First ORBITAL BASE; What To Build First In Space For Factorio Space Exploration | Guide/Walkthrough

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  • Опубликовано: 7 сен 2024
  • FACTORIO SPACE EXPLORATION
    Build Cargo Rockets to launch stuff into space. Ride a rocket into space yourself and start spacewalking. Build an orbital space platform to develop difficult data-driven space science. Build a spaceship tile by tile, fly it from a planet surface to other planets, moon, asteroid belts, and more.
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Комментарии • 54

  • @TheFinagle
    @TheFinagle 10 месяцев назад +44

    I would agree with your initial assessment. First 3 things in order are basic space science, space scaffolding research and production to expand build area, and then your landing/launching systems to get resources up and down as needed.
    I'm a few hundred hours ahead of you in my world (which is probably more like 50 Nilaus hours) and I am quite interested to see how you approach some of the issues I faced compared to my solutions. I am excited for the future of this youtube series.

  • @fadaja539
    @fadaja539 10 месяцев назад +10

    in my opinion delivery cannons are the best, easiest, fastest, cheapest and most reliable way to transport items to other planets and orbits. just send basic resources and liquids then make everything on site so you can have anything any time without causing problems to other resources. but remember delivery cannons are energy hungry and dont have any stop condition so you need to use signal transmitters to stop it (its input specifically)

    • @ThePiachu
      @ThePiachu 10 месяцев назад +1

      Delivery canons require a bit of wiring setup, otherwise they will crash their cargo. They aren't that cheap, but are definitely great in the early game. Rockets are more reliable since they won't launch to a full landing pad and they will automatically go to ANY pad that needs their cargo. Downside is they crash and need some research to get cheaper.

    • @TheAgamemnon911
      @TheAgamemnon911 10 месяцев назад +1

      Every single attribute you mentioned comes with a massive asterisk next to it. It really depends on style and willingness to dive into combinator logic to make rockets beat cannons in every aspect.

    • @Claan22
      @Claan22 10 месяцев назад +1

      Both are valid, but overall I agree - on my second playthrough, nothing that can be cannoned will ever go into a rocket.
      Delivery cannons only need one thing (cannon shells) instead of 3 (LRF, sections, capsule). Delivery cannons can't crash. And they have smaller buffers.
      Eventually you'll have the space elevator, and deleting delivery cannons is a lot easier than deleting rockets and landing pads (which hold 500 stacks each).
      "Make everything on site" I disagree with though - very soon, prod modules will become super important, so it's better to rocket complex intermediates that can't be cannoned.

  • @AylorAivo
    @AylorAivo 10 месяцев назад +2

    With the "send a signal if we want it because we'll have single item rockets eventually" thing you've made a cunning plan for the future that isn't actually necessary. If a rocket is set to launch automatically it waits until the destination cargo pad is empty so when you're using single item rockets you can easily have it set up so that it doesn't empty the landing pad until you need more, and then more will come immediately without needing to worry about any signalling at all. It even works trivially as a many-many system if you're careful with the landing pad names and launchpad settings. It's pretty nice.

  • @tonynungaray5576
    @tonynungaray5576 10 месяцев назад +12

    Nilaus You can read the contents of the landing pad, if you add this to your logistic data that should instantly mark those items as in stock instead of waiting for the items to move to the passive provider chests.

  • @Sqweacx
    @Sqweacx 10 месяцев назад +10

    love u nilaus

  • @chillerapfel23
    @chillerapfel23 10 месяцев назад +13

    the cargo rocket building will put out a cargo rocket symbol when there is a cargo rocket build. you can use it as condition so that the insertes will only put in when there is the signal

    • @ThePiachu
      @ThePiachu 10 месяцев назад +2

      You don't need it for loading cargo since the Rocket Silo has dedicated slots for Rocket Sections and Rocket Pods (at the very end of its cargo list). You can always safely fill rocket with cargo before it's built and it won't stop you from building the rocket.

    • @frodo9649
      @frodo9649 10 месяцев назад +2

      @@ThePiachu Yes, but this wasn't always the case. With SE 0.5 I had sometimes the problem of the rocket being filled before completely constructed, and there was no space left to put the rocket sections.

    • @chillerapfel23
      @chillerapfel23 10 месяцев назад

      @@ThePiachu oh did not know that they changed it

  • @patrickbellone621
    @patrickbellone621 10 месяцев назад +3

    You could multiply the indicator by the number of items you want to load into the rocket. Then have the inserter just insert while the number of items to load is less than the value from the multiply. For example, if the space station needs green circuits, it sends 1 (as it does now). Use a combinator to multiple what the space station sends for green circuits with 2000 (the number you want). If the space station isn't requesting anything, the result of the multiply is 0 so the inserter doesn't insert anything. If the space station says it needs them (sending a 1), the multiply results in 2000, so 2000 circuits will be inserted.

    • @sunbr0547
      @sunbr0547 10 месяцев назад +1

      You can simply send a negative signal of the item you need and have an inserter condition "while this item < 0" (of course with the inserter connected to both the rocket silo and the signal receiver)

    • @astree214
      @astree214 10 месяцев назад

      @@sunbr0547 Yes, much better. Sending a "1" is a bit useless, as you don't really know if you need "a bit" or "a lot" of each item. And the multiplier would have to be changed for different item types, very complicated.

  • @ThePiachu
    @ThePiachu 10 месяцев назад +1

    Space logistics, always fun.

  • @geraldguadagno5408
    @geraldguadagno5408 6 месяцев назад

    Nilaus: Thank you for these videos, as I'm working my way through my first SE run, and this series is helping immensely. One thing I don't understand on rocket logistics: At the end of this episode, you launched a cargo rocket to resupply your space base because your logistics network said that you needed resupply. While that cargo rocket is in transit, your logistic network is still going to show that you need resupply. So, while the rocket is flying to your Orbital base, I saw that your ground base was already building the next cargo rocket, and adding supplies to it (water barrels, red chips, etc...) that the logistic system was asking for. How do you stop your ground base from building and adding cargo to meet a need that a current rocket is already satisfying? Sorry for the long comment.

  • @user-fd8zi5yy6u
    @user-fd8zi5yy6u 9 месяцев назад

    Love your vids, very informative. I use a memory cell to track how much passes the belt, rocket launch triggers the reset. More details of course, but that is the gist.

  • @JuddMan03
    @JuddMan03 10 месяцев назад

    Constant combinator up top with list of item counts you want to keep stocked. Subtract logistic network content from that. Now you have a signal that is only >0 when you have less than the desired amount, and it only needed one combinator. (OK maybe 2, because logistics requests can cause negative item counts to show up, and you probably want to filter those out using a decider combinator)

  • @user-ph7qx8ik2h
    @user-ph7qx8ik2h 10 месяцев назад +1

    Thanks for making these summary videos!

  • @Haleskinn
    @Haleskinn 10 месяцев назад +1

    space base blueprints please like space market for each science based on roboports maybe :D

  • @manelmv97
    @manelmv97 10 месяцев назад +1

    so excited to go to space! jezus! love your vids Nilaus

  • @johanskodvin1282
    @johanskodvin1282 10 месяцев назад +2

    i would recommend using a delivery cannon for all your liquids as it is much more compact and reliable

  • @matiasleon7164
    @matiasleon7164 10 месяцев назад +1

    It would be awesome if you start with astronomical science, I did that on my playthrough and starting with spaceships is very sweet

    • @laugh8574
      @laugh8574 10 месяцев назад

      I'm interested to see which sciences he prioritizes. I think logistic network is a great first one.
      I went for energy first for the trains, but absolutely going for ships next.
      Did you use chests to load your ships instead of trains?

    • @matiasleon7164
      @matiasleon7164 9 месяцев назад

      Used trains that buffer to chest, I don't know if I get the cuestion

  • @TSteffi
    @TSteffi 7 месяцев назад

    There is one big issue with the signal and transmitter system. If for any reason one of them looses power, even just for a split second, ALL the values will drop to zero.
    That can seriously mess up your cargo schedule if you use combinators on the ground.
    It's way safer to do the logic on the transmitter side and only send binary request signals

  • @Kingwut117
    @Kingwut117 10 месяцев назад +3

    your orbit logistics seems strangely overcomplicated, especially considering your remarks on how expensive it is to move items back and forth. Direct request amounts based on target limits in orbit is both simple and the most efficient method possible, as you can still make a check that ensures the rocket will ONLY launch when full. You could even add overrides if you run out of a specific important resource, for example. I can understand wanting to get into the habit for dedicated single-item rocket launch logistics but building your very first starter space base for it feels like building your red science starter base with beacons and trains in mind

  • @chillerapfel23
    @chillerapfel23 10 месяцев назад +3

    you dont need circuits for a solo cargo rocket system, its pretty simple to set up

    • @DukePaprikar
      @DukePaprikar 10 месяцев назад

      How so? Could you please elaborate in more detail?

    • @chillerapfel23
      @chillerapfel23 10 месяцев назад

      @@DukePaprikar you can tell a cargo rocket building to use a specific landing pad name without a specific planet/moon location. then select the start option launch when full. that way the cargo rocket will auto. launch to any landing pad with the chosen name, as soon as the landing pad is empty. there is no need for signal transmission. the rocket building can read the content of every landing pad with the selected name.

    • @DukePaprikar
      @DukePaprikar 10 месяцев назад +1

      @@chillerapfel23 I know about (and have used) that setup, but you originally said "solo rocket cargo system" and what you just described is a rocket per resource, which is definitely not a solo rocket, I would say.

    • @chillerapfel23
      @chillerapfel23 10 месяцев назад

      @@DukePaprikar yeah sry, but that is what i meant, should have written solo - cargo rocket

  • @mx2000
    @mx2000 10 месяцев назад +1

    I just built the lvl 4 advanced sciences and am now reaching for Naquium - with a ground base that is maybe a fifth of what Nilaus has built up just now.
    I'm not sure if that's a good sign or a bad sign 😅

    • @jackjon7763
      @jackjon7763 10 месяцев назад

      This mod pack is doable with a small base but takes a ridiculous amount of time if you have a small base. The end game requires so much

  • @asaxander740
    @asaxander740 8 месяцев назад

    When I get to space my first priority is getting space research set up and getting scaffolding

  • @TheAgamemnon911
    @TheAgamemnon911 10 месяцев назад

    Ah... the fond memories of the duck asteroid. (Come on, it totally is a duck!)
    My Ducksteroid went through 3 stages of factory, only to be torn down again, because ironically, the thing that is the most scarce in space... is space.
    Stage 4 right now is half capsule parking lot and half paved over with solars.

  • @naikrovek
    @naikrovek 10 месяцев назад +2

    if your computer can handle it, can you record with more bitrate? some of what I see is RUclips being RUclips, but some looks like your recording setup. If bandwidth needs make higher bandwidth a problem, then don't worry about it. Definitely a "nice to have" and not anything I need. Thanks

  • @ZealothXyven
    @ZealothXyven 10 месяцев назад

    Nice.

  • @dripthanos5595
    @dripthanos5595 9 месяцев назад

    im personally going to avoid space exploration due to the official DLC being worked on as we speak, but if SE gets updated and is meant to expand the DLC's progression into the very long gameplay experience that it is, then maybe I'll consider it

  • @trolltv3722
    @trolltv3722 10 месяцев назад +1

    Are the blueprints available?

  • @Baleur
    @Baleur 10 месяцев назад +2

    Playing this for the first time in 2023.
    The first orbit of Nauvis i scanned with my first satellite, showed that there's literally a parked (seemingly intact) spaceship....
    Am i extremely lucky or did they change the starting conditions in orbit? xD

    • @astree214
      @astree214 10 месяцев назад

      You find it on the 1st asteroid belt, and yes, it's a good idea to start by going to fetch it with an empty rocket, as there is a lot of stuff on it, then go back to Nauvis orbit to put down a pad and a cannon receiver😉
      New players wont know it.

  • @slowny1239
    @slowny1239 10 месяцев назад

    Whats the Item U Block the conveyer belt i never used that?

  • @ForrestTaylor
    @ForrestTaylor 10 месяцев назад

    Why are there transportation belts in space factorio where there isn't any gravitational force to support using them? Seems like the devs should have created another transport mechanism.

    • @astree214
      @astree214 10 месяцев назад +1

      That's why there are space belts, only used in space, that create artificial gravity for the items to be transported.
      You can't use ground belts in space

  • @gregvw123
    @gregvw123 10 месяцев назад +1

    Can you do 4K content? Or higher resolution? Just a suggestion ..

    • @MeHdi.fz28
      @MeHdi.fz28 10 месяцев назад +2

      me who's watching in 480p: 😊

  • @juniores95
    @juniores95 10 месяцев назад

    This exploration is mod ?

    • @musizlover2008
      @musizlover2008 10 месяцев назад +2

      It's a mod, not the official expansion which is called Factorio: Space Age.

    • @chillerapfel23
      @chillerapfel23 10 месяцев назад +1

      space exploration yes

  • @derpymoose9948
    @derpymoose9948 9 месяцев назад

    Limit of 8 things? Sorry don’t understand

    • @iclamba
      @iclamba 4 месяца назад

      I think he means the train stations. not sure why he doesen´t just use the train stations from the neighbouring squares