This guide is like a roadmap for new players to help them navigate the game. It offers suggestions on how to build and set goals to keep progressing smoothly, and it also helps you steer clear of common mistakes that can slow down your planetary factories. Think of it as your trusty guide to success in the game!
Post ILS (Interstellar Logistics Stations)
We’re diving right into the late game here, and there’s a good reason for it. Knowing what to aim for ahead of time will help you structure your setup more efficiently, saving you hours of rebuilding because you didn’t realize how incredibly powerful Interstellar Logistics Stations (ILSs) can be.
Więc, once you’ve reached the point where you’ve automated the production of ILSs (not just researched them but fully automated their production), Gratulacje! You’re now in the big leagues, and you can spend more time expanding rather than constantly fixing system failures in your factory. The only other major logistical step left for you is to automate the production of Space Warpers. These handy gadgets reduce the time it takes to move between systems from a tiresome 5-10 minutes to just a quick 20 towary drugiej jakości. If you ventured out of your home system before getting Space Warpers, Dobrze, that was on you.
Teraz, let’s talk about two types of planets you should be on the lookout for: Resource Planets and Production Planets. We’ll cover each type in the sections below.
Post ILS Resource Planets
Teraz, in this phase of the game, you’ll likely encounter one of two issues: either you’re running low on energy production or you’re facing a shortage of resources. If your problem is energy, refer to the “Post ILS (Interstellar Logistics Stations) Energia” sekcja. This part of the guide is all about addressing the resource shortage.
Więc, what do you do when you’re running low on resources? Dobrze, it’s time to find a planet with the resources you need and colonize it like you’re reenacting the colonization era of 17th-century European countries.
Here are the basic steps:
- Find a Planet: Open your Starmap (skrót: ‘v’) and search for a planet with the resources you require. It’s even better if you can locate one with special resources.
- Go to the Planet: Once you’ve identified your target planet, activate the indicator so that a helpful line points you directly toward it.
- Drop an ILS Requesting Solar/Wind Band Buildings: Warp your Mech to the planet (skrót: ‘caps lock’). Try not to miss your target; even after 200 godziny rozgrywki, you’ll probably still fly past it about 50% tamtego czasu. Remember that you can hit the Warp key again just before reaching the planet to avoid circling back around and wasting more time than necessary.
- Build Solar/Wind Band Around Equator: Upon landing on this pristine piece of paradise, it’s time to unleash your inner capitalist and develop it to your heart’s content. Find the Equator (0 degrees North/South), or if you have OCD tendencies like me, locate the East or West at 0, 90, Lub 180 degrees to start on a nice even number. Drop an ILS and have it request Solar Panels, Wind Turbines, and Foundations. Limit them to about 2k each to avoid wasting too many resources (lub nie, w tym momencie, a few thousand of each should be nothing). Create your Solar/Wind energy band around the Equator, adding foundations as needed. To construct a Solar/Wind band, place a Wind Turbine directly on the Equator and surround it with 8 Solar Panels. Make this a blueprint if you haven’t already and paste it along the Equator until you’ve encircled the planet. Remember that you can blueprint multiple groups of Solar/Wind setups as one blueprint, which will save you a lot of time. Po ukończeniu, you should be generating somewhere between 300-500 MW of power (depending on the planet type and the number of bands you’ve placed), which should be more than enough energy for your Resource planet without any fuel consumption.
- Set Up Resource Mining: Once your energy production is sorted, drop some ILSs near the resources you want, set them to Local Demand and Remote Supply for the resource, and use your preferred mining method to extract the resource.
- Repeat the Process: Repeat the previous step until you’re mining every resource on the planet or your short attention span gets the better of you, whichever comes first.
Gratulacje, you’ve successfully established a Resource Planet! Ensure that you’ve set the ILS requesting Solar/Wind/Foundations to supply, i wtedy, without pondering the moral quandaries of colonization and resource exploitation too deeply, move on to repeat this process on the next planet.
Post ILS Production Planets
Teraz, it’s time to transform those precious resources into something useful, just like the capitalist you are! Welcome to the world of Production Planets (PPs). Why are they called Production Planets and not something like Manufacturing Planets? Dobrze, because PP (Production Planet) sounds way cooler than MP (Manufacturing Planet). Oczywiście.
When selecting your PP, it’s crucial to consider certain factors. Unlike Resource Planets (RPs), you can’t just pick a PP without thought. Dobrze, możesz, but you’ll likely pay for it later, and this guide is here to help you avoid those costly mistakes.
Here’s a list of advantageous qualities to look for in a PP:
- High Construction Area %: Aim for anything higher than 90%. More Construction Area means less wasted Foundations and Soil. Clear, open areas leave your mind free to focus on what to build, not how to fit it.
- Proximity to the Star: The closer to the star, tym lepiej. While it may not be obvious at first, it’s VERY IMPORTANT. A planet near the star can build Ray Receivers on the poles that are up 100% tamtego czasu. This is achieved by building a maximum-diameter Dyson Sphere or at least having frames at the North and South Poles of the Dyson Sphere. Ray Receivers can generate 15MW of power, equivalent to 50 Wind Turbines or 83 Solar Panels (Solar Panels are down 50% of the time due to day/night cycles). This becomes your main free energy source, and if you can ensure 100% uptime, idź po to. (NOTATKA: Once you’re relying on Artificial Stars for power, you can ignore this and instead have a planet dedicated to producing Critical Photons. Jednakże, Artificial Stars are beyond end game and are typically used when you’ve already completed the last tech research and ‘won’ the game.)
- Proximity to Home System: This is the least important but still something to consider. If your PP is in the center of the galaxy, it means less travel time for resupplies. Chociaż, as long as you’re not making completely foolish decisions, you can mostly ignore this factor.
- Planetary Type: Certain planet types are advantageous, podczas gdy inni nie. Na przykład, a Lava planet is great for Geothermal Power Stations, while a Barren Desert planet won’t produce any Wind energy. Check the Solar and Wind energy ratios and look out for any irregularities related to planet type before you start building, so you can plan accordingly.
Teraz, let’s talk about how to build on your PP:
- Start with a Resource Planet (RP): Follow the steps to create an RP to get started. Once you have the Solar/Wind band around your PP providing you with a decent amount of energy, you can start the actual construction.
- Two Types of Production Planets: I recommend having two types of PPs: Assembling Machine PPs and Smelter PPs. The difference is straightforward: Assembling Machine PPs produce anything that requires an Assembling Machine, while Smelter PPs produce anything requiring a Smelter.
- Efficient Supply Line: When you begin constructing on your PP, drop an ILS with Demands for Belts, Sorters, Tesla Towers, Smelters or Assembling Machines, and Space Warpers (see ILS and Space Warpers below). This single ILS will supply you with 95% of the materials you’ll need for this planet. These are the items you’ll run out of most frequently while building and Space Warpers. This setup will save you a ton of travel time as you build your PPs.
- Set Up Production Chains: Now that your building supplies are taken care of, you can go all out. Drop an ILS and set the 1st slot to Supply whatever product you want, szczeliny 2-4 to demand the needed materials. Set up your production (I won’t hold your hand through that as it’s a significant part of the fun in the game), and now you never have to worry about producing that item again… until you need to expand production. Repeat this process for every. SINGLE. THING. Gratulacje, you’re now producing everything you need. Expand production as needed and keep repeating. W końcu, visit your first world and gaze in horror at the spaghetti of belts and production buildings as you realize how much you’ve grown from your early days.
- Note on Complex Recipes: Some items like Oil Extractors and Oil Refineries require four materials to make. W takich przypadkach, use two ILSs. Many of these items share the same required materials, which you can pair up to make things more straightforward.
- Pole Positioning: Keep in mind that the closer you are to the poles (and farther from the equator), the harder it is to build production chains. At certain latitudes, you’ll notice the building grid shift to small squares. Try to avoid building on the lines where the shifts occur and plan your builds either above or below them. The top (and bottom) 15 degrees of the planet should be reserved for Ray Receivers or EM-Rail Ejectors, as they greatly benefit from those locations. Blueprints not designed for these areas can break horrendously.
Teraz, let’s discuss ILS and Space Warpers:
ILS and Space Warpers: To efficiently transport your goods past the “Distance to enable Warp,” every ILS will need a steady stream of Space Warpers. Aby to zrobić, set one slot to Demand Space Warpers, preferably the 5th slot to keep it out of the way. Have one ILS on each planet set to Local Supply and Remote Demand. All other ILSs should be set to Local Demand and Remote Storage, with a limit of 100 Lub 200, depending on your preference. Gratulacje, your Logistics Vessels will now Warp while your only concern is making sure your production of Space Warpers outpaces demand. If your ships ever stop Warping, just double-check your Space Warper production, and you’ll be good to go.
Post ILS Energy
Now that you’re mining like it’s the California Gold Rush and producing like it’s the Industrial Revolution, there’s one problem that keeps slowing you down: power outages. It feels like half your time is spent not expanding production but expanding your energy production. Every time you finish a new product line, you see that dreaded orange-colored percentage, which slows down your Production Planet (PP) to a crawl. Więc, how do you manage this nightmare? The solution is simple: the Dyson Sphere.
Miejmy nadzieję, you’re reading this before you’ve even built your first Interstellar Logistics Station (ILS), because I’ve got some bad news if you’re already deep into the game. Building a Dyson Sphere isn’t something you can do quickly. W rzeczywistości, it’s going to take hours, even with massive production chains and dozens of Vertical Launching Silos (VLSs). Więc, the moment you hit Purple tech, start thinking about the hidden (5.5th) tech of the game: Small Carrier Rockets, which are the final missing piece needed to build your Dyson Sphere.
To build your Dyson Sphere, open the Dyson Sphere menu (skrót: ‘y’). In the Dyson Sphere menu, build Nodes and connect them with Frames. Enclose a small area with Frames, and you can use the Dyson Shell button to fill in the area with Solar Sails, increasing energy production. This process happens automatically as long as you are launching Solar Sails with the EM-Rail Ejector. Keep in mind that a Dyson Node can only acquire 40 Solar Sails at a time, so ensure you have lots of Nodes to absorb as many Solar Sails as you’re launching into orbit.
Here’s a neat trick for setting up your PPs (Production Planets): add a Dyson Sphere Layer with the maximum Orbit Radius. Make sure you have Nodes/Frames at the North and Southern Poles of your new Dyson Sphere layer and Ray Receivers at the Northern and Southern Poles of your PP. If your planet is close enough to the sun, your Ray Receivers should have 100% uptime because they are in constant view of the Dyson Sphere. Assuming your Dyson Sphere has enough material in it (and your Ray Transmission Efficiency is decent), this is the best way to get energy that requires zero consumables. You can stop producing literally everything, and you’ll still get energy.
W końcu, you’ll want to transition to Artificial Stars, but those do cost some materials that are not infinite or renewable, specifically Titanium Alloy and Annihilation Constraint Sphere (Processors and Particle Containers).
Once you’ve reached Purple Tech, make it a regular practice to increase your Dyson Sphere Production. Every time you finish increasing your Tech Matrices, ensure you increase your production of Dyson Sphere components. By the time you realize you need more energy, your Dyson Sphere will have plenty of extra production for you.
Wreszcie, when expanding to new systems for new PPs, make setting up your Dyson Sphere and Vertical Launching Silos your first step in the new system. Zaufaj mi, this will save you a lot of time and frustration.
Energy and Space Conundrum or Which Tier of Tech to Use
Let’s talk about “SPACE” – not the final frontier in the cosmic sense, but the space in your construction area. In Dyson Sphere Program, every building takes up space on a planet’s surface. Each tier of production building presents an interesting conundrum as you progress through the game. The higher the tier, the faster the production, but it also consumes more energy. Jednakże, the ratio of production to energy gets worse as you move up the tiers.
Here’s a breakdown of the specs for Assembler Machines (AMs) and Smelters as of October 2023:
Assembler Machines (AMs):
- T1 Production Speed: 0.75
- T1 Energy Consumption: 270kW
- T2 Production Speed: 1
- T2 Energy Consumption: 540kW
- T3 Production Speed: 1.5
- T3 Energy Consumption: 1.08MW
Smelters:
- T1 Production Speed: 1
- T1 Energy Consumption: 360kW
- T2 Production Speed: 2
- T2 Energy Consumption: 1.44MW
Jak widać, the energy consumption increases much faster than the production speed. Two T1 Assembler Machines have the same energy consumption as a single T2 Assembler Machine but will produce 0.5 więcej. Jednakże, two T1 Assembler Machines cost twice as much space (construction area).
This brings us to the “Energy/Space Conundrum.” You need to decide whether it’s worth using more energy or more space in your builds. As you build Dyson Spheres around your Production Planets (PPs), you’ll have an easier time supplying energy to your PPs. Pierwszy, your Ray Receivers will directly produce energy, and later, they’ll produce Critical Photons for Antimatter Fuel Rods that power your Artificial Stars. Esencjonalnie, a bigger Dyson Sphere equals more space saving. Innymi słowy, “More SPACE equals more space.” Więc, Tak, SPACE is indeed the final frontier after all.
Game Start and Blue Tech (Electromagnetic Matrix)
Starting the game can be a bit overwhelming, especially if you’re new to Dyson Sphere Program. You might feel like a beginner fumbling around with no clear idea of how the galaxy works or your role in it. Nie martw się; we all start from a place of ignorance, and this is your opportunity to experiment and have fun with it. During this phase, mistakes cost you virtually nothing, so it’s the best time to learn and explore.
Here are your initial goals:
- Research everything that doesn’t require a Matrix. Obecnie, there are only five techs with this description.
- Begin automatic production of Blue Tech (Electromagnetic Matrix) and feed them into Matrix Labs for automatic research.
To achieve these goals, start by building small automation chains. Belts are the most crucial, as you’ll need hundreds of them. Potem, consider setting up automation for Sorters, (Arc) Smelters, and Assembling Machines, w żadnej kolejności. You might also want to automate Wind Turbines, Tesla Towers, and Foundations. If you prefer a more leisurely approach, you can manually build Mining Machines.
One critical aspect of automation is having a steady supply of Magnetic Coils and Circuit Boards. By having production chains for other buildings, you’ll generally have automated production of these Intermediate Products. To ensure you have a consistent supply of these items building up, consider adding a Storage Mk.1 to a belt carrying either Magnetic Coils or Circuit Boards. Use a Sorter to pull items into the chest upstream from a Sorter that deposits the items back onto the belt. This setup allows overflow items to accumulate in the chest without disrupting production.
Red Tech (Energy Matrix)
Get ready for some serious Belt Spaghetti because you’re diving into the world of Red Tech (Energy Matrix) produkcja, and it’s going to get complex. To produce Red Tech, you’ll need Hydrogen, which means you’ll need Oil Extractors, resulting in lots of belts crisscrossing your starting planet.
This is the point in the game where you absolutely need to rush a technology or face some difficulties. X-Ray Cracking is crucial here. It allows you to take Refined Oil and actually use it for something meaningful. Swoiście, it enables you to convert Refined Oil and Hydrogen into Energetic Graphite and more Hydrogen, which are the exact ingredients required for Red Tech. No more Coal is needed.
This is also the stage where you should become familiar with using and exploiting Splitters. Learn about Priority inputs, Priority output, and the various configurations of Splitters (press tab while building a Splitter before you’ve placed it to access these options). You’ll need to figure out how to ensure you have enough Hydrogen in your refining loop, manage excess Refined Oil, and balance the ratios of Hydrogen to Graphite or vice versa. Priority input/output Splitters and Thermal Power Plants can be your saviors in this phase. I’ll leave the specific details for you to work out, but just know that Splitters are often the solution to many problems you’ll encounter at this stage.
Once you’ve had your fair share of fun with Splitters and Belt Spaghetti, it’s time to move on to the next stage: Yellow Tech (Structure Matrix).
Yellow Tech (Structure Matrix)
Welcome to the world of Yellow Tech (Structure Matrix), where Belt Spaghetti and Splitters are about to become obsolete. It’s time to take your first steps into SPACE. Open your Starmap (shortcut v) and locate a planet in your star system with Silicon Ore and Titanium Ore. Load up on Coal and prepare for the journey. Stock up on essential items: co najmniej 2 stacks of Smelters, Assembling Machines (AMs), Wind Turbines, Sorters, I, najważniejsze, Belts (wiele, many stacks of Belts). Set up automatic production for Titanium and Silicone, and if you’re clever, automate Processor production too. Once you’ve achieved this, take a moment to appreciate your accomplishments.
Teraz, it’s time to play pack mule. Load up on Titanium Ingots and High-Purity Silicone and head back to your home planet. Jednakże, you’ll likely find that something is broken – a critical failure that’s halted your production lines. Fix whatever is broken before moving forward.
With your home planet fixed, set up Hydrogen Fuel Rod production. Your new role in this phase of the game is to become an interplanetary pack mule. It’s not glamorous, but in this single-player game, it’s a necessary task. Deposit stacks of Titanium Ingots into a chest, knowing that you’ll eventually need to return and refine this setup because it’s not truly automated.
Now that you have a decent fuel source, your top priority is automated production of Planetary Logistics Stations (PLSs). Paradoxically, the best way to automate PLS production is to use PLSs themselves. It’s a bit of a catch-22, but remember the days of Blue Tech and manual construction. Did you automate your Processor production on your second planet? W przeciwnym razie, it’s pack mule time. Jeśli to zrobiłeś, Świetnie, but how many Processors did you bring back? Będziesz potrzebować 40 Processors for one PLS and ideally 5 Logistics Drones for each PLS, łącznie 50 Processors per PLS. To fully use a stack of Processors, będziesz potrzebować 4 PLSs for Titanium and 2 PLSs for each full stack of Processors. Determine how many PLSs you need and whether you have enough stacks of each material or if it’s pack mule time again. Having Hydrogen Fuel Rods will make the trips less precarious, and be sure to monitor your star map, as the distances between planets can change due to planetary orbits.
Once you’ve set up an automated supply of PLSs, it’s time for Yellow Tech. Say goodbye to Belt Spaghetti. Drop a PLS with Supply for your output material and Demand for your input materials. Need more Iron or Copper? No problem – drop a PLS with Demand for the ore, Supply for the ingots, and set up your Smelters. Need a new ore mine? Place a PLS next to your mining location and set the ore to Supply. No more Belt Spaghetti, no more belts crossing the whole planet. Life is easy, except for the fact that you still have to be a pack mule for anything involving Titanium or Silicone.
After setting up Yellow Tech, it’s time to rush another tech. Can you guess what it is? If you said Interstellar Logistics System for ILSs (Interstellar Logistics Stations), you’re correct. Purple Tech (Information Matrix) can wait. Your primary goal is to offload pack mule duties, and this is how it’s done. Rush to ILSs and set up automated production. Shake off the deja-vu; this time, the only new resource you need is Sulfuric Acid to make Titanium Alloy (although Logistic Vessels do need Electromagnetic Turbines, but that shouldn’t be too hard to set up, Prawidłowy?).
Gratulacje, you’ve automated ILSs and are now Post ILS. Review the previous sections if needed, and then it’s on to Purple Tech.
Purple Tech (Information Matrix)
Gratulacje, you’ve made it to the Purple Tech (Information Matrix) phase and should be Post ILS (Interstellar Logistics Station) by now. If you’re still thinking about Purple Tech and haven’t automated ILSs, it’s time to shed your interplanetary pack mule persona. Embrace your role as a galaxy colonizer and let INTERSTELLAR LOGISTICS STATIONS handle logistics for you, because they can do it 10 times better with thousands of Logistics Vessels.
Teraz, let’s talk Dyson Spheres. You might have dabbled with the Dyson Swarm, but it’s time to accept the loss of those Solar Sails and move on. Your star system might be starting to feel small and barren, with resources running low. That’s when you need Space Warpers, and to get those, you’ll need Deuterium.
Masz dwie opcje:
- Gas Giants Exploitation: Research this tech and build Orbital Collectors on the Gas Giant orbiting your home planet. That seemingly useless ball of gas will finally serve a purpose.
- Fractionator loops: These are a fun way to use Splitters and consume excess Hydrogen. They’ll provide you with Deuterium, and you can use the excess Hydrogen for Mini Fusion Power Plants, which will be essential for your power needs.
Now that you have Space Warpers (with Deuteron Fuel Rods) and can travel to other systems efficiently, your goal has shifted. Purple Tech is okay, but you’ll make better progress by acquiring new Resource Planets (RPs), especially those with rare resources like Fire Ice and Spiniform (Spiniform Stalagmite Crystal). A Gas Giant with Fire Ice will give you an unlimited supply of Graphene as long as you burn off the excess Hydrogen. A Spiniform mine makes Particle Broadband and Frame Material production much easier, both of which are important for Purple Tech and Dyson Sphere Frames, which should be your focus now.
Other resources to look for include:
- Hydrogen and Deuterium from all gas giants. You can never have enough of these, and you can use the excess to generate more energy.
- Sulfuric Acid Ocean on a Volcanic Ash planet. Use Water Pumps to extract it and ensure a steady supply.
- Organic Crystal, which can now be directly mined, eliminating the need for complex production chains.
- Kimberlite Ore for easy Diamond production.
- Fractal Silicon for straightforward Crystal Silicon production.
As resources pour in from your new Resource Planets, you might consider building a Production Planet. Set up production chains for Blue, Czerwony, and Yellow Tech, and then tackle Purple Tech, which will no longer seem as daunting. Feel free to use a Dyson Sphere Program production planner (like the one for Factorio Lab) to help you determine the right ratios for Purple Matrix production.
Once you’ve automated Purple Tech, focus on researching Vertical Launching Silo to get your Dyson Sphere project started. Don’t think about Green Tech until you’ve planned your Dyson Sphere (shortcut y) and have at least six Vertical Launching Silos in action with the production capacity to support them. Once that’s set up, you can start shooting Solar Sails into system orbit and, przynajmniej, stop wasting them. Make sure every system with a Production Planet is building its own Dyson Sphere, and now you’re ready to consider Green Tech (Gravity Matrix).
Green Tech (Gravity Matrix)
You’ve reached the Green Tech (Gravity Matrix) phase, and it’s time to confront the hidden final boss of the game: Plane Filters and the insatiable demand for Hydrogen. Plane Filters are the culprits that can mess up your logistics system if you’re not prepared. Dlaczego? Because Casimir Crystals, a crucial component of Plane Filters, require a staggering 12 Hydrogen each to produce. To achieve a production rate of 60 Green Tech per minute (one every second), you’ll need to ensure you’re generating an extra 22 Hydrogen per second. This seemingly simple requirement can wreak havoc on your interplanetary logistics if not met.
Hydrogen is the lifeblood of your logistics system, and nearly everything in your interstellar empire, apart from Blue Tech (Electromagnetic Matrix), is somehow tied to it. Even though some processes generate Hydrogen, if it’s not used or vented properly, it can lead to a critical failure in your logistics chain, causing production to grind to a halt.
W rezultacie, you might have resorted to various methods to get rid of excess Hydrogen, like using it in power plants or Deuterium production, just to keep things running smoothly. Teraz, you understand why you were producing so much Hydrogen for the Quantum Chip, a component of the Gravity Matrix.
Now that you’re aware of this challenge, you can prepare accordingly. The rest of the Green Tech research is relatively straightforward. Increase your production capacity, seek out special resources as shortcuts, and expand your Production Planets (PPs) to add more production at will. PPs are designed for rapid expansion, so take advantage of that.
Once you have a reliable Green Tech supply, use it to manufacture Space Warpers. Each Graviton Lens will now produce 8 Space Warpers instead of just 1. Continue expanding your Dyson Sphere production while researching technologies that don’t require White Tech (Universe Matrix).
A critical piece of advice: Keep expanding your Dyson Sphere. If you’ve completed one layer entirely, build another. Don’t neglect shooting Small Carrier Rockets for frames, as this is crucial for your long-term success. Teraz, you’re ready for the final steps of the game.
White Tech (Universe Matrix)
You’ve reached the culmination of your journey in Dyson Sphere Program, and it’s time to tackle White Tech (Universe Matrix). W tym momencie, your Dyson Sphere should be a magnificent source of power, and it’s going to be an integral part of your White Tech production.
To create Antimatter, which is a crucial component for White Tech, you’ll need Ray Receivers set to “Photon” mode. These will produce Critical Photons, which can be further processed in a Miniature Particle Collider to generate Antimatter.
Antimatter also serves as the fuel for Antimatter Fuel Rods, the best energy source in the game, providing a substantial 7.2GJ of energy. These fuel rods are used to power Artificial Stars, which can generate a staggering 72MW of energy for 100 seconds each. This enables you to power your Production Planets (PPs) without dedicating significant space to energy production buildings. You can even transport energy across star systems by converting Critical Photons into Antimatter Fuel Rods, making on-planet energy production a thing of the past.
Once your Antimatter production is running efficiently and you’ve researched everything except White Tech, transition your research (Matrix) Labs to focus on producing White Tech, as they are designed to handle all six Tech types. Dodatkowo, build new research Labs to expedite the process of obtaining the final piece of research. Gratulacje, you’ve effectively “beaten” the game.
Teraz, you can continue playing to pursue additional goals, such as increasing your Tech production per minute, exploring unvisited systems, or conducting experiments in black holes. The world of Dyson Sphere Program is yours to explore and enjoy, without the pressure of rushing to accomplish specific objectives.
To wszystko, co dzisiaj udostępniamy w tym celu Dyson Sphere Program przewodnik. Ten przewodnik został pierwotnie stworzony i napisany przez Rule 29. Na wypadek, gdybyśmy nie zaktualizowali tego przewodnika, możesz znaleźć najnowszą aktualizację, postępując zgodnie z tym połączyć.