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Measure the line you actually intend to run
Spray demand is tied to the cargo the coater processes and the spray charges actually spent in your build. Reference pages list tier capacities, but tier, version, cargo stacking, already-sprayed items and power conditions can change what your line consumes in practice. This planner deliberately uses your own before/after observation rather than treating a cached number as universal.
For a clean sample, choose a single cargo type, note coater spray storage at the start and end of a timed interval, and count cargo items that passed during that same interval. If the coater is interrupted, power-starved, handling mixed tiers, or receives already-sprayed cargo, record that; a short interrupted sample is not a stable design rate.
- In a representative interval, record the number of spray charges consumed from the coater and the number of cargo items that passed through the lower belt.
- Enter the planned cargo rate in items per minute, not a belt's nominal maximum unless it is actually full in your production line.
- Read sprays per proliferator item from the current item's in-game information for your chosen tier and enter that value; do not copy a value from a different patch without checking.
- Enter your measured stock of spray charges in the coater and your proliferator item supply per minute. The planner scales your measured consumption ratio and reports demand, supply gap and buffer time.
- Repeat the sample after changing tier, belt speed, stack size, recipe, power or line uptime. Compare a second interval before building a permanent supply line.
References: Spray Coater: Stats & Usage (community reference) · Dyson Sphere Program: Official Steam announcements
Worked example: scale a measured ratio, not a tier promise
Suppose your own two-minute sample shows 90 spray charges used while 900 cargo items pass, and the intended line carries 600 items per minute. The measured ratio is 0.1 charge per cargo item; projected demand is 60 charges per minute. If your current in-game item description shows 12 charges per proliferator item, that is 5 proliferator items per minute before any buffer or downtime allowance. These numbers are an arithmetic example only—not a GamerWin test or a claim that every tier/build uses those values.
If the coater begins with 300 usable spray charges, the same steady-state estimate gives five minutes of buffer. A real line may run intermittently or consume differently; retain a reserve and remeasure once the coater is powered and the intended production is running.
| Calculation | Formula | Example |
|---|---|---|
| Observed charges per cargo | charges consumed ÷ cargo items observed | 90 ÷ 900 = 0.1 |
| Projected charges per minute | observed ratio × planned cargo items/min | 0.1 × 600 = 60 |
| Proliferator items per minute | projected charges/min ÷ sprays shown per item | 60 ÷ 12 = 5 |
| Buffer minutes | coater sprays on hand ÷ projected charges/min | 300 ÷ 60 = 5 |
References: Spray Coater: Stats & Usage (community reference)
Interpret a shortage without hiding the cause
A negative supply margin says the entered production line cannot replenish the measured demand at the rate you supplied; it does not tell you whether the factory can make more proliferator. Check upstream ingredients, logistics delivery, coater buffer and power separately. A positive margin is not a guarantee of continuous coverage if the belt or power grid is intermittent.
If the sample is inconsistent, do not average incompatible configurations. Separate a stable single-tier line from a mixed-tier or partially powered interval, then record two results. The official v0.10.35.29151 notes include a coater-to-belt connection fix; if an apparent shortage began after moving coaters, verify the connection before expanding proliferator production.
| Planner result | Read it as | Next action |
|---|---|---|
| Supply above demand | Entered average has headroom | Keep a reserve; validate the interval under normal power and logistics |
| Supply equals demand | No calculated recovery margin | Add buffer or supply headroom for interruptions and future rate changes |
| Supply below demand | The entered production rate cannot sustain this estimate | Check upstream production and cargo rate; remeasure after fixing the actual bottleneck |
| Buffer time is very short | Current stored sprays cover little operating time | Increase delivery/buffer or reduce coated cargo rate; do not assume the coater will self-recover |
References: Dyson Sphere Program: Official Steam announcements · Spray Coater: Stats & Usage (community reference)
Use the estimate as a reversible capacity test
The estimate answers only whether your entered proliferator supply can keep up with the sampled charge demand. It does not decide whether proliferating is worthwhile. If your line's limiting factor is ore supply, a measured bonus that lowers input demand may help; if your issue is building count, evaluate the consumer's speed mode only where the game permits it and account for the extra grid load. If the coater is missing cargo or the consumer is ineligible, adding proliferator production will not fix that fault.
A cautious test is reversible: record the original output and power state, apply the spray to one bounded branch, then compare the same duration and recipe inputs. Keep the branch only if the observed result addresses the bottleneck you actually have. This is a test procedure for the reader; GamerWin did not run or claim the result.
- Pick one production branch and write down the current cargo rate, coater buffer and output rate over a fixed interval.
- Use the current UI to check recipe eligibility, spray tiers and production mode before changing the line.
- Make one change—feed capacity, coater placement, mode or power headroom—then observe the same interval again.
- Keep the change only if it improves the chosen constraint without introducing a larger supply or power failure; otherwise restore the known baseline.
References: Spray Coater: Stats & Usage (community reference) · Dyson Sphere Program: Official Steam announcements
Before you play
- Measure charge use and cargo throughput over the same stable interval.
- Use the proliferator's charge count from your installed game's UI.
- Keep units consistent: cargo per minute, charge buffer, and proliferator items per minute.
- Remeasure after a tier, recipe, belt, power or uptime change.
- Treat outputs as a local estimate, not an inspected save or guaranteed in-game result.
Frequently asked questions
Why doesn't the tool automatically select Mk.I, II or III?
It avoids baking in a reference value that may not match your current build or item state. Enter the sprays-per-item value displayed by your installed game.
Can it tell whether a recipe bonus is working?
No. It estimates spray-charge demand from measured cargo throughput only. Check recipe eligibility, all inputs, power and selected production mode in the game.
Are measurements saved or uploaded?
No. This planner calculates in the browser from fields you enter; it does not read a save or upload your measurements, and values reset on reload.
Sources & revision notes
Editorial revision: November 5, 2026; not a gameplay test date. The reference notes identify source limits and version differences.
- Dyson Sphere Program: Official Steam announcements (Official)
Youthcat Studio's Steam announcement feed. The October 15, 2026 notes for v0.10.35.29151 specifically say a Spray Coater belt-connection issue at some build locations was fixed. This establishes the patch context, not every cause of a user's current line failure.
- Spray Coater: Stats & Usage (community reference) (Community)
Community game-data page read November 5, 2026; its page labels last update June 4, 2026 and summarizes upper/lower belt use, power, storage, spray tiers, and production-mode caveats. Not an official developer source; check your current game UI.
- Steam discussion: Can someone explain spray coater use in simple terms? (Community)
Player discussion started August 10, 2023 and read November 5, 2026. Used as an example of recurring questions about belt orientation, all-input coverage, power and mode choice—not as a controlled test or a universal current-version record.
- Dyson Sphere Program on Steam (Official)
Official developer/publisher game page, checked November 5, 2026. Confirms the single-player factory-building scope and Early Access status; it does not specify proliferator formulas.
First publication: added a locally calculated spray-demand estimate that scales a player's own coater/cargo sample. It intentionally avoids hard-coded tier values; all outputs are arithmetic estimates, not gameplay validation.
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