"Seductive" is absolutely the word I would use to describe quality. It is very enticing when you see the gains it can provide, especially when trying to maximise production in the post-game, but even just for that little initial boost earlier on. However, it also makes logistics and ratios a complete _nightmare,_ forcing you to either think _extremely_ carefully about how you're building everything, or making you throw so many resources that your factory took the time to produce down the drain, never to be seen again. Outside of special-purpose quality cyclers, I pretty much always use bots to handle quality, and in both cases something _always_ gets jammed _somewhere._
there's a funny rendering or video compression artefact - at 27:00 the ground around conveyors wants to slide with the conveyors. the Nauvis base is making the world spin!
I love your bases and explanation. To make things legendary the more stable way is to obtain the base materials legendary directly and build from there instead of reciclyng the item you want. To obtain legenday iron, the easiest and more consistent way is to have a space platform with the exanging of meteor chunks into other meteor chunks with quality mods. It has a loss of 20% vs the 75% loss of recycling. You exange them in each quality level until you reach legendary, and cycle the legendary versions you don;t want until you have the legendary meteor chunk you need (metalic for iron/copper for instance). Then you crush the legendary meteor chunk with productivity and you obtain an infinite, and kind of stable, source of legendary materials. You can obtain this way iron, copper, coal, and calcite in legendary quality. With legendary calcyte you can obtain legendary stone in vulcanus, and with legendary plastic from legendary coal you can do legendary low density structures, that can be recycled into legendary steel, copper and plastic. The question prod vs quality was already explored (in an excel sheet too) by Nilaus XD
Yes, theoretically, but also we can only have one cargo landing pad on each planet, and it has only a certain number of sides from which we can withdraw things. I'm already gonna be doing calcite and several sciences through the landing pad. There is a limit. I'm not discounting it, I'm just saying it isn't a slam dunk. On a more general note, I'm gonna be doing quality everywhere. On each planet and in space if it is beneficial. I want to do a video with a full big picture breakdown of quality so I need to find out. That requires a certain amount of f**king around.
I am afraid at some point you just have to use bots to unload landing pads. It’s a pity, but from what I understood, It was a necessary compromise to avoid people using landing pads as big teleportation devices.
@@Erichteia I will fight this ultimate conclusion with every fibre of my being before I succumb!! I don't understand the teleportation thing though, the landing pads can only accept stuff, no? It can only ever be one way travel.
@@theotherbigfoot One thing i have seen someone doo was unload from the landing pad into wagons to add more area you can withdraw from. Similar to the Beltless video fro Dosh.
been watching you alot more lately... you inspire me to break out of my block format approach. I used to push biters back in settings but I want to get the "there is no spoon" achievement.
Replying as watching, you'll probably bring it up later lol. In terms of Iron/Steel etc for Fulgora, you can supplement it from space for free and restrict it due to how much is in storage, you should, for the most, have Iron fulfilled forever. Copper I think is late game, can't get it from space in the mid game.
I always look forward towards your videos. Some of the most satisfying timelapses! Once all your machines get high quality, be ready for some mad production rates. Who knows, maybe you’ll even be tempted to try beacons one day 😉
This is not the ultimate upgrade. It might not even be the penultimate upgrade. I have no idea what the final end point looks like at this moment. I have big questions.
I really cant wait to see how you tackle gleba, ive been trying to figure out a working base for weeks. I think my biggest struggle with it is the idea of using everything and not wasting anything leading to massive amounts of spoilage
High concept, Mr. Bigfoot; foundries--on fulgora--from iron ore--from concrete. Space is where ive sourced carbon for coal for plastic on fulgora. Space is a whole thing, though. Foundries do provide an on demand iron supply on fulgora
I've been turning the concrete into hazard concrete to recycle it, I thought that when we recycled concrete we got more concrete. That's another really good source of iron I haven't accounted for. Learning learning learning.
Hi :3 have you considered using stack inserters for the copper cable? It quadruples the capacity of each belt (when fully researched) as you know. That's at least my solution to the copper cable conundrum. P.S. can't wait for the next video, it's really fun to see how you approach builds.
Stack inserters would be the next big upgrade/rebuild I think, along with (hopefully) higher quality assembly machines and foundries and the like, the things I'm gonna make with this 'quality' setup. It is on my mind that I'm gonna need thousands of quality modules to fill this factory, if I start using buildings with higher crafting speeds than that reduces the number of modules I need.
@theotherbigfoot I'm very curious to see how the accumulation of quality machines and modules will work out. My approach was somewhat scuffed and it took ages to get legendary T3 quality modules together for the factory that will produce them on a larger scale. Today I will finally build it :3
The way you build looks amazing!
"Seductive" is absolutely the word I would use to describe quality. It is very enticing when you see the gains it can provide, especially when trying to maximise production in the post-game, but even just for that little initial boost earlier on. However, it also makes logistics and ratios a complete _nightmare,_ forcing you to either think _extremely_ carefully about how you're building everything, or making you throw so many resources that your factory took the time to produce down the drain, never to be seen again. Outside of special-purpose quality cyclers, I pretty much always use bots to handle quality, and in both cases something _always_ gets jammed _somewhere._
I agree 100% with your final thoughts. I don't have any desire to start a new factory, I want to live in my current factory forever.
there's a funny rendering or video compression artefact - at 27:00 the ground around conveyors wants to slide with the conveyors. the Nauvis base is making the world spin!
Good thing is watching your videos and streams never spoils figuring out the game for me cus I can never keep up with what's going on 😅
I love your bases and explanation. To make things legendary the more stable way is to obtain the base materials legendary directly and build from there instead of reciclyng the item you want. To obtain legenday iron, the easiest and more consistent way is to have a space platform with the exanging of meteor chunks into other meteor chunks with quality mods. It has a loss of 20% vs the 75% loss of recycling. You exange them in each quality level until you reach legendary, and cycle the legendary versions you don;t want until you have the legendary meteor chunk you need (metalic for iron/copper for instance). Then you crush the legendary meteor chunk with productivity and you obtain an infinite, and kind of stable, source of legendary materials.
You can obtain this way iron, copper, coal, and calcite in legendary quality. With legendary calcyte you can obtain legendary stone in vulcanus, and with legendary plastic from legendary coal you can do legendary low density structures, that can be recycled into legendary steel, copper and plastic.
The question prod vs quality was already explored (in an excel sheet too) by Nilaus XD
Yes, theoretically, but also we can only have one cargo landing pad on each planet, and it has only a certain number of sides from which we can withdraw things. I'm already gonna be doing calcite and several sciences through the landing pad. There is a limit. I'm not discounting it, I'm just saying it isn't a slam dunk.
On a more general note, I'm gonna be doing quality everywhere. On each planet and in space if it is beneficial. I want to do a video with a full big picture breakdown of quality so I need to find out. That requires a certain amount of f**king around.
@theotherbigfoot yes the inputs from the cargo pad are annoying.. this is why when I started my 3rd playthrough I added loaders for that alone.
I am afraid at some point you just have to use bots to unload landing pads. It’s a pity, but from what I understood, It was a necessary compromise to avoid people using landing pads as big teleportation devices.
@@Erichteia I will fight this ultimate conclusion with every fibre of my being before I succumb!!
I don't understand the teleportation thing though, the landing pads can only accept stuff, no? It can only ever be one way travel.
@@theotherbigfoot One thing i have seen someone doo was unload from the landing pad into wagons to add more area you can withdraw from. Similar to the Beltless video fro Dosh.
been watching you alot more lately... you inspire me to break out of my block format approach. I used to push biters back in settings but I want to get the "there is no spoon" achievement.
Replying as watching, you'll probably bring it up later lol.
In terms of Iron/Steel etc for Fulgora, you can supplement it from space for free and restrict it due to how much is in storage, you should, for the most, have Iron fulfilled forever. Copper I think is late game, can't get it from space in the mid game.
I always look forward towards your videos. Some of the most satisfying timelapses! Once all your machines get high quality, be ready for some mad production rates. Who knows, maybe you’ll even be tempted to try beacons one day 😉
This is not the ultimate upgrade. It might not even be the penultimate upgrade. I have no idea what the final end point looks like at this moment. I have big questions.
I really cant wait to see how you tackle gleba, ive been trying to figure out a working base for weeks. I think my biggest struggle with it is the idea of using everything and not wasting anything leading to massive amounts of spoilage
Have you watched any of the first series? Gleba got me pretty worked up first time around.
High concept, Mr. Bigfoot; foundries--on fulgora--from iron ore--from concrete. Space is where ive sourced carbon for coal for plastic on fulgora. Space is a whole thing, though. Foundries do provide an on demand iron supply on fulgora
I've been turning the concrete into hazard concrete to recycle it, I thought that when we recycled concrete we got more concrete. That's another really good source of iron I haven't accounted for. Learning learning learning.
@theotherbigfoot throw in some quality modules and you got a stew
that's a nice space platform ! at the 1st minute of video
Hi :3 have you considered using stack inserters for the copper cable? It quadruples the capacity of each belt (when fully researched) as you know.
That's at least my solution to the copper cable conundrum.
P.S. can't wait for the next video, it's really fun to see how you approach builds.
Stack inserters would be the next big upgrade/rebuild I think, along with (hopefully) higher quality assembly machines and foundries and the like, the things I'm gonna make with this 'quality' setup. It is on my mind that I'm gonna need thousands of quality modules to fill this factory, if I start using buildings with higher crafting speeds than that reduces the number of modules I need.
@theotherbigfoot I'm very curious to see how the accumulation of quality machines and modules will work out. My approach was somewhat scuffed and it took ages to get legendary T3 quality modules together for the factory that will produce them on a larger scale. Today I will finally build it :3