughput from stacked belts.
Deuterium fractionating is now actually completely ridiculous: remember the dependency on belt speed? If I'm not mistaken you can potentially quadrouple output with stacked belts, even if that's not possible it will still double the fractionating by using proliferator mk3 from 1% to 2% so you save a huuuuuuge amount of space on deuterium
It's also worth it from tier 2 and tier 3 to spray the spray, you get the bonus % in sprays per proliferator. I'm sure there are other occasions that the speed up (when it's the only option) may actually be worth it, if your not ever going to fill a belt, or are doing stacking, speed up will help keep the belt more full for stacking purposes. The lava world your thinking of is Mustifar.
Looking forward to see what you think of the miners…I’ve found that with enough vein utilization it’s far more efficient to run belts to an ILS than it is to use the drones. But then again, I’m mining 30k+ from each so maybe at that volume the drones can’t keep up
More ILS requesting ore seems to be the answer. If you are using that much it seems you'd want more vessels transporting too (if using vessels at source)
I used to put an ILS on each ore patch with every small miner having its own mk3 belt going out as a matter of future proofing because this way you have the maximum possible transport rate and the mined ore gets exported then and there I don't like the idea of adding planetary logistic drones because it would just cost you a lot of energy to ship it to ILS, also the miners don't have their own logistic drones so its harder for the ILS to keep up so despite it being a shame that you don't use this utility of the advanced miners but they have another great feature: they stack outgoing ore like logistics stations so the ultimate mining set up is basically this: an advanced miner cranked up to 300% output and up to 9 outgoing belts directed into an ILS, you get 1800x4 =7200 ore per belt, times 9 it's 64 800 ore per minute, per miner - which is absolutely crazy if at one point you exceed the 64 800 you can simply add logistics vessels to your ILS and a demand to further expand the output but I think it's unnecessary because even with close to 1% ore consumption you'd still want your ore patches to survive a bit longer I will personally probably set them all to 100% and connect 3 mk3 belts and call it a day because I want my mines to be permanent solutions (also it's a bit less power draw)
-When connecting to the sprayer, hold shift to avoid locking to the belts underneath. -The belt passes through the sprayer input, thus enabling long rows of products to be sprayed all at once. -The SprayCoater can be orientated in either direction, it will still work.
Can sorters grab from these stacked items, or do they need to be separated first? Like if a recipe requires 6 iron ingots and you've got them stacked 4 high, will it grab 1 full stack and then half of the next one? Or will it grab two full stacks? Or none at all? Coal is, at least in my starter game, pretty rare. I don't see myself using proliferators until at the very minimum I've unlocked warp and have access to a second planet with coal on it.
I think he said that machines can grab directly from the stacked lines. Agree... dumping coal towards stuff like this sounds super wasteful... until very very very late endgame where efficiency starts being a concern worthy of effort. But at that point - I do hope that "spray painted iron" can be specifically requested, as to allow a planet set up for spray painting stuff before its being used.
Thank you for this. Looks like the lube machine is even more valuable than first impressions might indicate. "Why yes, I would like +12/+20/+25% output of [exasperating high-end component that have been bottlenecking my factory]. More production speed? Maybe if we're talking Plane Filters. Otherwise, just gimme the overclocking lube bonus."
you forgot the most perverted of all uses: deuterium fractionating: lube up the hydrogen and the fraction goes up from 1% to 2%... and that's not all you can now run a 4 stacked mk3 belt of lubed hydrogen, effectively multiplying output by 8 (but realistically you'd have to restack them in between each machine so let's say average of 4 times the output (but you could totally build it restacking for 8 times) If I'm not terribly mistaking and the "60 sprays" per mk3 lube means it coats 60 items then it's even worth it to be used on lower tier items, it really isn't that expensive to produce, first two levels just require a bit of coal, with alternative recipes the 3rd level costs either a bit of titanium and fire ice or spiniferum I think with that in mind it will be super worth to use it at least from stuff like electric motors onwards and the doubled production speed is super nice if you just want to build super compacted or if resources are no problem any more
It's a recurring 25%. so lube the iron ore for more plates, the plates for more chips, the chips for more advanced chips, the advanced chips for more cubes, the cubes for more white cubes, the white cubes for more research. A fully lubed factory should have a despicable output for it's imput. And yes, you can lube the lube production
@@brohvakiindova4452 Coal is the least useful material in the game by far. Making more other materials from it is the best use by far. But the specifics don't really matter, the point is that you can easily increase your production by vast amounts by also spraying intermediates. For something like dyson sphere components, the savings are vast.
@@thakillman7 yes of course on dyson sphere components and intermediates it's insane I was solely talking about raw materials that don't happen to be rare ones the concern is that you don't have to save the normal raw resources because you can mine more
So for your mech you should do a community thing where your supporters submit designs for you. Sorry i cant be a patreon anymore but itd be nice for the ones who are.
The spray coaters definitely added a new mechanic on how to connect to them, or more accurately, how you connect through them. Took me awhile to figure out that you could just lay the belt through them and not connect directly to them (like you do with splitters). Given that the pilers, which BTW, I agree should be called stackers or unstackers depending on the direction you're using them, connect the same way as splitters do, it's odd that they changed it for the spray coaters. Now that I've seen it I like it, but wish they'd do that for some pilers and probably some sort of hybrid model for splitters.
The spray coaters can be placed in any orientation, but yeah the hitbox on the paint belt is super finicky. They're also kinda finicky with the product belt, you can place belt turns one square closer to the spray coater if you put the coater down first and the belt afterwards rather than the other way around.
The cool thing is that the proliferator eventually pays for itself, you get more out of the system if you spray the items going in it, at a greater rate than the loss of having to spray them, you can also spray the spray used to spray, which increases the charges
When placing the belts feeding the Spray Coater, hold down shift and it will force the belts to built at the height you specified. Makes it super easy to terminate lthe belt inside a coater.
The outbound belt spots on the advanced miner also function as inbounds if you want, so you can stack baby miners under it to further increase the mining rate and feed their output directly into the big miner for logistic pickup
That 25% production bonus from the spray coater will dramatically cut logistics requirements especially on long production chains. Probably why the top level is capped at 25% so that you can't work up to creating matter from thin air.
yup - +25% on four production stages is almost ~+144% of the final product (but at higher machine numbers in the late stages), while +20% will "only" add up to +107%. Exponential growth, baby!
pah all it does is making the final output larger ;D instead of 1000 rockets you make whatever the 25% equate to if you do it on each step and increase production accordingly on the next :P
@@brohvakiindova4452 The actual bonus you're getting is you're using 25% less resources at each stage. This is the true bonus. It means you can turn a little into a lot if you have to process something through a very long chain of construction. Basically, if you were smelting 100 iron ore, it would make 125 iron plates. Then, if you smelted those 125 iron plates into about 53 or 54 steel (which means instead of requiring 162 iron ore to make that steel, it only took 100. Then, if you spray the steel, titanium ingots, and sulfuric acid, you can get 67.5 titanium alloys. Which means, you turned 100 iron ore into 67.5 titanium alloy when it would've normally taken you 202.5 iron ore to do that. On and on and on. That's why the Proliferators are pretty amazing. Especially when they stack with "reduced ore usage from miners" and such. You can extend the amount of products created with Proliferators quite a lot because you're using so few resources for the "endgame" materials at the end of exceptionally long chains. It isn't as simple as a "production bonus", because that's not really what you're getting. What you're getting is a reduction of resources for the final product. Which is insanely valuable. Especially when you start trying to increase the amount of the research cubes you're trying to make. The reduction in raw resources required means you can extend your production chains quite a lot for any individual resource.
@@XxTaiMTxX No it's actually as I said, if you follow my logic: Instead of 100 iron plates you make 125, so now instead of making 100 cogs from 100 iron plates, you make 156,25 iron cogs from 125 plates. All the way up until you reach rockets. You have actually increased logistics load (even ignoring proliferator itself) But your output of rockets isn't merely 25% more but the additive amount of extra products. The only thing you technically save is the 25% free ore you're smelting, which is still added on your logistic afterwards.
@@brohvakiindova4452 You're actually saving more than the 25% of the ore you're smelting so long as you're using the Proliferator Juice on every single step of the production. It becomes exponential as a result. With your example (the same one I've used, actually), you are getting 156.25 cogs from 100 iron ore. This means that you're getting more items from less resources. It means your resources go farther. So, your resource patches last longer, you use less resources at every stage of the construction, and you can make production chains much longer. That is to say, you can add more smelters and constructors per patch of resources. See, you would only get 25% more rockets out of the initial input. This is a static number. If you put in the resources to make 100 rockets, you'll get 125 rockets. This isn't the exponential and/or important part. The exponential and important part is how few resources those 125 rockets actually cost you to construct. THAT is exponential for each step in their construction. You're turning a little into a lot. You will always have to input the materials for 100 rockets to make 125 rockets. But, the sprayers reduce the actual cost of each rocket constructed. But, now, instead of each rocket costing you 93 iron ore to construct, you're looking at what... a dozen ore? Maybe less? It's a 25% reduction in cost for the finished product per each step. You are getting more for less. Even with the example of the gears, instead of each gear costing you 1 iron ore to produce, each gear is costing you 0.64 iron ore to produce.
Geothermal plants, I recommend clearing the rocks from the lava pool, also try to get the max percentage from each one, as close together as you can get them.
I was as excited as you about the Miner. The first two hours I just spend on setting up new planets with mark two miner and was so happy that it only coasts 20 min per planet. Iam wondering if you try out the mecha customization (your not lila XD). Looking forward to your next dsp video
Nilaus, you can get optical grating crystals from the rocks on lava planets. I suggested to the dev's to implement some kind of upgrade/construction drone to the mech so you it can take advantage of hidden rare elements in the excessive amount of rocks on planets.
have just set it up with proliferator mk3 which doubles fractionating from 1% to 2% so technically 8 times the output, which is absolutely bonkers :D can you confirm that it works with the stacks? I've seen power consumption going up to 3.6 mw on each fractionator so I assumed it must be working
@@brohvakiindova4452 You can see on the fractionators themselves that they are working at 120 per sec with 4 stacks on blue belts instead of 30. I didn't bother with the proliferators since hydrogen is so abundant. And i already have too much deuterium with only one setup of 90 machines.
For the double stack, or quad stack, can you still use sorters to pull them off the belt, or does it need to be set back to a single stack for a sorter?
As menglish said it can pull from the stack and sending remaning down. I have 1 output of iron ore feeding 4 smelters producing 1800 bars each. So if you did the belt work with the automatic stackers could have 7200 bars per minute into a hub and only use 2 ports.
i find it easier to insert into the spray machine if you just do a normal bridge: up, cross to the other side, as if the machines weren't there, then trim the extra you're done!
i was just about to comment on your latest dyson video and mention this lol but you beat me to it!!! all the stuff they added is very cool. the mech armor customization is INSANE
6:17 they don't have a wrong way. Everything is sprayed either way. It is possible to place them without rebuilding belts but a different camera angle is necessary. Although it is quite difficult, I'll give you that.
Question about the Piler/Stacker: It seems like they stack if they want. Sometimes they stack to 2, sometimes to 3 and sometimes to 4... Its also in your video :(
Just started a new game after the update, as soon as I got to white science I searched for "Nilaus masterclass proliferator sprayer things" and, took a bit, got here.
the Stack + prefiltration bc it spays each item.. Stack them Prefiltration then down stack to what you need to get to get. done. Personally after discovering them i do it to all factories i have on the planet.. efficacy is kinda 100% worth.
Not sure if anyone else has figured this out, but it's something I recently discovered... If you hit the "R" key while placing a belt you can eventually get it to run at a 45 degree angle
damn didnt even see you could crank up the % of the miners, quick note you can still place normal miners under the big one for even higher rates and belt those INTO the big miner
Now if we can only dig up earth to expose more lava or sulfur oceans or water (on planets that have that). That would be really nice. I am happy to see more DSP and I still haven't even built a dyson sphere yet with over 1k hours across 2 games.
I would love more post launch content or advanced mods where you can make more than just a Dyson Sphere, imagine constructing all the mega/gigastructures from Stellaris too. "Penrose Ringworld Program". or even an Alderson Disk
What happens if you run stacked items through the Proliferator? Does it paint all 4 items in the stack for the cost of 1 paint, or use 4 paint at once, or something else?
The big question now : Where do you put your Spray Coater ? - before the input - after the output - dedicate a hub to spray coat everything elsewhere PS: Also I heard that stacking items reduces the spray coater consumption (1 per stack instead of 1 per item), mythbusting and optimization episode when ?
Ideally, you would put spray coaters as much and as often as you can. Since you can exponentially increase the products from a resource patch and only linearly increase speed. Spray the ore before smelting, spray the smelted products. Spray the products that come out of the constructors. Etcetera. You can then turn a small amount of a raw resource into a very large amount of finished product if everything "produces 25% more". If each ore of something produces 25% more smelted products... then each of those smelted products produces 25% more components... and each component produces 25% more finished products or more advanced components... It can get pretty ridiculous pretty quickly. Especially if you begin stacking and then you increase your production lines to hold more machines... I absolutely love the Proliferators. You can even spray coat the stuff going into the proliferators to make more proliferator juice :D
One would think at this point Dyson Sphere devs could afford to hire a couple of proper english translators. All these confusing/baffling new things in DSP made Nilaus stumble over his words like some second grader.
Nilaus - You can drag the belt straight through the sprayer instead of needing to click it into each one. i.e. if you have three spray coaters lined up, you can just drag one belt all the way through and end it past the spray coaters and it will connect to all three.
And just hold shift doing that
I found it not that hard, even without shift clicking you can just drag it out a bit further and then delete excess belt
These are good buildings. They don't mess up or replace existing buildings, are incredibly useful late game, and each add a different engineering challenge.
The planet you're thinking of is Mustafar. Where Anikan died & Darth Vader was born. Vader also build a fortress atop a ruined Sith Temple on this planet. It is even seen in Star Wars: Rogue One when Orson Krennic met with Vader.
This is wrong, Anakin has already fallen and killed the younglings and shit. He just got the appearance that filthy casuals connect with the name "darth vader". ;-)
@@Floxxoror As with everything in Star Wars, it depends on your point of view. Kenobi refers to Anakin by his human name during this battle, never his sith name (he & Yoda learn his Sith name from the recording of the youngling massacre at the Temple). When the battle was over, Kenobi leaves Anakin to die. So as far as the galaxy at large is concerned...Anakin died on Mustafar & Palatine took on a new apprentice. A tall, dark, & handsome fella named Darth Vader.
Keep in mind that everyone who KNEW Anakin was Darth Vader (except Palpatine, Kenobi, & Yoda) is dead now, he was sent to Mustafar to "take care of" the Separatist Leadership.
We wouldn't see Anakin again until he tosses the Emperor down the shaft some 19 years later.
I kinda wish that water pumps would be changed to the same "oil rig" type building they're using for the geothermal generators.
It would make fiddling around trying to place them on beaches much less of a hassle, and save some land space while utilizing the open water space.
I went through the Dyson of Program Spheres, almost built 2 complete spheres. At the end of the game, you only have a couple of problems: Mining and transporting millions of tons of ore, huge factories of arbitrary low-tier components, and mining egergy in distant star systems. With this patch, they literally solved all of them. Thanks to the developers for such responsiveness, I believe that this game can become legendary and remain in history.
p.s. I think that the modules for production efficiency are very op, if you put them at each stage of processing, then at the end you can learn almost a threefold increase in efficiency
to answer your question Nilaus : "the famous lightsaber battle between Anakin and Obi-Wan in Star War Episode III Revenge of the Sith was on the planet Mustafar."
I love the new changes to the game. Great work! Keep it up !
Surprised to not see this higher. I instantly knew it was Mustafar, because I played a ton of Battlefront 1&2 back in the day.
For the piler/stacker, it can change the production line quite a lot since sorters can grab entire stack of cargo, so you have options to
1. Adjust some of productions with very uneven proportions of material input to even input (like casimir crystals, stack the hydrogen)
2. Potentially make 4 times of the original production scale for one production line, since the cargo capacity on belt can be 4 times of the previous amount
To utilize the quadruple belt capacity, all previous mass production blueprints can be adjusted to be more efficient
Yay, Nilaus! I always appreciate these quickly prepared videos answering my top questions!
Excited to hear you're going to do another playthrough, especially with the achievements focus. Thank you for the great content, and can't wait to see what new optimization setups you come up with!
When connecting the paint input of the spray coater, raise the belt to level 1 then hold shift, so the belt height is locked.
this
I'm shocked he doesn't know that
@@ChristopherWeaver1 he probably did but it's been a while since he's played
I suspect it's more likely a case of expecting them to work like splitters do, rather than just running the belt through as that seems to be a new mechanic. It certainly took me a while playing around with them to figure that out and when I did, it was a case of "What the heck just happened there and how do I repeat it".
ya know, we can now quadruple the size of ALL of our setups AND make them produce more per unit. The improvements you could make to every single blueprint after this update is insane. Does it make Deuterium four times faster when passed through as well? Cause if so that's even more insane. Stacking on belts also makes all belts hold more storage when you back up resources. Like, this update is incredible. Even buffing power gen from the sphere's. And AND we can now just place one miner down on a node which is incredibly time saving. So often I'd place like six then have three feed one belt and three feed the other and then smelt on area's (before setup and you just send the node elsewhere) Having it be one miner for all it so useful
Oh yes! This is what would be needed for me to start the umpteenth playthrough!
Pilers seem nice, magic lube will be amazing for those annoying late-game techs like plane filters or those mega-critical photons or whatever, but that miner machine, oh man... it looks so good!!!!!
300% mining speed uses 10x the power.
Also, the "piler" should have been a device to increase the soil pile.
I noticed on the new miner there's an "Alarm" button on the interface. So will we get a notice when a mine runs out and the miner stops working? If so that should be another great QOL improvement.
There are alarms in everything now, even belts, they will let you know if power/productivity/logistics are failing. While it sounds great if you turn too many alarms you'll be flooded by notifications that you can't dismiss. Use it only for very important stuff!
Does the alarm trigger if it stops mining because it's full?
@@Benthorpy Yes
@@Benthorpy actually, no
Oh, don't worry, the proliferator is even more amazing...
If you link it to every single production line, you get a TON more resources than you normally would have. That is to say... you can add it to basically every single "building resource" to improve output. Extra production on iron ore... into extra production on iron plates... into extra production on everything you make with those plates... You can turn a small amount of ore into a large amount of products. You can even make the production of the proliferator buffed to give you more proliferator juice for less input.
Put simply... you can actually exponentially increase production amounts while only linearly scaling speed. Proliferators are absolutely AMAZING!
12:43
Geothermal Power Station: I have a high ground.
Nilaus: You underestimate my power.
It's call Mustafar
Watched your twitch stream the previous night and seen icons that I didn't have. Checked my tech tree and found the new items to research (seconds to do in the late game). The miner looks excellent, takes away the grind of setting up individual miners and belts to inter planetary stations for transport by drones. Thanks for the heads up on the new items. Also the blueprint option for the Dyson Spheres is a time saver.
Nilaus, make sure to hold shift when connecting the upper line to the sprayers, otherwise it will will snap to the bottom.
happy to see more DSP here on the channel. the new features are amazing, makes me want to jump back into the game.
quick question: apart from transporting on belts, wouldn't stacking increase efficiency of stackers feeding resources into your factory? for example your furnace can pick up 3 plates in one go instead of having to picking them up individually.
looking forward to the all-achievement playthrough 👍👍
Note that the normal miner also now takes advantage of that stacking tech and can also go up to the 4x stack; so if using a Mk.III belts it can now output up to 7,200 items per minute. You're now much less likely to have your existing mining set-ups stalling due to inability to belt the mined product away quickly enough (admittedly more of a late game problem once you've got some significant vein utilization researched)
The advanced miner will still be way better for mining new world from now on; but it's nice that your existing infrastructure got a bonus as well.
Best early game use of the stacker/piler is to stack hydrogen on the high speed belts running through the fractionator to boost deuterium production
Hey Nilaus, glad to see more DSP. What kind of monster PC have you got that can render and run this incredible game?
4:08 that ship flyby startled me
And we are back! Great job.
The drones-only thing on the advanced miner is not a downside in my opinion, since it feeds into something I'm doing already anyway: Centralize all ore into a smelting location, either on the planet or in the system and only feed smelted product into my interstellar cargo.
AND you get ridiculous throughput from stacked belts.
Deuterium fractionating is now actually completely ridiculous:
remember the dependency on belt speed? If I'm not mistaken you can potentially quadrouple output with stacked belts, even if that's not possible it will still double the fractionating by using proliferator mk3 from 1% to 2% so you save a huuuuuuge amount of space on deuterium
It's also worth it from tier 2 and tier 3 to spray the spray, you get the bonus % in sprays per proliferator. I'm sure there are other occasions that the speed up (when it's the only option) may actually be worth it, if your not ever going to fill a belt, or are doing stacking, speed up will help keep the belt more full for stacking purposes. The lava world your thinking of is Mustifar.
That miner is so good. Even better than I had hoped. Thanks for the showcase, looking forward to the series.
Looking forward to see what you think of the miners…I’ve found that with enough vein utilization it’s far more efficient to run belts to an ILS than it is to use the drones. But then again, I’m mining 30k+ from each so maybe at that volume the drones can’t keep up
"Why not both" :)
More ILS requesting ore seems to be the answer. If you are using that much it seems you'd want more vessels transporting too (if using vessels at source)
I used to put an ILS on each ore patch with every small miner having its own mk3 belt going out as a matter of future proofing because this way you have the maximum possible transport rate and the mined ore gets exported then and there
I don't like the idea of adding planetary logistic drones because it would just cost you a lot of energy to ship it to ILS, also the miners don't have their own logistic drones so its harder for the ILS to keep up
so despite it being a shame that you don't use this utility of the advanced miners but they have another great feature: they stack outgoing ore like logistics stations so the ultimate mining set up is basically this:
an advanced miner cranked up to 300% output and up to 9 outgoing belts directed into an ILS, you get 1800x4 =7200 ore per belt, times 9 it's 64 800 ore per minute, per miner - which is absolutely crazy
if at one point you exceed the 64 800 you can simply add logistics vessels to your ILS and a demand to further expand the output but I think it's unnecessary because even with close to 1% ore consumption you'd still want your ore patches to survive a bit longer
I will personally probably set them all to 100% and connect 3 mk3 belts and call it a day because I want my mines to be permanent solutions (also it's a bit less power draw)
I tend to use belts anywhere they can provide enough throughput, instead of drones. Drones eat power, belts don't.
-When connecting to the sprayer, hold shift to avoid locking to the belts underneath.
-The belt passes through the sprayer input, thus enabling long rows of products to be sprayed all at once.
-The SprayCoater can be orientated in either direction, it will still work.
Can sorters grab from these stacked items, or do they need to be separated first?
Like if a recipe requires 6 iron ingots and you've got them stacked 4 high, will it grab 1 full stack and then half of the next one? Or will it grab two full stacks? Or none at all?
Coal is, at least in my starter game, pretty rare. I don't see myself using proliferators until at the very minimum I've unlocked warp and have access to a second planet with coal on it.
I think he said that machines can grab directly from the stacked lines.
Agree... dumping coal towards stuff like this sounds super wasteful... until very very very late endgame where efficiency starts being a concern worthy of effort.
But at that point - I do hope that "spray painted iron" can be specifically requested, as to allow a planet set up for spray painting stuff before its being used.
Thank you for this. Looks like the lube machine is even more valuable than first impressions might indicate.
"Why yes, I would like +12/+20/+25% output of [exasperating high-end component that have been bottlenecking my factory]. More production speed? Maybe if we're talking Plane Filters. Otherwise, just gimme the overclocking lube bonus."
you forgot the most perverted of all uses: deuterium fractionating:
lube up the hydrogen and the fraction goes up from 1% to 2%... and that's not all you can now run a 4 stacked mk3 belt of lubed hydrogen, effectively multiplying output by 8 (but realistically you'd have to restack them in between each machine so let's say average of 4 times the output (but you could totally build it restacking for 8 times)
If I'm not terribly mistaking and the "60 sprays" per mk3 lube means it coats 60 items then it's even worth it to be used on lower tier items, it really isn't that expensive to produce, first two levels just require a bit of coal, with alternative recipes the 3rd level costs either a bit of titanium and fire ice or spiniferum
I think with that in mind it will be super worth to use it at least from stuff like electric motors onwards and the doubled production speed is super nice if you just want to build super compacted or if resources are no problem any more
It's a recurring 25%. so lube the iron ore for more plates, the plates for more chips, the chips for more advanced chips, the advanced chips for more cubes, the cubes for more white cubes, the white cubes for more research. A fully lubed factory should have a despicable output for it's imput. And yes, you can lube the lube production
@@thakillman7 why use 25% more ore if you're at
@@brohvakiindova4452 Coal is the least useful material in the game by far. Making more other materials from it is the best use by far. But the specifics don't really matter, the point is that you can easily increase your production by vast amounts by also spraying intermediates. For something like dyson sphere components, the savings are vast.
@@thakillman7 yes of course on dyson sphere components and intermediates it's insane
I was solely talking about raw materials that don't happen to be rare ones
the concern is that you don't have to save the normal raw resources because you can mine more
So for your mech you should do a community thing where your supporters submit designs for you. Sorry i cant be a patreon anymore but itd be nice for the ones who are.
Great video, Nilaus. Exactly the information I was looking for. Keep up the good work. :D
do i need to incorporate storage(as a buffer) before putting my products into ILS or is it unnecessary for late game builds?
The spray coaters definitely added a new mechanic on how to connect to them, or more accurately, how you connect through them. Took me awhile to figure out that you could just lay the belt through them and not connect directly to them (like you do with splitters). Given that the pilers, which BTW, I agree should be called stackers or unstackers depending on the direction you're using them, connect the same way as splitters do, it's odd that they changed it for the spray coaters. Now that I've seen it I like it, but wish they'd do that for some pilers and probably some sort of hybrid model for splitters.
That miner will demolish all kinds of planets metal resources. Super cool.
The Proliferator with Motors... for sure!
I can't wait for more videos from you!!
The spray coaters can be placed in any orientation, but yeah the hitbox on the paint belt is super finicky. They're also kinda finicky with the product belt, you can place belt turns one square closer to the spray coater if you put the coater down first and the belt afterwards rather than the other way around.
The cool thing is that the proliferator eventually pays for itself, you get more out of the system if you spray the items going in it, at a greater rate than the loss of having to spray them, you can also spray the spray used to spray, which increases the charges
When placing the belts feeding the Spray Coater, hold down shift and it will force the belts to built at the height you specified. Makes it super easy to terminate lthe belt inside a coater.
im so excited for the new play through!!! been waiting for it:)
That miner alone makes me want to play again, so shiny.
The outbound belt spots on the advanced miner also function as inbounds if you want, so you can stack baby miners under it to further increase the mining rate and feed their output directly into the big miner for logistic pickup
bro, don't forget to proliferate your proliferators for better proliferation!
That 25% production bonus from the spray coater will dramatically cut logistics requirements especially on long production chains. Probably why the top level is capped at 25% so that you can't work up to creating matter from thin air.
yup - +25% on four production stages is almost ~+144% of the final product (but at higher machine numbers in the late stages), while +20% will "only" add up to +107%. Exponential growth, baby!
pah all it does is making the final output larger ;D instead of 1000 rockets you make whatever the 25% equate to if you do it on each step and increase production accordingly on the next :P
@@brohvakiindova4452 The actual bonus you're getting is you're using 25% less resources at each stage. This is the true bonus. It means you can turn a little into a lot if you have to process something through a very long chain of construction.
Basically, if you were smelting 100 iron ore, it would make 125 iron plates. Then, if you smelted those 125 iron plates into about 53 or 54 steel (which means instead of requiring 162 iron ore to make that steel, it only took 100. Then, if you spray the steel, titanium ingots, and sulfuric acid, you can get 67.5 titanium alloys. Which means, you turned 100 iron ore into 67.5 titanium alloy when it would've normally taken you 202.5 iron ore to do that.
On and on and on.
That's why the Proliferators are pretty amazing. Especially when they stack with "reduced ore usage from miners" and such. You can extend the amount of products created with Proliferators quite a lot because you're using so few resources for the "endgame" materials at the end of exceptionally long chains.
It isn't as simple as a "production bonus", because that's not really what you're getting. What you're getting is a reduction of resources for the final product. Which is insanely valuable. Especially when you start trying to increase the amount of the research cubes you're trying to make. The reduction in raw resources required means you can extend your production chains quite a lot for any individual resource.
@@XxTaiMTxX No it's actually as I said, if you follow my logic:
Instead of 100 iron plates you make 125, so now instead of making 100 cogs from 100 iron plates, you make 156,25 iron cogs from 125 plates.
All the way up until you reach rockets. You have actually increased logistics load (even ignoring proliferator itself) But your output of rockets isn't merely 25% more but the additive amount of extra products.
The only thing you technically save is the 25% free ore you're smelting, which is still added on your logistic afterwards.
@@brohvakiindova4452 You're actually saving more than the 25% of the ore you're smelting so long as you're using the Proliferator Juice on every single step of the production. It becomes exponential as a result.
With your example (the same one I've used, actually), you are getting 156.25 cogs from 100 iron ore.
This means that you're getting more items from less resources. It means your resources go farther.
So, your resource patches last longer, you use less resources at every stage of the construction, and you can make production chains much longer. That is to say, you can add more smelters and constructors per patch of resources.
See, you would only get 25% more rockets out of the initial input. This is a static number. If you put in the resources to make 100 rockets, you'll get 125 rockets. This isn't the exponential and/or important part.
The exponential and important part is how few resources those 125 rockets actually cost you to construct. THAT is exponential for each step in their construction.
You're turning a little into a lot.
You will always have to input the materials for 100 rockets to make 125 rockets. But, the sprayers reduce the actual cost of each rocket constructed. But, now, instead of each rocket costing you 93 iron ore to construct, you're looking at what... a dozen ore? Maybe less? It's a 25% reduction in cost for the finished product per each step.
You are getting more for less. Even with the example of the gears, instead of each gear costing you 1 iron ore to produce, each gear is costing you 0.64 iron ore to produce.
Geothermal plants, I recommend clearing the rocks from the lava pool, also try to get the max percentage from each one, as close together as you can get them.
I was as excited as you about the Miner. The first two hours I just spend on setting up new planets with mark two miner and was so happy that it only coasts 20 min per planet.
Iam wondering if you try out the mecha customization (your not lila XD).
Looking forward to your next dsp video
The release of the geothermal plant is very convenient for me
Advanced soil pile miner sounds like fantastic idea
Nilaus, you can get optical grating crystals from the rocks on lava planets. I suggested to the dev's to implement some kind of upgrade/construction drone to the mech so you it can take advantage of hidden rare elements in the excessive amount of rocks on planets.
there's a mod for that. it would be cool if the drones from stations could do it tho
That advanced miner is something else.
When you are trying to lay belts into sprayers, press shift will makes the belt not make auto connection, make things whole lot easier.
Love your Dyson videos!!
"It's over Anakin, I have the upper ground"
Wow . I love the new update . Especially new mining machine 🔥🔥
stackers + fractionators are absolutely massive
The pilers are amazing on a fractionator setup. It quadruples the efficiency. Saves sooo much space and materials.
have just set it up with proliferator mk3 which doubles fractionating from 1% to 2% so technically 8 times the output, which is absolutely bonkers :D
can you confirm that it works with the stacks? I've seen power consumption going up to 3.6 mw on each fractionator so I assumed it must be working
@@brohvakiindova4452 You can see on the fractionators themselves that they are working at 120 per sec with 4 stacks on blue belts instead of 30. I didn't bother with the proliferators since hydrogen is so abundant. And i already have too much deuterium with only one setup of 90 machines.
Those photon miners are a *Godsend* for strip mine players!
I love the videos. Hope with the Let's play we get an update to your 10 materclass videos to include the new buildings.
For the double stack, or quad stack, can you still use sorters to pull them off the belt, or does it need to be set back to a single stack for a sorter?
you can use a normal sorter. It just pulls it off the top of the stack
As menglish said it can pull from the stack and sending remaning down. I have 1 output of iron ore feeding 4 smelters producing 1800 bars each. So if you did the belt work with the automatic stackers could have 7200 bars per minute into a hub and only use 2 ports.
Yaaaah more DSP ;) looking forward to your dyson sphere blueprints ;) if you share??
Of course I will share my blueprints. It will take some time before new designs emerge though
Dang, those miners are way better than I was expecting! Time for a new game.
i find it easier to insert into the spray machine if you just do a normal bridge: up, cross to the other side, as if the machines weren't there, then trim the extra you're done!
Ooo yes you're back! Can't wait to see what the future brings.
This game is so cool, excited for you new let's play.
Can't wait to follow along with the new play through 👌
i was just about to comment on your latest dyson video and mention this lol but you beat me to it!!! all the stuff they added is very cool. the mech armor customization is INSANE
You can also place the advanced miners on top of areas harvested by regular miners
6:17 they don't have a wrong way. Everything is sprayed either way. It is possible to place them without rebuilding belts but a different camera angle is necessary. Although it is quite difficult, I'll give you that.
Question about the Piler/Stacker: It seems like they stack if they want. Sometimes they stack to 2, sometimes to 3 and sometimes to 4... Its also in your video :(
Dude has super build swarm, meanwhile I'm French Press brewing a cup of coffee watching mine crawl to a finish 😀
Just started a new game after the update, as soon as I got to white science I searched for "Nilaus masterclass proliferator sprayer things" and, took a bit, got here.
the Stack + prefiltration bc it spays each item.. Stack them Prefiltration then down stack to what you need to get to get. done. Personally after discovering them i do it to all factories i have on the planet.. efficacy is kinda 100% worth.
Love DSP content. But I also love your stream in general.
Not sure if anyone else has figured this out, but it's something I recently discovered... If you hit the "R" key while placing a belt you can eventually get it to run at a 45 degree angle
So is it possible to chain 3 Spray Coater Lv1 along 1 belt to boost the products on this line to Lv3? (i.e. 3xLv1 = 1xLv3)
Unfortunately, no.
Does this mean you get compou ding interest if you apply it in Basic/intermediary products and final ones?
I was waiting on this video!
damn didnt even see you could crank up the % of the miners, quick note you can still place normal miners under the big one for even higher rates and belt those INTO the big miner
That sounds insane that you can also use the small miners with them, mine out the nodes stupidly fast
Now if we can only dig up earth to expose more lava or sulfur oceans or water (on planets that have that). That would be really nice.
I am happy to see more DSP and I still haven't even built a dyson sphere yet with over 1k hours across 2 games.
Even greater problem that we can cover lowland and oceans/lava, but could not dig in.
Something that I do that probably isn't super efficient is to have regular miner feed into the advanced one for extra mining speed.
I would love more post launch content or advanced mods where you can make more than just a Dyson Sphere, imagine constructing all the mega/gigastructures from Stellaris too. "Penrose Ringworld Program". or even an Alderson Disk
not going to play with mods, but I agree that it would be cool to be able to build more stuff in space
What happens if you run stacked items through the Proliferator? Does it paint all 4 items in the stack for the cost of 1 paint, or use 4 paint at once, or something else?
Paints all 4 and costs 4 charges
The big question now :
Where do you put your Spray Coater ?
- before the input
- after the output
- dedicate a hub to spray coat everything elsewhere
PS: Also I heard that stacking items reduces the spray coater consumption (1 per stack instead of 1 per item), mythbusting and optimization episode when ?
Ideally, you would put spray coaters as much and as often as you can. Since you can exponentially increase the products from a resource patch and only linearly increase speed. Spray the ore before smelting, spray the smelted products. Spray the products that come out of the constructors. Etcetera. You can then turn a small amount of a raw resource into a very large amount of finished product if everything "produces 25% more". If each ore of something produces 25% more smelted products... then each of those smelted products produces 25% more components... and each component produces 25% more finished products or more advanced components... It can get pretty ridiculous pretty quickly. Especially if you begin stacking and then you increase your production lines to hold more machines...
I absolutely love the Proliferators. You can even spray coat the stuff going into the proliferators to make more proliferator juice :D
now the only thing id like to know is, if i spray a stack, does it consume one spray or multiple?
Are you planning to do a video on the Icarus customizations they just added? It looks like it deserves a video all its own.
ahh yes, GOD-EMPEROR NILAUS back with another quality video
Yes!! DSP again!
Nilaus do you know that you can also import on an advanced miner with a normal miner?
THANKS Nilaus :)
Looks like some really good and interesting additions. I'm impressed.
Hey Nilaus, as I recall it, you where a roleplayer, so for the seed, I got an idea, roll a 1d8, 8 times and thats your seed to play :)
This is so cool. I'm getting back in, haven't played since before the blueprints
What a great update.
Nice to see you back playing some DSP Nilaus!
just use the first grating crystals to instantly build the phase miners and then re cosolidate all resources with them, infinite resources achieved.
One would think at this point Dyson Sphere devs could afford to hire a couple of proper english translators. All these confusing/baffling new things in DSP made Nilaus stumble over his words like some second grader.
Waiting for this series, there we go again!