Midgame Rocketbox (25/min)

A midgame factory designed to kickstart the construction of your first few Dyson Spheres. Produces (and launches) 25 rockets per minute, storing the excess in an ILS if no sphere is currently under construction. Fully internally proliferated, a surplus of Proliferator Mk. III is stored in an ILS for export at a rate of about 10 per minute. Features some belt-bendy sorcery to compress the build as much as possible, allowing it to be placed in the mid zone of the planet, freeing up valuable real estate the equatorial zone.  Requests and distributes warpers, and stores excess Deuteron Fuel Rods (20/min, proliferated) in an ILS for export to fusion power plants or for personal use – perfect for exploring (or defending) a remote system! 

(Updated to add an output buffer for the hydrogen produced as a graphene byproduct - 1/12/24)



!! Important !!
Do NOT turn on the ILS hydrogen supply until AFTER the Casimir Crystal production has ramped up, otherwise the graphene production could stall due to a backup of hydrogen. Casimir production requires around 500 hydrogen per minute at peak load, and the graphene plants produce about 300 per minute. The 200/min deficit is provided via an ILS import with priority given to the graphene production line, however if the Casimir hydrogen line is allowed to fill completely before the graphene line saturates, the belts may still clog.

With the addition of the output buffer for the hydrogen produced via fire ice processing, excess hydrogen can now accumulate while graphene production ramps up. Priority is still given to the internal hydrogen over the imported hydrogen, so once the graphene line saturates and Casimir Crystals are being produced at full speed, the tank will slowly empty before the system begins using the imported hydrogen to make up the deficit. As a result, the factory should start itself smoothly now regardless of what is imported when.



Outputs:
Small Carrier Rocket: 25 per minute
Deuteron Fuel Rod: 20 per minute (excess)
Proliferator Mk. III: 10 per minute (excess)

Inputs:

Power: 300MW


--Common--
Coal: 670 per minute
Copper Ingot: 400 per minute
Deuterium: 800 per minute
Hydrogen: 200 per minute
Iron Ore: 750 per minute
Silicon Ingot: 490 per minute
Stone: 250 per minute
Titanium Ingot: 450 per minute
Water: 90 per minute

--Rare--
Fire Ice: 520 per minute
Organic Crystal: 33 per minute
Sulfuric Acid: 190 per minute

--Optional Helper Builds--

Sulfuric Acid: https://www.dysonsphereblueprints.com/blueprints/factory-sulfuric-acid-slim-tileable
(You’ll need 5x tiles, which will require the stone belt to be upgraded to at least Mk. II)

This is a fantastic blueprint that I use in every single run on my way through yellow science. I can’t recommend this one enough, and you’ll only need one copy of it to supply this factory.

Deuterium Fractionation: https://www.dysonsphereblueprints.com/blueprints/factory-compact-midgame-deuterium-fractionators
If I don’t have access to a gas giant, I prefer using fractionation instead of colliders to produce deuterium. You’ll need three copies of this blueprint to fully supply this factory. Alternatively, you can also just build your own fractionation loop and connect it between the hydrogen ILS and the deuterium ILS – you’ll need around 40 fractionators if you make a simple loop with no stacking or proliferation. Just be aware of the increased hydrogen input and power requirements!

FAQ:
Q: Placement?
A: Place horizontally near the polar edge of the equatorial or the mid zone, with the chemical plants oriented toward the pole and the smelters toward the equator. 

Q: Why are some resources requested raw, and others are requested processed/smelted?
A: I prefer to smelt Silicon and Titanium in-situ to “compress” them so that they require fewer logistics vessel trips. However, I prefer to ship Iron and Stone (which smelt at 1-to-1) raw so that each build can turn the ore into Ingots/Magnets/Bricks/Glass as needed, that way I only have to maintain one resource (the ore) in the logistics network instead of two (ingots/magnets and bricks/glass).

Q: What if I don’t have access to these rare resources?
A: By the purple era, you probably already have access to Fire Ice either through your starting giant or an ice planet. If not, you almost certainly will as soon as you unlock warpers. If you don’t have Sulfuric Acid or Organic Crystals in one of the nearby systems, I recommend building a “helper” build that will produce them until you can find a system where you can extract those resources directly. The ILSs are already configured to request these both locally and remotely.

Q: Why no advanced facilities? (Assembler Mk. III, Smelter Mk. II, Chemical Plant Mk. II, etc.)
A: Because I like to start building a Dyson Sphere early in the purple science era. At this point in the game I find it difficult to justify the cost of producing 80+ Assembler Mk. III, and I certainly haven’t been able to level up the Dark Fog to 25 or drive them out of the Neutron/Black Hole systems for unipolar smelters. For those who are curious, the facility count is only reduced by ~10 assemblers if Mk. IIIs are used instead of Mk. IIs, so the build wouldn’t be much smaller even if they were used.

Q: But why build a sphere this early?
A: The reason I like to build my first sphere in the early purple era is so that I can begin ramping up my sphere capacity and ray receiver bonus during the green science era so that as soon as I unlock the required technology, I can immediately begin producing photons. The goal with this design was not to produce massive amounts of rockets (there are other excellent planet-sized blueprints out there that do this quite well), but to begin producing and launching rockets quickly and with minimal external infrastructure to get the first O-type sphere going as soon as I can warp to that system.

Q: Can I see your math? Why did you decide to overbuild Deuteron Rods?
A: I used this production chain: https://factoriolab.github.io/list?z=eJwrcIrSMjKNj9QyMlBL8lArqtQyiI.SMoxP0jJUSzPUco93AuJIIHbVclcr1tLSctZCAHe1MksAMOMQDw__&v=9

With these parameters, the target 25 rockets per minute ends up using 6.4 Deuteron Rod assemblers, 1.1 Supermagetic Ring assemblers, and 1.3 Electromagnetic Turbine assemblers. That's not very efficient, and since Deuteron Rods are a fantastic fuel source in the midgame, I decided to overbuild that production chain to create some extra Deuteron Rods for Icarus. After some experimentation, I found that 20 surplus rods per minute was the sweet spot - that's a lot fuel (or fusion power), but it only requires three additional assemblers!
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Blueprint

  • Author: Stormblessed
  • Collection: Public
  • Game version: 0.9.27.15466
  • Copied: 10 times
  • Created: 4 months ago
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