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Copy file name to clipboardExpand all lines: docfx/int/index.md
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_baseUrl: "https://dspguide.github.io/Pages"
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#### [u/Steven-ape](https://reddit.com/u/Steven-ape) has a lot of advice for intermediate players:
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> Tips for logistics bots:
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>
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> - Bots are only useful for low throughput shipping.
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> - Specific use cases: moving proliferator and warpers around your base.
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> - They can also be useful to make a mall without too much spaghetti.
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>
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> Tips for using proliferator:
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> - Skip yellow proliferator. Green proliferator is okay.
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> - Do proliferate: proliferator, science matrix, fuel cells, graviton lenses, high end products.
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> - Don't proliferate: accumulators, space warpers. You can skip low end products if you prefer.
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> - In principle, proliferate intermediate items on the input side, end products on the output side.
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> - It's not bad to proliferate everything, but the benefits are greatest for items that represent a lot of basic resources, and can be manufactured using not too many input items. Definitely proliferate production of things like plane filters, quantum chips and carrier rockets.
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> - You can proliferate to reduce resources consumption, or to increase UPS and framerate. In the first case, proliferate for additional products always. In the second case, use "speed up" proliferation for low-end products.
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> - Products that you might wish to skip proliferating, or use production speed-up on, are: all products that are made from just a single ore, as well as casimir crystals (the latter because they require so many proliferation charges while they are not actually that expensive to make).
The important takeaway here is that it's important to set up assemblers to build some of the buildings such as conveyors to reduce the time spent replicating them in your mech. Stockpiling them in storage is important, too and you need to devise a methodology for finding and retrieving them in the early game before logistics bots are available.
> don't look back. the more you focus on "fixing" your old factories, the less progress you make on your new ones. they are all going to be obsolete by the time you reach endgame anyway, so just keep going.
When starting out, you don't realize how many planets you will be colonizing and it becomes easy to obsess over the mistakes you make early on. That is fine if your goal is perfection, but if your goal is to complete the game then it's going to hurt you in the long run by eating up time that is better spent expanding.
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#### [u/Steven-ape](https://reddit.com/u/Steven-ape) has a lot of advice for new players:
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> Oh, I've got tips! Here you go :)
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>
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> Tips for noobs:
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>
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> - If you don't know what to do, figure out how to make the next colour of science.
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> - Look what items are needed to produce the most common buildings. Make a mall: an area where you manufacture all buildings you can easily make. You'll probably need: gears, magnetic coils, circuit boards, iron ingots and stone bricks.
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> - Make some energetic graphite to use as a fuel for Icarus. You will thank me.
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> - Make a ring of solar panels around the equator for some easy power and easy access to your power grid. You can also make rings of solar panels around the tropic lines (the lines where the build grid shifts). It provides a lot of structure to your world and helps quite a bit with power in the early game.
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> - You don't need to use X-ray cracking to make red science. It's easier and better to just use regular plasma refining to do it. Store all the refined oil in lots of liquid storage tanks; you'll use it later on.
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> - Once you're on yellow science, get advanced logistics options to work for you. Once you have interstellar logistics stations operational, you can start replacing your spaghetti. Really think through how you want to organise the space on your planet. Tip: don't build across tropic lines. Build in the east-west direction to make it easier to avoid those.
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> - When you're manually transporting titanium from another planet, you can actually hold an arbitrary amount of titanium on your cursor. This trick can save a lot of trips.
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> - Instead of trying to leech from a factory you built before, make a new one elsewhere.
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> - Delay making proliferator until you have logistics unlocked at least. Delay making a Dyson swarm until you're on green science at least.
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> - A mk1 belt moves 6 items per second. Two miners that both cover 6 veins mine 6 items per second. So use two miners to fill a belt. Most smelting recipes consume 1 ore per second. So to consume a full belt of ore, you need 6 smelters. (Magnets are the exception.)
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> - Mk1 assemblers operate at 75% of the nominal speed. So if you calculate how many assemblers you need based on the recipe you want to use, don't forget to multiply by 4/3.
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> - If you want to use thermal power plants, use coal as a fuel. Put three thermal power plants on each miner.
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> - For power in the early game, rely on wind, solar, coal, and geothermal power. Accumulators can be useful but they are hard to use effectively. If you want the easiest path through, move directly from those early game power sources to deuteron fuel cells. Then once you have a Dyson sphere, make one last switch to antimatter fuel cells.
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> - If you need more hydrogen, make orbital collectors.
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> - Use the advanced recipe to make graphene as soon as you can obtain fire ice.
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> - There are some items in the game that you will never produce enough of. These items are: iron ingots, electromagnetic turbines, processors, graphene, and plane filters. Don't hesitate to make more of those than you think you'll need.
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> - Use fractionators to make deuterium, not miniature particle colliders. To make fractionators effective, make a loop of about 14 of them. Use the fastest belts you have, and use pilers to stack the hydrogen high on the belt.
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> - On mining planets, you don't have to stock your interstellar logistics stations with warpers and vessels.
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>
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> Tips for routing conveyors:
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>
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> - Run the conveyorbelt alongside the facility, not directly at it.
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> - Sorters can access conveyor belts 1, 2 or 3 spaces away from the building. However the further away the slower they are. Especially for Mk1 sorters you may need to use multiple sorters to get the desired transference speed.
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> - Once you have logistics towers, you have belts with input materials running from the tower, and output products back into the tower. Look at the ratios in which items are transported: the highest throughput item determines how many assemblers or smelters you can put along the belt. Belts carrying lower throughput items can often be joined together. For example, to smelt titanium, you can have two columns of smelters, with titanium ore running along the two outsides, and a single belt of titanium ingots running back through the middle.
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> - If you're producing a single item using a logistics tower, you can usually put four columns of production facilities side by side. This starts to get cramped for products that have three input materials, like super-magnetic rings. Consider making just two columns for those kinds of items if you want to keep your builds simple.
<h4id="usteven-ape-has-a-lot-of-advice-for-intermediate-players"><ahref="https://reddit.com/u/Steven-ape">u/Steven-ape</a> has a lot of advice for intermediate players:</h4>
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<blockquote>
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<p>Tips for logistics bots:</p>
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<ul>
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<li>Bots are only useful for low throughput shipping.</li>
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<li>Specific use cases: moving proliferator and warpers around your base.</li>
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<li>They can also be useful to make a mall without too much spaghetti.</li>
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</ul>
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<p>Tips for using proliferator:</p>
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<ul>
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<li>Skip yellow proliferator. Green proliferator is okay.</li>
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+
<li>Do proliferate: proliferator, science matrix, fuel cells, graviton lenses, high end products.</li>
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+
<li>Don't proliferate: accumulators, space warpers. You can skip low end products if you prefer.</li>
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+
<li>In principle, proliferate intermediate items on the input side, end products on the output side.</li>
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+
<li>It's not bad to proliferate everything, but the benefits are greatest for items that represent a lot of basic resources, and can be manufactured using not too many input items. Definitely proliferate production of things like plane filters, quantum chips and carrier rockets.</li>
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<li>You can proliferate to reduce resources consumption, or to increase UPS and framerate. In the first case, proliferate for additional products always. In the second case, use "speed up" proliferation for low-end products.</li>
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+
<li>Products that you might wish to skip proliferating, or use production speed-up on, are: all products that are made from just a single ore, as well as casimir crystals (the latter because they require so many proliferation charges while they are not actually that expensive to make).</li>
<p>The important takeaway here is that it's important to set up assemblers to build some of the buildings such as conveyors to reduce the time spent replicating them in your mech. Stockpiling them in storage is important, too and you need to devise a methodology for finding and retrieving them in the early game before logistics bots are available.</p>
<p>don't look back. the more you focus on "fixing" your old factories, the less progress you make on your new ones. they are all going to be obsolete by the time you reach endgame anyway, so just keep going.</p>
<p>When starting out, you don't realize how many planets you will be colonizing and it becomes easy to obsess over the mistakes you make early on. That is fine if your goal is perfection, but if your goal is to complete the game then it's going to hurt you in the long run by eating up time that is better spent expanding.</p>
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<h4id="usteven-ape-has-a-lot-of-advice-for-new-players"><ahref="https://reddit.com/u/Steven-ape">u/Steven-ape</a> has a lot of advice for new players:</h4>
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<blockquote>
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<p>Oh, I've got tips! Here you go :)</p>
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+
<p>Tips for noobs:</p>
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+
<ul>
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+
<li>If you don't know what to do, figure out how to make the next colour of science.</li>
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+
<li>Look what items are needed to produce the most common buildings. Make a mall: an area where you manufacture all buildings you can easily make. You'll probably need: gears, magnetic coils, circuit boards, iron ingots and stone bricks.</li>
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+
<li>Make some energetic graphite to use as a fuel for Icarus. You will thank me.</li>
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+
<li>Make a ring of solar panels around the equator for some easy power and easy access to your power grid. You can also make rings of solar panels around the tropic lines (the lines where the build grid shifts). It provides a lot of structure to your world and helps quite a bit with power in the early game.</li>
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+
<li>You don't need to use X-ray cracking to make red science. It's easier and better to just use regular plasma refining to do it. Store all the refined oil in lots of liquid storage tanks; you'll use it later on.</li>
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+
<li>Once you're on yellow science, get advanced logistics options to work for you. Once you have interstellar logistics stations operational, you can start replacing your spaghetti. Really think through how you want to organise the space on your planet. Tip: don't build across tropic lines. Build in the east-west direction to make it easier to avoid those.</li>
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+
<li>When you're manually transporting titanium from another planet, you can actually hold an arbitrary amount of titanium on your cursor. This trick can save a lot of trips.</li>
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+
<li>Instead of trying to leech from a factory you built before, make a new one elsewhere.</li>
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+
<li>Delay making proliferator until you have logistics unlocked at least. Delay making a Dyson swarm until you're on green science at least.</li>
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+
<li>A mk1 belt moves 6 items per second. Two miners that both cover 6 veins mine 6 items per second. So use two miners to fill a belt. Most smelting recipes consume 1 ore per second. So to consume a full belt of ore, you need 6 smelters. (Magnets are the exception.)</li>
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<li>Mk1 assemblers operate at 75% of the nominal speed. So if you calculate how many assemblers you need based on the recipe you want to use, don't forget to multiply by 4/3.</li>
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<li>If you want to use thermal power plants, use coal as a fuel. Put three thermal power plants on each miner.</li>
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<li>For power in the early game, rely on wind, solar, coal, and geothermal power. Accumulators can be useful but they are hard to use effectively. If you want the easiest path through, move directly from those early game power sources to deuteron fuel cells. Then once you have a Dyson sphere, make one last switch to antimatter fuel cells.</li>
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<li>If you need more hydrogen, make orbital collectors.</li>
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+
<li>Use the advanced recipe to make graphene as soon as you can obtain fire ice.</li>
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+
<li>There are some items in the game that you will never produce enough of. These items are: iron ingots, electromagnetic turbines, processors, graphene, and plane filters. Don't hesitate to make more of those than you think you'll need.</li>
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+
<li>Use fractionators to make deuterium, not miniature particle colliders. To make fractionators effective, make a loop of about 14 of them. Use the fastest belts you have, and use pilers to stack the hydrogen high on the belt.</li>
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<li>On mining planets, you don't have to stock your interstellar logistics stations with warpers and vessels.</li>
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</ul>
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<p>Tips for routing conveyors:</p>
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<ul>
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<li>Run the conveyorbelt alongside the facility, not directly at it.</li>
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<li>Sorters can access conveyor belts 1, 2 or 3 spaces away from the building. However the further away the slower they are. Especially for Mk1 sorters you may need to use multiple sorters to get the desired transference speed.</li>
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+
<li>Once you have logistics towers, you have belts with input materials running from the tower, and output products back into the tower. Look at the ratios in which items are transported: the highest throughput item determines how many assemblers or smelters you can put along the belt. Belts carrying lower throughput items can often be joined together. For example, to smelt titanium, you can have two columns of smelters, with titanium ore running along the two outsides, and a single belt of titanium ingots running back through the middle.</li>
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+
<li>If you're producing a single item using a logistics tower, you can usually put four columns of production facilities side by side. This starts to get cramped for products that have three input materials, like super-magnetic rings. Consider making just two columns for those kinds of items if you want to keep your builds simple.</li>
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