I cant believe I never considered over building the oil processing to make yellow science easier. Yellow science always felt like the one step to me that was the most challenging to design in the early game.
One point that's probably worth mentioning: when you can explore further out and harvest the organic crystals directly, it's probably worthwhile to tear down the local production and add the extra plastic to the logistics network. Which is why it's really handy to put the organic crystals into the logistics network to begin with rather than tacking the third blueprint directly into the end of the second one.
Another really nice design. I wondered "how much better can this be than our designs we've been using since EA launch?' Answer: a lot better! Well done, and thanks.
Honestly, you are way to good at this game! Your level of thinking is mastery! The amount of times I have it all set up and then get to a new point in the game and think… ‘ah, great, I should have had this running from the start, how can I integrate it all the way in without messing it all up” 😂
@Pietje Puk I still play and post my own designs, but I know lots of people respect Nilaus and his designs, so I was helping spread around his good designs.
you made me realise that i needed to automate a lot more stuff so thank you i can make more progress thanks to you showing me that the way I was doing thing was not the right way awesome vid
Amazing. Another extraordinary blueprint. Thanks to you I’ve started playing this game. Unfortunately my starter hub mk2 it’s a spaghetti disaster. The blueprint provided for the first part was a masterpiece. You you can provide one for mk2 hub starter will be more then appreciated.
One thing I do with BP's to tweak the numbers is to trim belts by removing the middles and using the memo feature to label them. Allows for bigger facilities at a lower tech level since 1 belt is the same as 1 assembler. As long as at least one per line has the sorters left intact you can quickly copy paste where needed. Probably not everyones cup of tea though since folk like blueprints for the hands off, lazy mode approach to constructions.
First blueprint could use an update. The power poles/refineries clip and won't build properly. Still a useful blueprint so thanks. Just mentioning the issue. Cheers
Neat! Question: why did you choose not to feed the plastic directly into the organic crystal plants? That seems like it might save belts and make the design even simpler?
when feeding directly production of the plastic will stop until the crystal is produced as opposed to being able to feed a belt. the same thing happens when turning sulfuric acid into graphene, if you feed directly in, you have a surplus of acid not being utilized. nanotubes to fibre optics is also the same.
I might just be missing it but starter yellow science has been removed and now there is a different yellow science blueprint instead. Not sure if this is an updated blueprint to be more efficent.
I feel like it's actually not too bad to stick with plastic production for late game because you need huge amounts of hydrogen so the excess created in this can be used on the other hand x-ray cracking is a bit better for that too
@@NilausOne thing that would be extremely helpful that is missing across everything I look for is a mall for each tier throughout science production based on what your current blueprint limit would be.
@@Nilausto be more specific. isn't there a mall that is mk2 assembler, mk3 belt & sorter, with spray coater? I have yet to see one. they all seem to have things i can't build yet or too little like tier 0-1. There is a lot of stuff for early, mid, mid-late, late, endgame but what appears to be missing is early-mid.
Put 40 orbital collectors on a gas giant and you will have plenty of hydrogen. As for the carbon products, scale them back to what is needed, pause them, just let them stack, or... just scale up everything else to keep up pace with your carbon products! The galactic factory must grow!
Lol, am i the only one who just spam easy factories with one resource and one product, with logistic hubs doing the rest? :D Why bother with complex factories and counting.
I cant believe I never considered over building the oil processing to make yellow science easier. Yellow science always felt like the one step to me that was the most challenging to design in the early game.
One point that's probably worth mentioning: when you can explore further out and harvest the organic crystals directly, it's probably worthwhile to tear down the local production and add the extra plastic to the logistics network. Which is why it's really handy to put the organic crystals into the logistics network to begin with rather than tacking the third blueprint directly into the end of the second one.
Another really nice design. I wondered "how much better can this be than our designs we've been using since EA launch?' Answer: a lot better! Well done, and thanks.
Honestly, you are way to good at this game! Your level of thinking is mastery!
The amount of times I have it all set up and then get to a new point in the game and think… ‘ah, great, I should have had this running from the start, how can I integrate it all the way in without messing it all up” 😂
Another excellent build! Thanks for sharing and chopping it up this time! 🙏
@Pietje Puk I still play and post my own designs, but I know lots of people respect Nilaus and his designs, so I was helping spread around his good designs.
you made me realise that i needed to automate a lot more stuff so thank you i can make more progress thanks to you showing me that the way I was doing thing was not the right way awesome vid
Omg I just just just finished my yellow science build from your ep. 11 lol. Dam to tear it all down
I'm getting a "collide with other object" error for some elements in the first blueprint. Removing the power poles seemed to fix it...
Yeah but then you have to space everything out to get them back in.
Amazing. Another extraordinary blueprint. Thanks to you I’ve started playing this game. Unfortunately my starter hub mk2 it’s a spaghetti disaster. The blueprint provided for the first part was a masterpiece. You you can provide one for mk2 hub starter will be more then appreciated.
One thing I do with BP's to tweak the numbers is to trim belts by removing the middles and using the memo feature to label them. Allows for bigger facilities at a lower tech level since 1 belt is the same as 1 assembler. As long as at least one per line has the sorters left intact you can quickly copy paste where needed.
Probably not everyones cup of tea though since folk like blueprints for the hands off, lazy mode approach to constructions.
yellow jello is surprisingly simple
game tricks you into thinking you are getting good at it
First blueprint could use an update. The power poles/refineries clip and won't build properly. Still a useful blueprint so thanks. Just mentioning the issue. Cheers
Neat! Question: why did you choose not to feed the plastic directly into the organic crystal plants? That seems like it might save belts and make the design even simpler?
when feeding directly production of the plastic will stop until the crystal is produced as opposed to being able to feed a belt. the same thing happens when turning sulfuric acid into graphene, if you feed directly in, you have a surplus of acid not being utilized. nanotubes to fibre optics is also the same.
4th way: harvest the yellow trees 🌳😁. Awesome design!
you should look into using the new tags on belts to indicate what they are
Agreed the new belt memo feature is really useful to know what item goes on each belt.
Could you also put your Dyson Sphere and South power pole blueprints into a ZIP format like the other sets?
The first part of the blueprint needs to be updated, the chemical refineries collide with the power poles now.
That one misaligned power pole though :'-(
red science has an oil byproduct already. do you still need part a?
I might just be missing it but starter yellow science has been removed and now there is a different yellow science blueprint instead. Not sure if this is an updated blueprint to be more efficent.
I feel like it's actually not too bad to stick with plastic production for late game because you need huge amounts of hydrogen so the excess created in this can be used
on the other hand x-ray cracking is a bit better for that too
Very nice blueprint ;) all try it in a minute ;)
how did you get water on your planet?
lol yesterday I was playing with doing a line of chemical plants between wind turbines, it worked XD it was hilarious XD
How to make titanium if you haven’t left the planet?
I went to your site and downloaded everything, don't see this blueprint?
"Old science designs (still work)"
I thought that was an intuitive place to put them 😉
@@NilausOne thing that would be extremely helpful that is missing across everything I look for is a mall for each tier throughout science production based on what your current blueprint limit would be.
@@Nilausto be more specific. isn't there a mall that is mk2 assembler, mk3 belt & sorter, with spray coater? I have yet to see one. they all seem to have things i can't build yet or too little like tier 0-1. There is a lot of stuff for early, mid, mid-late, late, endgame but what appears to be missing is early-mid.
Any mod or site for a rácio calculator?
The mod "Beter stats" dont work on the New update... :(
Were any of your blueprints affected by the recent patch?
Late mid game: What to do with all the carbon products? I'm constantly out of hydrogen, but the diamonds and graphite are stacking up.
I believe the largest demand for diamonds in my current playthrough at that stage of the game was for graviton lens production.
@@MyCipherComplete In my opinion strange matter is a pain in the back to produce when trying to make a production line for Graviton lens.
Put 40 orbital collectors on a gas giant and you will have plenty of hydrogen. As for the carbon products, scale them back to what is needed, pause them, just let them stack, or... just scale up everything else to keep up pace with your carbon products!
The galactic factory must grow!
Guess I'll have to start a brand new playthough, just as I'm starting to get artificial suns!
Ikr! Me too- watching this i almost feel like I cheated my way to victory
Lol, am i the only one who just spam easy factories with one resource and one product, with logistic hubs doing the rest? :D
Why bother with complex factories and counting.
To myself this game would be rather dull save for the calculating for efficiency aspect.