One thing to watch out for is when you use tesla turrets and something happens to bioflux supply chain, when the nests spoil they will be killed by chain attacks meant for the biters, so lassers are a safer and more error proof option.
Biter eggs will also be needed for promethium science pack which you can build on your spaceship. In order to prevent egg spoilage, you could make a lot of productivity modules 3, and take them onboard your spaceship. Once you need the eggs you recycle a few productivity mods and you always have fresh eggs in space!
Overgrown soil is much cheaper. But honestly, I feel like you don't really need that. The science pack crafts really fast, the 30 mins is enough in practice.
@@mx2000you have to get from nauvis to where the gathering happens and start crafting science. Takes one hell of a ship to go full speed to the edge of the system and beyond. In time to make enough science that it’s actually worth bothering designing a ship like that. Easiest is just making a ship with an absolute ridiculous number of storage modules and just loading up on prometheum and bringing it back to nauvis.
To reduce the risk of things hatching I control the production of anything using eggs with the inserter that removes the eggs from their source. So for your biter eggs my solution would be to have a circuit control on the arms to say "only store eggs here if prod module < X" then remove any such logic from the actual crafters so they always craft if they get eggs. It means I usually end up with a couple more items crafted, but I'd rather have that than unused eggs in a box. My science on Gleba works this way - eggs on a belt, egg only gets inserted if I need more science. Otherwise the egg goes into the furnace with no chance to spoil while sitting in a disabled crafter. Note: I've still hatched one or two because another ingredient went missing so this doesn't remove the need for defense!
@@LddStyx It is, but in this case you want to remove them to upcycle and sort. Once they're out of the nest the timer is running, and I wouldn't want to store 100 epic eggs just because I'm full on epic modules. If you're processing enough it probably doesn't matter since you'll keep getting new ones to refresh the duration but you still have the ones requested to module production that will sit and spoil.
I do it by detecting if I have enough ingredients for craft and I only insert when I do. With a circuit to throw away any left overs. It's tricky for science where I need 10 eggs, so I first move them to a temporary buffer where I wait for exactly 10 eggs and move the buffer to cryo plant once it's full. If there aren't enough eggs to fill the buffer whatever is already in the buffer gets dumped.
Yeah, I considered that and decided a couple turrets was easier. My turrets on Gleba have three kills total so I haven't felt the need to perfect the system.
A few things. Those lasers wont kill a spawner ones it ever has been captured, so setting priorities isnt needed. Second you want rocket turrets with capture capsules aimed at your production. Any error in bioflux will then just keep things safe.
in the biter farm I highly recommend using splitter priority as you *really* don't want the biter eggs sitting around on the belt. usually I'd say it's for cosmetic reasons/vibes to set splitter output priority when merging into 1 lane, and even then I'd suggest using a belt to sideload whatever gets stuck due to higher output
Phew fixed the legendary quality modules in the EM factory making legendary modules. So the question then becomes, do the legendary eggs make legendary omelettes or ? Great series, thanks!
Higher quality captive nests consume the bioflux more slowly and will last longer without being fed. After my Gleba platform got delayed only my rare nests survived.
If there was ever a good use for just using bots, this was it. So much easier to have spawners output into an active provider chest and then having a set of buffer chests requesting way more eggs than you’ll ever allow in the system so all eggs go directly to a protected area. Then have inserters removing directly from those chests into heating towers based on spoilage priority. Have those set to only activate when you’ve more than you want, so like 500. Then you’ve enough to launch to space, only the fresh ones are still in boxes and the most spoiled are immediately deleted. Protecting with laser turrets is also way better. No splash damage to the structures at all. And so easy to fit enough to take out any number of biters that might spawn whenever. Plus rocket turrets with capture missiles waiting in case there’s a hiccup with bio flux production. Requester chests for bio flux are also much easier. Have that with an inserter set to spoilage to pull out of it and into an active provider. Belts just lead to spoilage backups. I don’t understand why this design was even considered, with how much experience in the game this dude has. Tesla turrets are cool but will kill the nests if bioflux ever has a problem, which it will. Then you gotta deal with remaking them instead of just killing off spawning biters as they pop up and recapturing when bioflux is back in the system. Belts that can back up. Only keeping 100 eggs around, so not enough to launch to space for science production or making overgrown soil… it’s just kind of weird to me. Considering how many people blindly follow him, why not make something that works well and has no chance of messing up?
I use uncommon and rare spawners which was overkill so ended up adding a circuit to keep extra eggs in the spawners so my recyclers didn't get overwhelmed.
Is there any sense in setting spoil priority for inserters with biter eggs from storage chests? Or, since you always have less than one stack, it doesn't matter?
🤔If you just want to have a small amount of bioflux for each captive biter nest, why not use chests that request exactly 1 bioflux each, instead of a big belt loop? (Those chests would trash unrequested, so the spoilage gets removed.) I think it'd take up the same amount of space, and also be simpler.
I’m building an Iron and copper up cycle system similar to your circuit upcyclers on Vulcanus and then building the circuits in their respective qualities from the upcycling process rather than gambling at the circuit level I’m thinking it may be more beneficial to use the foundaries LDS recipe to gamble on plastic, steel and copper quality and then setting up a robo hub to make the higher quality buildings and inserters
Yeah, the quality will at least increase the hp of the biters that spawn from the eggs, it may do additional things, but I don't know anything else off the top of my head. So a big biter spawned from a legendary egg I think would have base health plus 120% additional health. (30% extra for each tier of rarity)
I'm guessing it's just me, but this series feels like it's slowed down a lot. To catch up and implement the changes in my base takes just a few minutes.
I’m kinda confused by your comment but are you saying by following along it only takes you a few minutes to replicate what takes him an hour to make? Hope I am mistaken but that’s a dumb comment if you are drawing any sort of inspiration from his designs.
@@onehandonglizzy I'm referring to the scope of the introduced concept more than the time needed to implement a specific design. Biter nests, while new to the expansion, have one input and one output, both with spoilage. They're simpler than most machines on Gleba, yet the only thing covered in this episode is a single design which introduces no new concepts. I'm not trying to hate - Nilaus is my favorite content creator. It just feels like the game is being milked for a 100 part play through when it could be done in 50.
you are right. Last few episodes should be just one part. Design is 5 min -building 5 minutes fixing mistakes 5 minutes. In fact whole week (parts32-36) should be in one. Base is not growing, nighter in size or efficency. Got same feeling it's slowed down like hell
Maybe you're a tad ungrateful? Just maybe? I mean, it's not like he basically uses a 4h+ stream for each of these episodes? What you see here is usually the outcome of a design proccess, and yes, as the game progresses, it becomes more complex and usually takes more time to first come up with the new concept, then iterate on the implementation and then finnaly have a scalable design presented in this video (where he cuts out most of the time consuming parts anyway). So if you feel it doesn't progress, you got 2(3) options: - not a video every day, but rather every second day or week to get more content to be condensed. - Make Nilaus play even more hours as he already does ( generously giftig on twitch prolongs his stream hours, so there's your option for that) (- don't watch immediately and bitch about slow pace in comments, but wait until it's done and watch at your own pace). Just some random thoughts here
@@memory_stick Relax. Take a breath. Call your grandma, therapist, or someone else who cares about you. Tell them someone on the internet feels differently than you do. I’m not ungrateful. What I’ve done here is the same as commenting that the portion sizes at a favorite restaurant are smaller than usual. That’s all.
Just started the video, but was curious if it's better/you will make this change: I thought that for Legendary Module recipes, you don't need/want quality modules in the Assemblers because there's no quality upgrade to Legendary-level items. IFF that's the case, shouldn't you use Productivity Modules, if possible?
No the engineer is not the baddie. The shattered planet is obviously the engineers homeworld that was destroyed by biters and pentapods. Engineer is simply trying to rebuild
18:55 does your crafter for the legendary module have legendary quality module in it? I thought it was not necessary to put them in there. Great upcycling by the way! Im currently stuck in a loop of protecting my navis base and trying to help my volcanus base to perform better. 😅
You can get 50% more productivity AND an entire extra roll for quality if you craft the biter eggs into somethingelse before scrapping. Ofc, this runs up the cost of other stuff (namely the circuits if you are doing it with modules)
13:28 damm, those splitters as merge without a filters drives me crazy!!!!! On the output to prevent those bitters eggs to hang in the empty side forever Luckly he fixes it xD You should set the inserters that are recycling the eggs to take the most spoiled first, so they don't take the fresh one and leave the old ones in the chest
In the Biter-Farm, have the inserters take the oldest Eggs first from the chests. (spoiled priority)
Not sure how much it matters when they are limited to
One thing to watch out for is when you use tesla turrets and something happens to bioflux supply chain, when the nests spoil they will be killed by chain attacks meant for the biters, so lassers are a safer and more error proof option.
Biter eggs will also be needed for promethium science pack which you can build on your spaceship. In order to prevent egg spoilage, you could make a lot of productivity modules 3, and take them onboard your spaceship. Once you need the eggs you recycle a few productivity mods and you always have fresh eggs in space!
That's genius, tnx
It's better to use overgrowth soil for this
That's a good idea, but same as loosing 75% of the eggs.
Overgrown soil is much cheaper.
But honestly, I feel like you don't really need that. The science pack crafts really fast, the 30 mins is enough in practice.
@@mx2000you have to get from nauvis to where the gathering happens and start crafting science. Takes one hell of a ship to go full speed to the edge of the system and beyond. In time to make enough science that it’s actually worth bothering designing a ship like that.
Easiest is just making a ship with an absolute ridiculous number of storage modules and just loading up on prometheum and bringing it back to nauvis.
To reduce the risk of things hatching I control the production of anything using eggs with the inserter that removes the eggs from their source. So for your biter eggs my solution would be to have a circuit control on the arms to say "only store eggs here if prod module < X" then remove any such logic from the actual crafters so they always craft if they get eggs. It means I usually end up with a couple more items crafted, but I'd rather have that than unused eggs in a box. My science on Gleba works this way - eggs on a belt, egg only gets inserted if I need more science. Otherwise the egg goes into the furnace with no chance to spoil while sitting in a disabled crafter.
Note: I've still hatched one or two because another ingredient went missing so this doesn't remove the need for defense!
Biter eggs timer should be stoped while they are inside the spawner.
@@LddStyx It is, but in this case you want to remove them to upcycle and sort. Once they're out of the nest the timer is running, and I wouldn't want to store 100 epic eggs just because I'm full on epic modules. If you're processing enough it probably doesn't matter since you'll keep getting new ones to refresh the duration but you still have the ones requested to module production that will sit and spoil.
@@telgames oh, yes in that case you're right
I do it by detecting if I have enough ingredients for craft and I only insert when I do. With a circuit to throw away any left overs.
It's tricky for science where I need 10 eggs, so I first move them to a temporary buffer where I wait for exactly 10 eggs and move the buffer to cryo plant once it's full. If there aren't enough eggs to fill the buffer whatever is already in the buffer gets dumped.
Yeah, I considered that and decided a couple turrets was easier. My turrets on Gleba have three kills total so I haven't felt the need to perfect the system.
A few things. Those lasers wont kill a spawner ones it ever has been captured, so setting priorities isnt needed. Second you want rocket turrets with capture capsules aimed at your production. Any error in bioflux will then just keep things safe.
You still have quality modules in the legendary module crafters.
So painful
If we're ever on trial? Sure we're the baddies.
Thankfully, space is big.
in the biter farm I highly recommend using splitter priority as you *really* don't want the biter eggs sitting around on the belt. usually I'd say it's for cosmetic reasons/vibes to set splitter output priority when merging into 1 lane, and even then I'd suggest using a belt to sideload whatever gets stuck due to higher output
Mitchell and Webb references. Well played.
Do you want to have some turret coverage along the bot's flight path, perhaps? Don't want an egg spoiling halfway there.
Phew fixed the legendary quality modules in the EM factory making legendary modules. So the question then becomes, do the legendary eggs make legendary omelettes or ? Great series, thanks!
the deconstruction splitter trick is real useful
Been meaning to comment this, but I really love the Expanse ship names!
Higher quality captive nests consume the bioflux more slowly and will last longer without being fed. After my Gleba platform got delayed only my rare nests survived.
loving this series. Support from South Africa
Safety tip - build the farm on an islad and transfer eggs to mainland only when needed. Biters can't swim (yet).
Just started the video... Still rocking the quality modules in the legendary tier I see.
if you can't put productivity mods in and have chests full of legendary quality modules it doesn't matter
@@Mic_Glow i mean, just put efficiency in. it may not matter a great deal, but reducing power usage on a large scale can be helpful for megabases
If there was ever a good use for just using bots, this was it. So much easier to have spawners output into an active provider chest and then having a set of buffer chests requesting way more eggs than you’ll ever allow in the system so all eggs go directly to a protected area. Then have inserters removing directly from those chests into heating towers based on spoilage priority. Have those set to only activate when you’ve more than you want, so like 500. Then you’ve enough to launch to space, only the fresh ones are still in boxes and the most spoiled are immediately deleted.
Protecting with laser turrets is also way better. No splash damage to the structures at all. And so easy to fit enough to take out any number of biters that might spawn whenever. Plus rocket turrets with capture missiles waiting in case there’s a hiccup with bio flux production.
Requester chests for bio flux are also much easier. Have that with an inserter set to spoilage to pull out of it and into an active provider. Belts just lead to spoilage backups.
I don’t understand why this design was even considered, with how much experience in the game this dude has. Tesla turrets are cool but will kill the nests if bioflux ever has a problem, which it will. Then you gotta deal with remaking them instead of just killing off spawning biters as they pop up and recapturing when bioflux is back in the system. Belts that can back up. Only keeping 100 eggs around, so not enough to launch to space for science production or making overgrown soil… it’s just kind of weird to me. Considering how many people blindly follow him, why not make something that works well and has no chance of messing up?
What if egg hatches when bot is carrying it? You should make those factories close together and put towers on the path.
Sssttt Id like to see the chaos
Did they change the quality UI recently? Wasn't it a dropdown before, but now it's 5 buttons?
yes
I use uncommon and rare spawners which was overkill so ended up adding a circuit to keep extra eggs in the spawners so my recyclers didn't get overwhelmed.
when your power substations didnt fit I thought: you should use the new higher quality items to make power poles/substations with more range!
Is there any sense in setting spoil priority for inserters with biter eggs from storage chests? Or, since you always have less than one stack, it doesn't matter?
Was curious about this also....
WOW! Just respect for doing legendary eggs!
Wouldn't it make more sense to have refrigeration chest/space warhouse? I mean, irl there is spoilage, that's why we use refrigeration.
It would make the game's spoilage mechanic trivial and remove the challenge.
🤔If you just want to have a small amount of bioflux for each captive biter nest, why not use chests that request exactly 1 bioflux each, instead of a big belt loop? (Those chests would trash unrequested, so the spoilage gets removed.) I think it'd take up the same amount of space, and also be simpler.
I’m building an Iron and copper up cycle system similar to your circuit upcyclers on Vulcanus and then building the circuits in their respective qualities from the upcycling process rather than gambling at the circuit level I’m thinking it may be more beneficial to use the foundaries LDS recipe to gamble on plastic, steel and copper quality and then setting up a robo hub to make the higher quality buildings and inserters
Update: LDS was a bad decision lol
Surprised no one told this in the last video but.... you have legendary quality modules for the legendary crafts, you could use them elsewhere.
Does the rarity of biter eggs impact what spawns if they spoil?
Yes but its still the same big biter just with more health damage and range. Legendary eggs also take longer to spoil.
Yeah, the quality will at least increase the hp of the biters that spawn from the eggs, it may do additional things, but I don't know anything else off the top of my head. So a big biter spawned from a legendary egg I think would have base health plus 120% additional health. (30% extra for each tier of rarity)
@@joshuagreen8995 150% for legendary one. Because going from epic to legendary gets double effect of 60% increase.
The biter eggs dont spoil in spawner, so try to make direct incert ig
They will not spoil as I keep recycling them
module 1 crafting speeds are also much higher than module 2 and 3. So the whole thing cant even work as fast as it could...
I'm guessing it's just me, but this series feels like it's slowed down a lot. To catch up and implement the changes in my base takes just a few minutes.
I’m kinda confused by your comment but are you saying by following along it only takes you a few minutes to replicate what takes him an hour to make? Hope I am mistaken but that’s a dumb comment if you are drawing any sort of inspiration from his designs.
@@onehandonglizzy I'm referring to the scope of the introduced concept more than the time needed to implement a specific design. Biter nests, while new to the expansion, have one input and one output, both with spoilage. They're simpler than most machines on Gleba, yet the only thing covered in this episode is a single design which introduces no new concepts. I'm not trying to hate - Nilaus is my favorite content creator. It just feels like the game is being milked for a 100 part play through when it could be done in 50.
you are right. Last few episodes should be just one part. Design is 5 min -building 5 minutes fixing mistakes 5 minutes. In fact whole week (parts32-36) should be in one. Base is not growing, nighter in size or efficency. Got same feeling it's slowed down like hell
Maybe you're a tad ungrateful? Just maybe? I mean, it's not like he basically uses a 4h+ stream for each of these episodes? What you see here is usually the outcome of a design proccess, and yes, as the game progresses, it becomes more complex and usually takes more time to first come up with the new concept, then iterate on the implementation and then finnaly have a scalable design presented in this video (where he cuts out most of the time consuming parts anyway).
So if you feel it doesn't progress, you got 2(3) options:
- not a video every day, but rather every second day or week to get more content to be condensed.
- Make Nilaus play even more hours as he already does ( generously giftig on twitch prolongs his stream hours, so there's your option for that)
(- don't watch immediately and bitch about slow pace in comments, but wait until it's done and watch at your own pace).
Just some random thoughts here
@@memory_stick Relax. Take a breath. Call your grandma, therapist, or someone else who cares about you. Tell them someone on the internet feels differently than you do.
I’m not ungrateful. What I’ve done here is the same as commenting that the portion sizes at a favorite restaurant are smaller than usual. That’s all.
Just started the video, but was curious if it's better/you will make this change:
I thought that for Legendary Module recipes, you don't need/want quality modules in the Assemblers because there's no quality upgrade to Legendary-level items. IFF that's the case, shouldn't you use Productivity Modules, if possible?
Ah! Just got to 19:33
Quality modules removed! Very nice
You cant use productivity
it's so slow though. I've crushed a few million biter eggs and only received ~3000 legendary ones.
Only 3000 of an egg that has a 00.01% chance of spawning?!?!?
(Yes I know how to improve the odds)
No the engineer is not the baddie. The shattered planet is obviously the engineers homeworld that was destroyed by biters and pentapods. Engineer is simply trying to rebuild
When will factorio man engineer a refrigerator
18:55 does your crafter for the legendary module have legendary quality module in it? I thought it was not necessary to put them in there. Great upcycling by the way! Im currently stuck in a loop of protecting my navis base and trying to help my volcanus base to perform better. 😅
19:56 ok crisis avorted 🤪 they dont have module in them anymore
You can get 50% more productivity AND an entire extra roll for quality if you craft the biter eggs into somethingelse before scrapping. Ofc, this runs up the cost of other stuff (namely the circuits if you are doing it with modules)
13:28 damm, those splitters as merge without a filters drives me crazy!!!!! On the output to prevent those bitters eggs to hang in the empty side forever
Luckly he fixes it xD
You should set the inserters that are recycling the eggs to take the most spoiled first, so they don't take the fresh one and leave the old ones in the chest
Are we the baddies?
You are still using quality modules for crafting legendary stuff. Bit of a waste innit?
ew regular quality biter spawners. u should be scaling with regular quality recyclers so when u legendary everything u dont have to change the ratios