Dyson Sphere Program

Dyson Sphere Program

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[Achievement][Mission Impossible!] 10h Speedrun Guide
By Lumos
Guide to finish the game within 10 hours to get the Mission Impossible! achievement.
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Summary
Last update: September 2023
Game version: 0.9.27+

This guide helps you obtain the "Mission Impossible!" achievement by providing multiple time targets (complete milestone before T-time mark) for you. I highly recommend you to save at these milestones and load previous save files if you are not able to meet the time targets. Game is considered to be completed when the last technology Mission completed! is researched.
Overview
Dyson Sphere Program (DSP) game progression is designed to be locked by a couple key technologies. This guide provides milestones with target time to help you track your progress on for your achievement run. If you did not meet the target time in a segment, feel free to reload an earlier save and try to meet the goal in time. It should be easy for veteran players to reach the milestones well ahead of the target time in this guide. This guide assumes you have some basic experience with DSP already, so not everything will be spelled out explicitly.

Gameplay choices
  • Use Dyson Swarm not Dyson Sphere to generate high energy for antimatter.
  • Skip mining rare resources from Ice Giant planets.
  • Use a map seed that is good for speed run. See recommended seeds below.
  • Setup two groups of polar EM Rail Ejector to ramp up Dyson Swarm power output quickly
  • Turn off Dark Fog combat (assuming turning it off does not impact achievement, as this guide was written before combat system was added to the game).
  • Make use of proliferator to boost key component output and tech research.

General guidelines (VERY IMPORTANT)
  • Can't stress this enough: Save often, especially when hitting a milestone. One thing you will find yourself do often is find your production bottlenecked by something. Having a recent save ready can allow you to avoid components bottleneck production.
  • Make good use of blueprints. A great time saving method is to 1) save game 2) build/optimize what you need (in a sandbox if needed) 3) save the blueprint 4) load the previous save and build directly with the blueprint.
  • Powering Buildings
    • Spam wind turbine for power in throughout the game. Free, cheap, and consistent power.
    • Use fusion power after unlocking it. Energy collected from Dyson Swarm will be used towards creating antimatter for White Science production.
  • Powering Mecha
    • Energetic Graphite. Early game, set aside a miner, smelter, and box combo on a coal patch and stack up on the graphite sticks. Grab some stacks when your mech is low on power. Feel free to steal a couple fuel rods from powerplants in late game.
  • Modular/distributed base instead of one main bus that does everything (and not great at anything). This means having factories close to resource patches and use belt/PLS for product transport (mall would be an exception).
  • Store additional science cubes in storage boxes. It is important to keep up a certain rate of science cube production throughout the game. For example, once blue science is produced at a rate of 90/min, it should be maintained at that level for research use in late game.
  • Use Proliferator II to boost key component and science production.
  • All blueprints mentioned in this guide can be found at https://www.dysonsphereblueprints.com/collections/speedrun

How to use this guide (IMPORTANT)
Follow the milestones in each segment and try to achieve it under the designated time. Each section will list some key technologies you should research during that period and certain key product target production rate that you should try to meet. When a segment target time isn't met, the additional time needed might snowball into later segments and could eventually fail the 10h speedrun. Remember to save when completing a milestone. This will give you a chance to restart the segment later if needed.

For milestones titled like:
[T+20min] Blue Science and Blueprint
It should be understood as "By 20min into the game (T is the timestamp at the start of the game), the goal of producing blue science and unlocking blueprint tech should be completed". You can see your current run gameplay time on the bottom right corner.

Feel free to do a few mecha upgrades once you have some extra science cubes. Generally you won't need any upgrades that are past level 3.

Have fun!
[T=0] M0. Game Setup
DSP allows you to set a map seed during game setup, here are my recommended map setting:
  • Cluster Seed: 70840238 or 95912102
  • Number of Stars: 64
  • Resource Multiplier: 1x (go for 0.5x if you want more challenge or want to get the 0.5x resource achievement at the same time)

[Recommended] 70840238
This seed has 2 moons around an gas giant and you are starting on one of the moon. The other moon has both SI and Ti, but 40% wind energy generation. Another notable feature of this seed is that the starting system has another planet that is tidal locked with 150% wind power.

I recommend this seed because we only need to setup one ILS on one moon for both Ti and Si resources.

This guide setup both Ray Reciever and EM-Rail Launcher on the home plenet. But feel free to try it on the moon or other planet in the system.

95912102
This seed has 3 moons around an ice giant and you are starting on one of the moon. The second moon has Si. The third moon has Ti and 100% construction area and 150% wind power efficiency.

Other interesting starting seeds:
[T+20min] M1. Unlock Basic Tech
Goals: Unlock Blue Science and blueprint technology

Tech Unlock Sequence:
- Electromagnetism
- Automatic Metallurgy
- Basic Logistics System
- Basic Assembling Processes
- Electromagnetic Matrix
- Mecha Core Lv1
- Mass Construction

This section gives a bit more detailed instructions than the later sections. The start of the game is important to unlock blueprint fast. At the same time it is also easy to optimize for speedrun. I recommend to go through and familiarize yourself with the tasks for this segment without time constraint first. Then restart and aim for 15min mark. It take me about 11min to unlock blueprint tech.

1. Collect 10 Iron and 5 Copper ores then start crafting components to unlock Electromagnetism.
2. Queue the tech/upgrades. Don't forget to craft materials for the above tech research from time to time.
3. Craft and place mining machine and wind turbine combo on the iron and copper ore vein. Cut trees for mecha fuel if needed.
4. Add smelters to produce iron ingot, copper ingot, and magnets.
5. Build Assembler to help produce magnetic coils and circuit board as technology unlocks.
6. Grab extra circuit boards from the assembler and/or hand craft them to research rest of the techs.
[T+1h20min] M2. Blue Science
Goals: Build basic mall, scale up Blue Science production to 90/min

Tech Unlock Sequence:
- Smelting Purification
- Improved Logistics System
- Steel Smelting
- Fluid Storage Encapsulation
- High-Efficiency Plasma Control
- Electromagnetic Drive
- Universe Exploration Lv1
- Drone Engine Lv1
- Communication Control Lv1
- Semiconductor Material
- Proliferator Mk.1
- Environment Modification
- Solar Collection

Blue Science Starter Production
- Craft buildings like Assemblers and Matrix Lab to get a single Matrix lab to start unlocking tech before the mall is built.
- Setup a Miner + Smelter + Storage combo for easy mecha energy source (graphite sticks).

Mall Bootstrapping
Build a basic belt and sorter factory to kickstart the Mall infrastructure building.
https://www.dysonsphereblueprints.com/blueprints/factory-speedrun-modular-mall-part-0-1

Basic Mall Part 1
Basic Mall is a collection of Assembling Machines + Storage that vends basic infrastructure buildings for player to pick up manually. For examples, conveyor belts, sorters, mining machines, etc. The player can pick up ready-made buildings from the mall to ensure blueprint won't run into lack of buildings.

In part 1, the focus is to build the starter buildings like yellow belt, sorter, assembler, etc. Find a long patch of land to start building the mall.
https://www.dysonsphereblueprints.com/blueprints/factory-speedrun-modular-mall-part-1-1
https://www.dysonsphereblueprints.com/blueprints/factory-speedrun-modular-mall-part-1-2
https://www.dysonsphereblueprints.com/blueprints/factory-speedrun-modular-mall-part-1-3

Blue Science
Scale up blue science production to 90/min.
https://www.dysonsphereblueprints.com/blueprints/speedrun-blue-science-2x-part-1
https://www.dysonsphereblueprints.com/blueprints/speedrun-blue-science-2x-part-2

A couple of reminders:
- Don't forget to setup additional Matrix Labs to consume the science cubes and perform research operations.
- Don't forget to add storage boxes as buffer for science cubes as many tech need uneven number of different types of science cubes.
- Leave some space for Spray Coater before feeding science cubes to Matrix Lab

You can queue up any/all tech/upgrades that only requires blue science at this point.

[T+2h] M3. Red Science
Goals: Unlock and produce Red Science at 90/min

Tech Unlock Sequence:
- Plasma Extract Refining
- Basic Chemical Engineering
- Energy Matrix
- Mass Construction Lv2
- (Other Level 1 Mecha Upgrades)
- X-ray cracking
- Applied Semiconductor
- Magnetic Levitation Technology
- High-Efficiency Logistics System
- Communication control Lv2
- Mecha Core Lv2
- Drone engine Lv2

Basic Mall Part 2
In part 2, we focus on mall for oil refinery related buildings that are prerequisite to Red Science production.
Note that you can build mall even for buildings that you haven't unlocked yet. Remember to set the recipe in the assemblers once you unlock them.
https://www.dysonsphereblueprints.com/blueprints/factory-speedrun-modular-mall-part-1-4
https://www.dysonsphereblueprints.com/blueprints/factory-speedrun-modular-mall-part-1-5

Research Labs Expansion
Add more tileable matrix labs to consume produced science cube. Add simple buffer to store any excess science. The storage boxes used for buffer can be stacked to expand storage space.

https://www.dysonsphereblueprints.com/blueprints/factory-speedrun-matrix-lab-start
https://www.dysonsphereblueprints.com/blueprints/speedrun-tileable-matrix-lab-x6

Red Science with no X-ray Cracking
Once Red Science has been unlocked, build a basic non-X-ray-Cracking version of Red Science production. Use the initial Red Science to immediately research X-ray Cracking tech. Dump the excess Refined Oil in a storage tank or burn it with Thermal Power Plant.

https://www.dysonsphereblueprints.com/blueprints/speedrun-red-science-0-5-s

Mass Produce Red Science
Once X-ray Cracking has been unlocked, add more Red Science production (or replace existing non-cracking ones) to target a Red Science production rate of 90/min, matching our Blue Science production rate. Using the provided blueprints, 1 Oil seep (with Crude oil > 2/s) can support 3 set of these (30 red science per min per set) blueprints and satisfy the 90/min Red Science production goal.

https://www.dysonsphereblueprints.com/blueprints/speedrun-red-science-cracking-0-5-s

After unlocking High-Efficiency Logistics System, you can expand mall with Lv2 Belt and Sorter.
https://www.dysonsphereblueprints.com/blueprints/factory-speedrun-modular-mall-part-1-1-ext1

[T+3h] M4. Planetary Logistics System
Goals: Unlock Planetary Logistic System and create infrastructures for intermediate products

Tech Unlock Sequence:
- Titanium Smelting
- Crystal Smelting
- Universe Exploration Lv2
- Drive Engine Lv2
- Processor
- Magnetic Particle Trap
- Hydrogen Fuel Rod
- Thruster
- Vertical Construction Lv1
- Planetary Logistics System
- Proliferator Mk. II
- High-Speed Assembly Processes

Initial Preparation
While Drive Engine Lv2 is being queued for research, spend some time to setup additional basic factories for graphites, copper/iron ingot, magnets, and steel. Use storage boxes to store these resources for later use. Skip to next step to start transporting Ti and Si back to home planet once Drive Engine Lv2 is unlocked.

After unlocking the following components, start building one factory for each of the Logistic Tower components and connect their output to the PLS mall. Some components need Si/Ti from the next step.
- Graphene
- Electromagnetic Turbine
- Processor

https://www.dysonsphereblueprints.com/blueprints/speedrun-tileable-graphene-1-33-s
https://www.dysonsphereblueprints.com/blueprints/speedrun-processor-1-s
https://www.dysonsphereblueprints.com/blueprints/factory-speedrun-super-magnetic-ring-0-25-s

Graphene can be produced from crude oil or refined oil. Store produced graphene until you unlocked Magnetic Particle Trap. Then produce Particle Container with Graphene.

Electromagnetic Turbine production can be modified from the Particle Container blueprint by removing the assembler at the end that produces Particle Container.

Manually transport Ti and Si
Once Drive Engine Lv2 is unlocked, get ready for manually transporting the first couple stacks of High Purity Silicon and Titanium Ingot.
- Bring miner, smelter, wind turbine, sorter, belt, storage boxes, stacks of graphite
- Clear your inventory of unnecessary item so that you can carry more refined Si and Ti materials back.
- Use storage boxes to store additional refined resources when you are away.

Manually carry stacks of refined Si and Ti until the Interplanetary Logistics System (ILS) tech gets unlocked later.

Preparing for Planetary Logistic System
Create the mall for Planetary Logistics Systems (PLS).
https://www.dysonsphereblueprints.com/blueprints/speedrun-modular-mall-part-2-1
Create the mall for Interplanetary Logistics Systems (ILS) as well to plan ahead. Set the recipe in the assembler once ILS tech is unlocked.
https://www.dysonsphereblueprints.com/blueprints/speedrun-modular-mall-part-2-2

Expand mall with Lv3 belt and sorter extension.
https://www.dysonsphereblueprints.com/blueprints/factory-speedrun-modular-mall-part-1-1-ext2

Finish the rest of PLS preparation work if needed.
[T+3.5h] M5. Yellow Science
Goal: Unlock and produce Yellow Science at a rate of 30/min

Tech unlock sequence:
- Polymer Chemical Engineering
- High-Strength Crystal
- Structure Matrix
- Mass Construction Lv3
- (Other Level 2 Mecha Upgrades)

Yellow Science Production
Initially we don't need to much Yellow Science to unlock the next level of technology. Start with a simple Red-Yellow Science production combo blueprint. Upgrade Assembler from Lv1 to Lv2 when available. Once Red Science output from this Red-Yellow combo facility is stable, consider phasing-out the Red Science X-ray cracking factory.

Start off with 30/min Yellow Science production rate to unlock tech needed for interplanetary expansion.

Store extra hydrogen byproduct for later energy production with nuclear fusion.

https://www.dysonsphereblueprints.com/blueprints/speedrun-red-yellow-science-combo-0-5-s

Setup Proliferator Production
With access to Si, now is a good time to start craft a few Spray Coater and start producing Proliferator II. Connect it to PLS later when it is unlocked.
https://www.dysonsphereblueprints.com/blueprints/factory-speedrun-proliferator-ii
[T+4h] M6. Interplanetary Mining
Goal: Automatically transport refined Titanium and Silicon back to home planet with Logistic Vessels.

Tech Unlock Sequence
- Super Magnetic Field Generator
- High-strength Titanium Alloy
- Reinforced Thruster
- Interstellar Logistics System

Titanium Alloy
Try to produce Titanium Alloy as soon as it is unlocked. We will need a few hundred of these for Logistic Station and Logistic Vessels

https://www.dysonsphereblueprints.com/blueprints/speedrun-titanium-alloy-0-33-min

Interstellar Mining
After researching Interstellar Logistic System, use assembler or manually craft 2~3 Interstellar Logistic Station (ILS, the number depends on map seed and number of moons) and some Logistic Vessel (put 10 on the home planet's ILS is enough for the recommended seed)

For each resource patch, assuming 4 miner and 12 smelter, it will need 6MW of power. Prepare enough wind turbines according to the resource moon/planet's wind power efficiency level. Also prepare some extra energy production for ILS as well.

We need about 600-ish Ti Ingot and Refined Si per minute in late game. One full yellow belt is 360 item/min and one full green belt is 720 item/min. We need an output of 2 yellow belt or 1 green belt of both Ti ingot and high purity silicon. Scale up your mining and refinement setup your outpost to produce 720/min Ti Ingot and 720/min refined Si and connect the products to ILS.

Once it is setup, we will have logistic vessels to do the shuttle the refined product between the planets.
[T+5.5h] M7. Purple Science
Goal: Unlock and produce Purple Science at a rate of 30/min

Tech Unlock Sequence:
- High-Strength Material
- Thermal Power
- Deuterium Fractionation
- Mini Fusion Power Generation
- Particle Control Technology
- Information Matrix
- (Other Level 3 Mecha Upgrades if you like. Drive Engine Lv3 can be skipped if you only plan to travel between moons around the home gas giant planet.)

Purple Science Production before 5h mark
Once unlocked, build the Purple Science production. Assuming we start producing it around 5h mark, we only need a production rate of 30/min throughout the last 5 hours to meet our need of finishing the game before 10 hours for the achievement.

https://www.dysonsphereblueprints.com/blueprints/speedrun-purple-science-0-5-s

Nuclear Fusion
Create factories for super magnet rings and connect it to PLS. Make sure titanium alloy supplies are also connected to PLS. These will help with mass producing nuclear fusion plant and fusion rods.

Tileable fusion power blueprint, each provides 15MW:
https://www.dysonsphereblueprints.com/blueprints/speedrun-tielable-fusion-power-plant-15mw

In the meantime, feel free to continue spam wind turbines for free energy.

Scale up Yellow Science Production
After unlocking Purple Science, the technologies will mostly requires the same amount of Red and Yellow Science. Deprecate the Red Science production facilities and replace them with the Red-Yellow combo facilities. We will need a production rate of 90/min for both Red and Yellow Science at this stage.
[T+7h] M8. Green Unlocked
Goal: Unlock and produce Green Science at a rate of 60/min

Tech Unlock Sequence:
- Photon Frequency Conversion
- Solar Sail Orbit System
- High-Strength Lightweight Structure
- High Strength Glass
- Casimir Crystal
- Miniature Particle Collider
- Wave Function Interference
- Strange Matter
- Quantum Chip
- Gravitrational Wave Refraction
- Gravity Matrix

Preparing for Green Science Production
The Green Science blueprint I provided is the main science production hub and it does not includes production of Organic Crystal, Graphene, and Hydrogen. Those materials will need to be produced somewhere near some oil seeps and those products will be transported to the main Green Science production area through PLS.

Based on the Green Science production blueprint (with 30/min production rate for each blueprint), you will need:
- 1 Gyser with Crude Oil production rate > 2.5/s for Organic Crystal
- 1 Gyser with Crude Oil production rate > 1.5/s for Graphene
- Gysers with combined Crude Oil production rate > 5/s for Graphite and H with X-Ray Cracking
- 1 Iron Smelting Combo (see blue print below; provides Iron Ingot and Magnet)
- 1 Copper Smelting line (1 full yellow belt of production)

It is recommended to scout the planet's oil seeps first and plan out the gyser location and the material it will be producing.

You will likely need multiple copies of the same blueprint to produce enough intermediate materials to unlock the full production rate of the Green Science blueprint.

Note that Hydrogen generated by X-ray Cracking will also produce more Graphite as byproduct than needed. Leaving those unattended would likely block Hydrogen production. You can setup buffer boxes with prioritized splitter so that excess Graphite can be stored or burnt as fuel for power. Each Thermal Power Plant uses 0.4 graphite per second.

https://www.dysonsphereblueprints.com/blueprints/speedrun-organic-crystal-0-5-s
https://www.dysonsphereblueprints.com/blueprints/speedrun-hydrogen-with-x-ray-cracking
https://www.dysonsphereblueprints.com/blueprints/speedrun-iron-combo

Green Science Production
Manually craft 4 Miniature Particle Collider for the Strange Matter production.

We need a production rate of 60/min in the last 3 hours of the 10 hours for the achievement. Get the Green Science production up and running as fast as you can.

The output of Graviton Lens can be boosted with proliferator (included in the blueprint). The extra Lens production can be later used in Ray Reciever to boost solar power collection.

https://www.dysonsphereblueprints.com/blueprints/speedrun-green-science-0-5-s-part1
https://www.dysonsphereblueprints.com/blueprints/speedrun-green-science-0-5-s-part2
[T+8h] M9. Solar Sails and EM Rail Ejectors
Goal: Dyson Swarm Created; Begin producing Critical Photons

Tech Unlock Sequence:
- Ray Receiver
- Planetary Ionosphere Utilization
- Dirac Inversion Mechanism
- Solar Sail Life Lv 1-3
- Ray Transmission Efficiency Lv 1-3
- [Optional] Logistic Carrier Capacity Lv3
- [Optional] Logistic Carrier Engine Lv3

Initial Solar Sail Production
Create simple mall for Ray Receiver and EM-Rail Launcher.
https://www.dysonsphereblueprints.com/blueprints/factory-speedrun-modular-mall-part-3-1

Setup a simple Solar Sail Production line and start stock piling them for Dyson Swarm.
https://www.dysonsphereblueprints.com/blueprints/speedrun-solar-sail-2-s

Setup Ray Receiver
Setup an array of Ray Receivers at both the North and South Pole of your home planet. Also manually launch a few Solar Sails so that Ray Receivers can start accumulate continuous receiving bonus.

https://www.dysonsphereblueprints.com/blueprints/speedrun-6x-polar-receivers

Setup EM Rail Ejector
Setup EM Rail Ejectors as two launcher rings surrounding the Ray Receiver on both poles. 36 Launcher for each pole. Set up solar sail orbit #2 and #3. Both having max radius and 90 degrees inclination. The two orbits should have Longtidued of AN 180 degress apart. Set the launchers at one pole to fire at orbit #2 and launchers at the other pole to fire at orbit #3.

Remember to connect the Solar Sail belt to the launchers.

https://www.dysonsphereblueprints.com/blueprints/speedrun-polar-ejector-ring2
https://www.dysonsphereblueprints.com/blueprints/speedrun-polar-ejector-ring3

Sometimes launchers at both might be at a bad angle for launching sails. Try edit the orbit and switch the longtitude of AN between the two orbit to launch sails continuously.

Scale Up Solar Sail Production
Continue to expand Solar Sail production capacity. To reach our goal in time we will need a Solar Sail production rate of about 960/min. This maps to 8 Solar Sail production blueprint and 6 Graphene production blueprints that I have shared in this guide.
[T+9h] Win the game
Goal: Win the game within 10h

At this point you should have a steady and increasing flow of critical photon, which is then converted into antimatter, then Universe Matrix (White Science).

Here is a couple optimization that you can do to speed things up:
- Make sure Graviton Lenses are inserted to Ray Receivers to increase Dyson Swarm power collection.
- Spray White Science with Proliferator for extra research hashing output.
- Loop the antimatter/white science to keep it moving so it won't be stuck on the belt. Other wise the Matrix labs at the end of the belt may have more anti matter than they can process and that's not efficient.
- Add more Solar Sail production capacity and EM Rail Ejector
[T+10h] Conclusion
That's it! Enjoy your achievement! Hope you found this guide helpful and enjoyed the game!
42 Comments
BlueStellar 27 Jul @ 3:34pm 
my default time was 70 hours, HOLY
Shish 22 Jul @ 8:03am 
I can confirm that this still works on the latest patch (0.10.32.25783) with dark fog disabled

Just made it in 9h30, seed 82506644 - starting on a moon around a gas giant, the other moon has silicon, titanium, and fire-ice super-close; the third planet is locked so I placed sail launchers over there to give them 100% uptime
Lovino98 20 Apr @ 12:32pm 
Can anyone confirm if turning off dark fog is okay to receive this achievement? I'd hate to finish in under 10 hours and find out that I needed to leave dark fog on.
Matias Swift 25 Apr, 2024 @ 6:55pm 
Thank you so much made it with 20 mins to spare, you're the fucking best!
sirgog 13 Jul, 2023 @ 12:06am 
(3/3)
I think I'd also recommend a second mall dedicated solely to belts. I found myself handcrafting tech 2 belts a lot because the mall had insufficient throughput. The instant the tech 2 belt research is done, I think it would be useful to drop a "t2 belts from raw" blueprint.

One thing I did differently in Hour 3 is to load up a hundred wind turbines, 1500 tech 2 belts and other buildings, go to the silicon planet and build a processor factory and a solar power plant factory there, then move to the Titanium planet and build the Ti mining/smelting facilities. After the titanium plant is established, there should be a bunch of processors and solar already made ready for collection. Silicon isn't needed for anything other than solar plants and processors until purple science and even then you don't need much other than for processors, so I didn't establish any silicon buffer.

More later, once I actually win.
sirgog 13 Jul, 2023 @ 12:05am 
(2/several)

I had a lot of trouble with the first 20 minutes until I realised that you need to research smelters first and manually place ore into them, then assembly plants second, and to make do without belts for 3-5 minutes longer than feels natural. The order that comes most naturally to me was belts and boxes first, then smelters, and this was meaningfully slower.

Mecha power is BRUTAL in the first 2 hours. Wireless power towers seem essential even for placing small blueprints early, and ESPECIALLY for placing longer belts connecting resource harvesting hubs. I feel the wireless tower prereq research might be the most important early blue tech, and if I restart I will probably research it within 3 minutes of Mass Construction 1.
sirgog 13 Jul, 2023 @ 12:05am 
I"m trying to follow this guide now, here's my feedback limited to the first 3 hours as that is what I'm up to. It's definitely a good guide.

Firstly, I don't think I like the recommended seed. I can see that it will reduce mecha flight time and ILS energy costs later, but the original planet layout is horrible and pushes you into sprawling expansion very early. It's hard to find space for the mall and for efficient science early, and laying lots of belts for transport ends up taking up lots of time. I'm open to being proven wrong here - maybe it's 15 minutes slower to ILS and 45 minutes faster later - but it's awful for the first 3 hours.

(1/several)
Graushwein 16 May, 2023 @ 11:12pm 
7. Expect your first 3 iron patches to run out some time between purple and white science. If you don't notice or plan accordingly, your ability to progress is halted into you fix it. I recommend putting a PLS near the mall before or after building out purple science production and connect it to additionally supply your mall's raw materials.
8. After finishing each science, check on everything that produces oil and hydrogen and make sure they don't get full and halt production.
That is all I have for now. Good luck!
Graushwein 16 May, 2023 @ 11:11pm 
5c. Know how many EM Rails/dishes you'll need and make and how many sails per minute are needed for them. My setup needed 120/min critical photons to make 150/min white science (due to proliferation), 20 dishes, 1200/min sails (not proliferated), 60 EM Rails.
6. Power... Expect your first 4-5 coal power patches to run out around purple science and that many times more than that to support purple, green, and white science. In my run, I needed 20-25 Deuteron fusion power plants for purple, and 40-50 for sail production and the rest of the new science colors. I used PLS/ILS for a lot, which is power hungry. Hopefully that's helpful. I had 8-10 powered PLS, 7-10 unpowered PLS, 12 powered ILS, 3 unpowered ILS, and 8 gas giant hydrogen harvesters. Don't run out of power, else your proliferation stops working and you lose A LOT of production.
...
Graushwein 16 May, 2023 @ 11:10pm 
4. (Optional) Put logistics distributors (hats) on all mall storage boxes, even if you don't add bots to them. You can pull stuff out of them like a tower while on the other side of the planet. You save a lot of time by being able to restock your inventory while waiting for stuff to finish building.
5a. Start making/launching solar sails at least 45 minutes before you get to white science. Also, place dishes at this time because it takes about that long for them to accumulate the connection strength. That way you get full critical photon production when you need it.
5b. Use a seed with a tidally locked planet. If the EM Rails fire, they'll always fire. No need to waste time switching orbits or wasting dishes/rails because the planet spins. Know where to place them and the sail orbit that works for them.
...