13:10 you can read number of fuel cells in the reactor, including the one that is consumed. Adding a condition fuel_cells=0 prevent inserting ankther cell when reactor is still cold and accumulators empty.
I was also going to suggest this, but I didn't know the consumed one shows up in the signal! that's good news, I was thinking the condition I used was slightly lazy but "good enough" What I actually do though is, the decider combinator doesn't have this condition, instead the inserter for each reactor is enabled on (decider output) > (fuel_cells) which makes sure if you are using multiple reactors and somehow the fuel gets desynced between them you still don't insert extra
A nice tip on getting the Walls to look nice and smooth on a Space Station/Ship: place an extra tile of foundation around the walls, then place the walls down, or deconstruct the walls and place them back. then they have the smooth connected texture. afterwards you can remove the extra tiles of foundation and the walls keep their looks.
If I might suggest a small improvement: You usually do not want everything on every planet, so you could use chunk reprocessing once the storage is filled up. For example this ship is parked over Vulcanus where you probably won't be requesting iron or copper. You conveniently already have a circuit sending two green signals when both iron and copper have filled up, so you could put another crusher next to that that enables once both are green to reprocess all metallic chunks (or all but a little bit for ammo production) into whatever you need most here. And the same for the other two types of chunks.
Its actually mandatory for this platform to be able to reprocess all chunks. It will slowly run out of ammo orbiting aquilo otherwise. There are tons of calcite asteroids there but almost none of the others.
As I discovered accidentally with a platform that ended up dying due to not having enough resources to go home: every planet has a different mix of idle asteroids. Example almost no iron asteroids around Gleba.
It makes sense that sulfuric acid neutralization with calcite doesn't give sulfur in Factorio, as in the real world it produces calcium sulfate. Recovering sulfur from that salt is annoying and inefficient. It would however make sense if there was an alternative neutralization recipe with coal/carbon as a reducing agent, which would give water/steam & so2 gas, and elemental sulfur. Or there could be sulfuric acid electrolysis, which would cost lots of energy and directly yield pure sulfur (and oxygen/hydrogen, so potential for planetary spaceship fuel production!) Both would be great ideas for mod packs as well I think.
When reactor burning fuel, the burning cell is also shows up as the fuel cell in the output of the fuel. You can add a condition that fuel cell signal should be less than 1 and only then put more fuel into reactor.
If you set "read contents" on the nuclear reactor you can add a "fuel cell == 0" condition to the combinator so the inserter will stop after one swing and not put in 5 extra fuel.
You can also quality recycle the ores on platforms, all the way to legendary. Just have it fly around non stop to collect and upcycle, then use an interrupt to deliver once you have say 4000 legendary iron ore, copper ore or coal (might as well upcycle the carbon rocks). The coal for legendary plastic btw. Then just send it to a planet and use prod mods as usual to get more out of the ores. The beauty is that resources are infinite and you can just blueprint the station and duplicate to ramp up production. I'm not doing that yet but ita plan. Right now i have a 10x10 chunk factory ship I've been building over the past few days, for going to aquilo. It's lots of fun designing. Very proud of my chunk processing in particular, which took like 6 hours to iron out, but its automated beauty and does all the recipes as needed. Very very proud of that :)
I was thinking about this yesterday to drop carbon to Gleba instead of relying on the spoilage recipe for making more carbon fiber. Considering you could just in theory make these platforms infinitely it seems like a pretty powerful idea that I want to play around with a lot more.
I use it to generate Ice for Water on planets. You could build a whole asteroid quality reprocessing fleet of ships to get infinite quality materials for your planets.
You can theoretically get infinite resources this way, but apparently it's quite heavy on system resources to simulate all the asteroids and stuff, so it isn't really a viable way to get large scale resources. Irrelevant for people who aren't megabasing, but for those players who have to think about UPS, I don't think this is really viable. Definitely still a good way to supply a trickle of "free" resources to planets, though. Costs some to setup, but the platforms pay themselves back in a few hours of runtime, generally. I don't really megabase, and my single platform above Nauvis that generates about 50 calcite per minute seems to be just the trick. Saves me from having to truck in loads of it from Vulcanus.
On one of the Galaxy of Fame stars, I saw someone with a platform that was basically a series of very tall forward-facing towers that looked like they were spaced out juuuust far enough for asteroids to spawn in between them. I still haven't reached the point of getting all 3 of the main planets conquered yet, so I haven't been able to experiment, but I suspect that there's something interesting there. I suspect that it may be better to use a trawler-type system, though, where you use pumps to constrain thrusters to 10% speed for maximum efficiency (and thus, reduced resource consumption) and just constantly go back and forth between two planets. This would also have the benefit of being able to supply both planets with resources, which allows you to maximize gains through giving different resources to different planets (for example, Fulgora can use ore + calcite for a small but useful trickle of basic resources to supplement what you get from scrap, vulcanus can use sulfur, ice, and potentially carbon (for tungsten carbide, if you prefer not using the planet's coal for that), and Gleba can use calcite, potentially carbon and sulfur, and in the early game, ore)
Yep, also use a decider combinator that checks if the temperature is too low and there is no fuel in the reactor and only enable the inserter based on that
I was wondering how people are getting calcite to Nauvis, didn't know about advanced asteroid processing, very cool! Also given that for Nauvis you don't even need defense ;]
Can't believe I haven't subscribed to you yet, and for that I apologize! I have used your videos and layouts as inspiration for years! You make me have fewer headaches about this game with your genius solutions, thank you!
Its a kind of silly build, but I like it. I suppose you'd want these things flying all the time, so you could set them up to run on a loop between the inner planets. Would also be good to recycle asteroids you are full on into other types. I do wonder if it could really survive a trip to Aquilo. Its not going too fast so that'll help it out.
I'd expect them to be stationary, one per planet, so that each planet has its own space production. You build them on Nauvis, move them to the appropriate planet, never see them move again.
@@paulstelian97 It depends on how much throughput you need. You're limited by how many asteroids slowly float by when you're stationary. My first science station was sending down iron and it was just a slow trickle to keep me alive when my starter iron ran out.
If I see that corectly, the resource chunk input belt might jam, in theory: If the inner loop on the feeding line is full, it cannot deposit trash chunks, thus jamming. A limit on the input inserter might solve this. Also: the sushi belt might just be looped into the production blocks, enabling the standard setup. The recyclers can just be turned off/on with the production condition (or the input inserters). This increases the size of the sushi, thus automatically creating more buffer for ammo, So I see it as a win/win.
Built something similar myself, though definately not as clean and efficient end-platform. Will definately have a look at this one, and retire my 4 hour old platforms 😅 Though my way of getting there: Built a "Cant", upgraded everything (except belts, inserters and walls) to Rare, loaded it with all materials required to build my orbital platform, with some extras, and restructured it at the destination. My platform is not designed for Aquilo, so nuclear isn't required. Definately works, but my design is really just a proof of concept, and not something I'd rely on long term. Having free Calcite on Gleba/Nauvis, or Ice+Sulfur on Vulcanus, is quite nice, though 😁
For the reactor: just read out the reactor fuel contents and if there is a fuel rod in there, stop the inserter. This isn't a perfect solution, but kinda works.
I think one thing developers missed is to have a planet or location where the iron and copper are produced differently. Currently: In Nauvis, both are obtained from deposits. In Vulcanus, both are obtained from lava. In Gleba, both are obtained from stromatolites. In Fulgora, both are obtained by scrapping one step above product. In Space, both are obtained from asteroids. In Aquilo, neither can be obrained.
And also, you're overcomplicating the way you limit asteroid chunks on the sushi. Just add constant combinator and put how much you want here, hook it up to the grabbers. Then put arithmetic combinator that does '0 - each', connect it's input to the belt and output to the same cicruit wire that goes to grabbers. Once signal of the thing on the belt becomes bigger than signal of what you want, it will be zero or negative, which turns off filter on grabbers.
If you set the nuclear reactor input inserter to blacklist signal and read the reactors fuel then it will only ever have one fuel in it. Simple way of limiting consumption (with the Temp and handsize controls)
This seems like a great way to get some base resources on Aquilo. Just need to make sure power is sorted (probably just with a few trips back to the inner-solar planets to resupply fuel cells, but with enough stock, the cells could last for many hours per trip). I always seem to need "just a few" of something on Aquilo, not having to import those all the way from Navius / inner-solar would be pretty handy. Plus you could actually make rocket parts locally for Aquilo exports.
when going to aquilo you could take the materials to build the platform with you, that way you can have one orbiting it without needing to build it on nauvis and sending it separately. it's not like it's a huge save, but i think it's an interesting strat
That's an interesting idea. Tell me if I'm understanding you correctly. In Nauvis orbit, make an Aquilo capable platform. Fill it with materials needed to make the "infinite resource" platform. Once it arrives at Aquilo, stamp the "resource" platform and have it transform itself from combat ready to orbit ready.
@ i was actually thinking about using the materials to build a second platform that will orbit aquilo, since the one used to go there will probably be used to bring items back to nauvis
Is there any reason you aren't using the asteroid reprocessing to turn metallic or carbonic chunks into oxide chunks? I get that it won't matter too much with getting the platform to the destination orbit, but if the planet is requesting something other than iron or copper, it might make sense to be able to produce faster unless I'm missing something.
I can't imagine this being worth it for Aquilo, go alt-click on the routes between planets on the space map and the graph shows the distribution of asteroids, you get like 95%+ ice asteroids. At least not without foundries and full productivity/quality, surely you're net negative iron from crafting ammo/rockets to defend against the medium+ asteroids floating in. I have an Aquilo ship 7 grabbers feeding into 2 crushers, feeding into a foundry but there's not enough asteroids to sustain a full tank of molten iron, so I'm limited in the time I want to remain in orbit around it.
This might be crazy but by far the highest density of metallic asteroids is roughly 1.5km away from Nauvis, I wonder if it would work having a platform that flies out to that distance, cuts the engines, fills up its inventory quickly and then sails to a destination planet to drop the haul.
The main concern is that the most adept way to get more asteroids is to widen your ship, but that makes you more vulnerable to larger asteroids hitting you. Making your defenses able to keep up is a hard task.
You need to read number of Nuclear cells inside, then add conditon for insert : insert only when inside is zero cells. Your current system inserts too many cells quckly in a row, which is the waste.
Hey @Nilaus, do you have an episode available that explains the schedule mechanism for the space platforms. I want to automate the transport of items from Planet A to Planet B pretty much the same way as with trains between different train stations. But I struggle to get it to work consistently, because I do not understand the options and there implications fully.
I also feel like a dedicated tutorial on this would be useful. I know he did it during the let's play but it's hard to find those little tidbits hidden in episodes.
@Nilaus, from my testing, the best way to get a higher rank in quality, is by reverse uncrafting it hahahhaa, or just craft a recipe that uses the target item, then uncraft it with a recycler and a a quality module, at least one level 1 quality module on the same rarety of the desired quality will works. Sample, you want Epic blue circuit, so craft a recipe that uses blue circuit, with any quality module in it, then recycle the final product, with a recycler that has the best quality module you can afford, but at least 1 should be at the level you are looking for, doesn't metter if it is a tier 1 module, we are looking for the effect that basically guarantee a higher level. Sure if you have the highest quality module already at the quality you want, its even better. From my testing that getts more of you target item then trying to craft it directly with quality, then recycling the product itself. With this I could jump from power armor to rare mech armor, its quite insane how good it is. And no dedicated build for blue/red, just making modules and asteroid colectors, and uncrafting them
Yeah it's definitely an interesting set of options. Do you try to build quality from the bottom up or the top down? I think I agree with your approach. Use a recycler with quality modules to recycle a rare power armor in the hopes of getting epic components that you can just put into the epic power armor recipe. I actually want to try both at some point. One set up will be top down, and the other will be bottom up.
With "5 green" as a circuit condition to launch couldn't this be "go" if the storage is full of all the resources but still short on fuel or ammo? Or am I misunderstanding something?
Ideal ratios on power plants are not important because there is no loss. You only need ideal ratios if you want to maximize efficiency for extreme cases of area and production. You have infinite room on planets, and space ships don't use very much power.
I get that this platform is mostly meant to be stationary above a planet to provide resources, but even so, I think it's wrong to have the inserters picking up chunks from the outer belt just constantly take if you're lacking ore. As soon as this leaves Nauvis orbit, it's dependent on having ammo to survive. That should be the first resource priority, always. It will be irrelevant 99% of the time, but still.
Watching this video alone, I can tell you how/why he's able to play it so quick. He comes with a clear plan for each video, and doesn't stop for minute problems.. Like the reactor not working - he just glossed over and moved on, because it wasn't worth it investigating. He doesn't play around to make things perfect, just good enough for a given task. And some of the boring downtime is edited out. he clearly also comes prepared - he does stream the game on Twitch and had time to prepare and learn before the launch. He doesn't try to come up with every build on the fly - he has them prepared earlier, and are now "just" recreating them and reusing what he already had made earlier.
@@DemoBytom on top of that, Factorio is the staple of this channel. Nilaus broke through as a content creator with this game, so he probably picks up on the new features and mechanics a lot quicker than most players.
He also streams a different save on twitch where he experiments with designs before he makes these videos for RUclips. He is much further along in that play though than here
Of course the system can stuck. The returning belt puts everything on the inside belt, when it is full, the output cannot go on the inside as well and the system stucks. I would limit the amount on the belt.
Does anyone have a copy of the design for how he does the filters of the grabber arms at 5:30? He only seems to click on the constant combinator every time he shows this design and I really want to set it up for myself.
Well, this is a prototype. Most of the stuff you can't get on a planet you don't need in huge quantities (i.e. Calcite anywhere but Vulcanus). He hasn't tested yet how much this platform outputs.There is still optimization potential with chunk reprocessing. If that's still not enough, upscaling is always an option - or putting down more of them.
@@salemprompthous3820 That or perhaps some ship that just goes between all planets + an intermezzo, drop off on planet just to launch it back up? Perhaps + the supplies needed to make the rocket(s) required to launch it back up...
@@paulstelian97 that's what I've been doing (for my previous designs, where the platforms didn't have thrusters. Now, with this desifn, I've been implementing interrupts where needed. E.g. Vulcanus, doesn't need Nuclear, so no interrupts required.), but it takes a lot of resources. My map generated with increased resources on all planets, so to me it's no issue. Nilaus' save is default in this regard, thus shipping fuel around to launch it back up to the orbital platforms can get expensive. Also have to consider the natural exports of each planets (Tungsten on Vulcanus, Rocket Fuel and Bioflux on Gleba, etc.) takes up their rocket silos, and having that fuel intercept those shipments can be a wrench in the entire system. (My fix for that "wrench" is just double up on silos. However, Fulgora, Vulcanus and Aquilo requires additional research to expand the islands in order to easily do so)
Considering the time spent to set them up, I'd say it's justifiable (and worth it if one spends more than 10 minutes trying to figure out how to set up a build to ratio with x/s coming out. Even if I don't use every BP, they're a nice and structured guideline)
Your video is awesome. I restarted playing factorio because of your content. I’m a little angry about myself when i see the speed i do things vs what you do.😅 i know there is the magic of « editing » on your part, but I see that you know the game very well. But i see that i’m learning and become better. I started to make space science on my platform and i see that i could send back my multitude of iron that i can produce.( i have a steel defficit on the main planet that i need to patch before going in space) I have a question: how can you see the parameter of the logic thing? I have the alt visual enabled but i cannot see the parameter that i chose in my game. Thx for your video
Nuclear overheated because no water.
and that is because inserter for crusher is in wrong direction.
i watched to see if someone else noticed ^^ yup. No water
13:10 you can read number of fuel cells in the reactor, including the one that is consumed. Adding a condition fuel_cells=0 prevent inserting ankther cell when reactor is still cold and accumulators empty.
I was also going to suggest this, but I didn't know the consumed one shows up in the signal! that's good news, I was thinking the condition I used was slightly lazy but "good enough"
What I actually do though is, the decider combinator doesn't have this condition, instead the inserter for each reactor is enabled on (decider output) > (fuel_cells) which makes sure if you are using multiple reactors and somehow the fuel gets desynced between them you still don't insert extra
It's a space flying city block ! Can't unsee that now
A nice tip on getting the Walls to look nice and smooth on a Space Station/Ship: place an extra tile of foundation around the walls, then place the walls down, or deconstruct the walls and place them back. then they have the smooth connected texture. afterwards you can remove the extra tiles of foundation and the walls keep their looks.
If I might suggest a small improvement: You usually do not want everything on every planet, so you could use chunk reprocessing once the storage is filled up.
For example this ship is parked over Vulcanus where you probably won't be requesting iron or copper. You conveniently already have a circuit sending two green signals when both iron and copper have filled up, so you could put another crusher next to that that enables once both are green to reprocess all metallic chunks (or all but a little bit for ammo production) into whatever you need most here. And the same for the other two types of chunks.
Its actually mandatory for this platform to be able to reprocess all chunks. It will slowly run out of ammo orbiting aquilo otherwise. There are tons of calcite asteroids there but almost none of the others.
As I discovered accidentally with a platform that ended up dying due to not having enough resources to go home: every planet has a different mix of idle asteroids. Example almost no iron asteroids around Gleba.
It makes sense that sulfuric acid neutralization with calcite doesn't give sulfur in Factorio, as in the real world it produces calcium sulfate. Recovering sulfur from that salt is annoying and inefficient. It would however make sense if there was an alternative neutralization recipe with coal/carbon as a reducing agent, which would give water/steam & so2 gas, and elemental sulfur. Or there could be sulfuric acid electrolysis, which would cost lots of energy and directly yield pure sulfur (and oxygen/hydrogen, so potential for planetary spaceship fuel production!)
Both would be great ideas for mod packs as well I think.
When reactor burning fuel, the burning cell is also shows up as the fuel cell in the output of the fuel. You can add a condition that fuel cell signal should be less than 1 and only then put more fuel into reactor.
If you set "read contents" on the nuclear reactor you can add a "fuel cell == 0" condition to the combinator so the inserter will stop after one swing and not put in 5 extra fuel.
Square Box? You mean Borg Cube, right? Great series, more please and thank you!
I just realized that a cargo landing pad is actualy a big provider chest
You can also quality recycle the ores on platforms, all the way to legendary. Just have it fly around non stop to collect and upcycle, then use an interrupt to deliver once you have say 4000 legendary iron ore, copper ore or coal (might as well upcycle the carbon rocks). The coal for legendary plastic btw. Then just send it to a planet and use prod mods as usual to get more out of the ores.
The beauty is that resources are infinite and you can just blueprint the station and duplicate to ramp up production.
I'm not doing that yet but ita plan. Right now i have a 10x10 chunk factory ship I've been building over the past few days, for going to aquilo. It's lots of fun designing. Very proud of my chunk processing in particular, which took like 6 hours to iron out, but its automated beauty and does all the recipes as needed. Very very proud of that :)
I need more Episodes a Day, I Cant Get Enough.
Who's gonna tell him that the inserters into and out of the crusher for nuclear are the wrong way around
he'll notice... or not ;D
I think he does that kind of mistakes on purpose so to generate traffic in the comments section.
@@rafalzonk You think so? I guess it's possible. Your comment just jumps out to me as looking for malicious intent where there likely isn't any.
I was thinking about this yesterday to drop carbon to Gleba instead of relying on the spoilage recipe for making more carbon fiber.
Considering you could just in theory make these platforms infinitely it seems like a pretty powerful idea that I want to play around with a lot more.
I use it to generate Ice for Water on planets.
You could build a whole asteroid quality reprocessing fleet of ships to get infinite quality materials for your planets.
You can theoretically get infinite resources this way, but apparently it's quite heavy on system resources to simulate all the asteroids and stuff, so it isn't really a viable way to get large scale resources. Irrelevant for people who aren't megabasing, but for those players who have to think about UPS, I don't think this is really viable.
Definitely still a good way to supply a trickle of "free" resources to planets, though. Costs some to setup, but the platforms pay themselves back in a few hours of runtime, generally.
I don't really megabase, and my single platform above Nauvis that generates about 50 calcite per minute seems to be just the trick. Saves me from having to truck in loads of it from Vulcanus.
On one of the Galaxy of Fame stars, I saw someone with a platform that was basically a series of very tall forward-facing towers that looked like they were spaced out juuuust far enough for asteroids to spawn in between them. I still haven't reached the point of getting all 3 of the main planets conquered yet, so I haven't been able to experiment, but I suspect that there's something interesting there.
I suspect that it may be better to use a trawler-type system, though, where you use pumps to constrain thrusters to 10% speed for maximum efficiency (and thus, reduced resource consumption) and just constantly go back and forth between two planets. This would also have the benefit of being able to supply both planets with resources, which allows you to maximize gains through giving different resources to different planets (for example, Fulgora can use ore + calcite for a small but useful trickle of basic resources to supplement what you get from scrap, vulcanus can use sulfur, ice, and potentially carbon (for tungsten carbide, if you prefer not using the planet's coal for that), and Gleba can use calcite, potentially carbon and sulfur, and in the early game, ore)
You could add a read content to the reactor, so that the insertor doesn't swing if there is fuel in it.
Yep, also use a decider combinator that checks if the temperature is too low and there is no fuel in the reactor and only enable the inserter based on that
I was wondering how people are getting calcite to Nauvis, didn't know about advanced asteroid processing, very cool!
Also given that for Nauvis you don't even need defense ;]
damn, I didn't even realize you could wire up a reactor now, I feel like they took away all the challenges with reactors.
dont forget the green modules for the top part, crushers are actually quite power hungry
Can't believe I haven't subscribed to you yet, and for that I apologize! I have used your videos and layouts as inspiration for years! You make me have fewer headaches about this game with your genius solutions, thank you!
Its a kind of silly build, but I like it.
I suppose you'd want these things flying all the time, so you could set them up to run on a loop between the inner planets. Would also be good to recycle asteroids you are full on into other types.
I do wonder if it could really survive a trip to Aquilo. Its not going too fast so that'll help it out.
I'd expect them to be stationary, one per planet, so that each planet has its own space production. You build them on Nauvis, move them to the appropriate planet, never see them move again.
@@paulstelian97 It depends on how much throughput you need. You're limited by how many asteroids slowly float by when you're stationary.
My first science station was sending down iron and it was just a slow trickle to keep me alive when my starter iron ran out.
Gonna do something like this and call it Santa Claus. Have it fly from planet to planet and dumping off gifts at each stop.
Happy little platform. Bob Nilaus Ross :D
If I see that corectly, the resource chunk input belt might jam, in theory: If the inner loop on the feeding line is full, it cannot deposit trash chunks, thus jamming. A limit on the input inserter might solve this. Also: the sushi belt might just be looped into the production blocks, enabling the standard setup. The recyclers can just be turned off/on with the production condition (or the input inserters). This increases the size of the sushi, thus automatically creating more buffer for ammo, So I see it as a win/win.
Built something similar myself, though definately not as clean and efficient end-platform. Will definately have a look at this one, and retire my 4 hour old platforms 😅
Though my way of getting there: Built a "Cant", upgraded everything (except belts, inserters and walls) to Rare, loaded it with all materials required to build my orbital platform, with some extras, and restructured it at the destination. My platform is not designed for Aquilo, so nuclear isn't required. Definately works, but my design is really just a proof of concept, and not something I'd rely on long term. Having free Calcite on Gleba/Nauvis, or Ice+Sulfur on Vulcanus, is quite nice, though 😁
For the reactor: just read out the reactor fuel contents and if there is a fuel rod in there, stop the inserter. This isn't a perfect solution, but kinda works.
It doesn't save fuel. You only save fuel if you let it cool between 1000 and 500
I think one thing developers missed is to have a planet or location where the iron and copper are produced differently.
Currently:
In Nauvis, both are obtained from deposits.
In Vulcanus, both are obtained from lava.
In Gleba, both are obtained from stromatolites.
In Fulgora, both are obtained by scrapping one step above product.
In Space, both are obtained from asteroids.
In Aquilo, neither can be obrained.
And also, you're overcomplicating the way you limit asteroid chunks on the sushi. Just add constant combinator and put how much you want here, hook it up to the grabbers. Then put arithmetic combinator that does '0 - each', connect it's input to the belt and output to the same cicruit wire that goes to grabbers. Once signal of the thing on the belt becomes bigger than signal of what you want, it will be zero or negative, which turns off filter on grabbers.
Or decider combinator [each on green] < [each on red] then [each = 1]
If you set the nuclear reactor input inserter to blacklist signal and read the reactors fuel then it will only ever have one fuel in it. Simple way of limiting consumption (with the Temp and handsize controls)
This seems like a great way to get some base resources on Aquilo. Just need to make sure power is sorted (probably just with a few trips back to the inner-solar planets to resupply fuel cells, but with enough stock, the cells could last for many hours per trip). I always seem to need "just a few" of something on Aquilo, not having to import those all the way from Navius / inner-solar would be pretty handy. Plus you could actually make rocket parts locally for Aquilo exports.
when going to aquilo you could take the materials to build the platform with you, that way you can have one orbiting it without needing to build it on nauvis and sending it separately. it's not like it's a huge save, but i think it's an interesting strat
That's an interesting idea. Tell me if I'm understanding you correctly. In Nauvis orbit, make an Aquilo capable platform. Fill it with materials needed to make the "infinite resource" platform. Once it arrives at Aquilo, stamp the "resource" platform and have it transform itself from combat ready to orbit ready.
@ i was actually thinking about using the materials to build a second platform that will orbit aquilo, since the one used to go there will probably be used to bring items back to nauvis
Also you can read the fuel inputs in a nuclear reactor to prevent inserting more than 1 at a time
Is there any reason you aren't using the asteroid reprocessing to turn metallic or carbonic chunks into oxide chunks? I get that it won't matter too much with getting the platform to the destination orbit, but if the planet is requesting something other than iron or copper, it might make sense to be able to produce faster unless I'm missing something.
I can't imagine this being worth it for Aquilo, go alt-click on the routes between planets on the space map and the graph shows the distribution of asteroids, you get like 95%+ ice asteroids.
At least not without foundries and full productivity/quality, surely you're net negative iron from crafting ammo/rockets to defend against the medium+ asteroids floating in.
I have an Aquilo ship 7 grabbers feeding into 2 crushers, feeding into a foundry but there's not enough asteroids to sustain a full tank of molten iron, so I'm limited in the time I want to remain in orbit around it.
This might be crazy but by far the highest density of metallic asteroids is roughly 1.5km away from Nauvis, I wonder if it would work having a platform that flies out to that distance, cuts the engines, fills up its inventory quickly and then sails to a destination planet to drop the haul.
Loving this series. I'm really curious to see how it develops after Aquillo
The main concern is that the most adept way to get more asteroids is to widen your ship, but that makes you more vulnerable to larger asteroids hitting you. Making your defenses able to keep up is a hard task.
nuclear grabber could also have a check to disable if the reactor has fuel > 0 that way it won't get a bunch while its heating up
You need to read number of Nuclear cells inside, then add conditon for insert : insert only when inside is zero cells. Your current system inserts too many cells quckly in a row, which is the waste.
Hey @Nilaus, do you have an episode available that explains the schedule mechanism for the space platforms. I want to automate the transport of items from Planet A to Planet B pretty much the same way as with trains between different train stations. But I struggle to get it to work consistently, because I do not understand the options and there implications fully.
I also feel like a dedicated tutorial on this would be useful. I know he did it during the let's play but it's hard to find those little tidbits hidden in episodes.
I think I found the episode. Try episode 7 and see if that helps!
@Nilaus, from my testing, the best way to get a higher rank in quality, is by reverse uncrafting it hahahhaa, or just craft a recipe that uses the target item, then uncraft it with a recycler and a a quality module, at least one level 1 quality module on the same rarety of the desired quality will works.
Sample, you want Epic blue circuit, so craft a recipe that uses blue circuit, with any quality module in it, then recycle the final product, with a recycler that has the best quality module you can afford, but at least 1 should be at the level you are looking for, doesn't metter if it is a tier 1 module, we are looking for the effect that basically guarantee a higher level. Sure if you have the highest quality module already at the quality you want, its even better.
From my testing that getts more of you target item then trying to craft it directly with quality, then recycling the product itself.
With this I could jump from power armor to rare mech armor, its quite insane how good it is. And no dedicated build for blue/red, just making modules and asteroid colectors, and uncrafting them
Yeah it's definitely an interesting set of options. Do you try to build quality from the bottom up or the top down? I think I agree with your approach. Use a recycler with quality modules to recycle a rare power armor in the hopes of getting epic components that you can just put into the epic power armor recipe. I actually want to try both at some point. One set up will be top down, and the other will be bottom up.
19:34 Couldn't you do all the logic on a single combinator?
If Iron < max OR If Copper < max send signal to make inserter work.
With "5 green" as a circuit condition to launch couldn't this be "go" if the storage is full of all the resources but still short on fuel or ammo? Or am I misunderstanding something?
Ideal ratios on power plants are not important because there is no loss. You only need ideal ratios if you want to maximize efficiency for extreme cases of area and production. You have infinite room on planets, and space ships don't use very much power.
Don't nuclear plants waste power? They burn constantly, right?
I get that this platform is mostly meant to be stationary above a planet to provide resources, but even so, I think it's wrong to have the inserters picking up chunks from the outer belt just constantly take if you're lacking ore. As soon as this leaves Nauvis orbit, it's dependent on having ammo to survive. That should be the first resource priority, always. It will be irrelevant 99% of the time, but still.
Love the videos, did wonder though, anyway to record at a higher bitrate or something? RUclips's compression for this game is insane
I wonder if you could make a megabase on a space platform
22:51 You know you can have multiple conditions on a decider now, right?
It's insane how fast you play this game man. I'm only JUST finishing up rudimentary production on Vulcanus now. How do you speed it up??
This is his job I think
he had like 2 weeks of pre-access and started on a nauvis end save tho
Watching this video alone, I can tell you how/why he's able to play it so quick. He comes with a clear plan for each video, and doesn't stop for minute problems.. Like the reactor not working - he just glossed over and moved on, because it wasn't worth it investigating. He doesn't play around to make things perfect, just good enough for a given task. And some of the boring downtime is edited out.
he clearly also comes prepared - he does stream the game on Twitch and had time to prepare and learn before the launch. He doesn't try to come up with every build on the fly - he has them prepared earlier, and are now "just" recreating them and reusing what he already had made earlier.
@@DemoBytom on top of that, Factorio is the staple of this channel. Nilaus broke through as a content creator with this game, so he probably picks up on the new features and mechanics a lot quicker than most players.
He also streams a different save on twitch where he experiments with designs before he makes these videos for RUclips. He is much further along in that play though than here
Of course the system can stuck. The returning belt puts everything on the inside belt, when it is full, the output cannot go on the inside as well and the system stucks. I would limit the amount on the belt.
I don’t get why he didn’t do asteroid reprocessing.
It might be useful for a stationnary platform that aims to process a particular type of asteroid, but not a mobile platform that use all 3.
Didn't he say he wants to take it to Aquilo? You mostly get oxide on that path, so reprocessing will be needed I think
Frick, I didn’t know you could build rail over the deep oil oceans. I was threading through the shallower parts.
I think you need to research tech for deep oceans.
Does anyone have a copy of the design for how he does the filters of the grabber arms at 5:30? He only seems to click on the constant combinator every time he shows this design and I really want to set it up for myself.
love your videos!
Nice Idea , but i think in scale for a mega base its just to little of Impact ? But maybe i am wrong as mostly for Factorio heheh ;)
Fix that reactor!
He forgot to put a inserter on the crusher that make ice for the reactor
Easy fix
not sure why you did it so small
Well, this is a prototype. Most of the stuff you can't get on a planet you don't need in huge quantities (i.e. Calcite anywhere but Vulcanus). He hasn't tested yet how much this platform outputs.There is still optimization potential with chunk reprocessing. If that's still not enough, upscaling is always an option - or putting down more of them.
Also
How do you get
Nuclear fuel
Onto a platform in orbit of aquilo?
By using interrupts that send the ship to refuel, in this case for nuclear, back to Nauvis to pick up fresh cells and drop off depleted.
@@salemprompthous3820 That or perhaps some ship that just goes between all planets + an intermezzo, drop off on planet just to launch it back up? Perhaps + the supplies needed to make the rocket(s) required to launch it back up...
@@paulstelian97 that's what I've been doing (for my previous designs, where the platforms didn't have thrusters. Now, with this desifn, I've been implementing interrupts where needed. E.g. Vulcanus, doesn't need Nuclear, so no interrupts required.), but it takes a lot of resources. My map generated with increased resources on all planets, so to me it's no issue. Nilaus' save is default in this regard, thus shipping fuel around to launch it back up to the orbital platforms can get expensive. Also have to consider the natural exports of each planets (Tungsten on Vulcanus, Rocket Fuel and Bioflux on Gleba, etc.) takes up their rocket silos, and having that fuel intercept those shipments can be a wrench in the entire system. (My fix for that "wrench" is just double up on silos. However, Fulgora, Vulcanus and Aquilo requires additional research to expand the islands in order to easily do so)
Water.. water,water... wa
you can pumpf sulfuric acid on vulcanus or am i wrong ?
You can using pumpjacks, yes, but Sulfuric acid can't be broken down to pure sulfur in a simple process, afaik (and as Nilaus said)
YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
u waste a lot of nuclear fuels if u don’t stop inserting fuel when theres already 1 fuel in the reactor
anda morronga que hay que pagar para tener los blueprints
Considering the time spent to set them up, I'd say it's justifiable (and worth it if one spends more than 10 minutes trying to figure out how to set up a build to ratio with x/s coming out. Even if I don't use every BP, they're a nice and structured guideline)
Your video is awesome. I restarted playing factorio because of your content. I’m a little angry about myself when i see the speed i do things vs what you do.😅 i know there is the magic of « editing » on your part, but I see that you know the game very well. But i see that i’m learning and become better. I started to make space science on my platform and i see that i could send back my multitude of iron that i can produce.( i have a steel defficit on the main planet that i need to patch before going in space)
I have a question: how can you see the parameter of the logic thing? I have the alt visual enabled but i cannot see the parameter that i chose in my game. Thx for your video
it's in Settings - Interface
1 steam cistern is a roughly 250 seconds at 10MW which is 2.5 GJ! now compare it to your accumulator setup.