Building a space bus - tutorial - Laurence Plays: Factorio Space Exploration

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  • Опубликовано: 28 июл 2024
  • Last time, we looked at what to bring in your first rocket - • What to take on your f... - before that, we looked at how to bring the right supplies into space - • VIDEO UPDATED, SEE DES... - so today we're going to take a look into what to do with all that stuff when it arrives; how to send it out to your machines and how to do so without large scale bot slaughter!
    Note that this video was made with Space Exploration 0.6, so when 0.7 comes out, things may change a little bit!
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Комментарии • 40

  • @arjanb7158
    @arjanb7158 9 месяцев назад +4

    Just wanted to say thanks. These tutorials are top quality!

    • @LaurencePlays
      @LaurencePlays  9 месяцев назад

      You're welcome, and thanks for watching. I'm going to keep making them, as long as I have enough ideas!

  • @scarjjbag
    @scarjjbag 7 месяцев назад +1

    Oh gosh i was just working on this problem in my SE/K2 run. I have been wondering how this would look and this seems like great inspiration

    • @LaurencePlays
      @LaurencePlays  7 месяцев назад

      Thanks! I'm pleased with this design, it's worked well for us. Whilst there's technically a throughput limit from the inserters, it's easily fast enough to keep up with the rate rockets arrive and the rate stuff gets used on the bus. And so we've got similar things on some of the other smaller buses where the science is made as well.

  • @lightneko
    @lightneko 3 месяца назад +1

    I love bots so much but may switch to a design like this

    • @LaurencePlays
      @LaurencePlays  3 месяца назад

      I much prefer belts, it feels more factorio to me. And I enjoy the challenge of the spaghetti!

  • @UnfortunateWatcher
    @UnfortunateWatcher Год назад +5

    BUS

  • @vomitus7528
    @vomitus7528 11 месяцев назад +1

    It would be interesting to see how you deal with fluids in space.

    • @LaurencePlays
      @LaurencePlays  11 месяцев назад +1

      Fluid pipes can be run down the bus in basically the same way, although you'll need to unload them from tanks instead of the warehouses; they can't be passed through the warehouse system so I didn't really include them.
      I think the real question is how you get the liquids to space in the first place. Early on, I think there are two options:
      - You can ship them all up in barrels and unload the barrels in space, crushing the empties down for steel. That's what we did this time.
      - You can ship water ice and coal up, and then melt the ice and use coal liquifaction. That allows you to get all the liquids you need, without using any barrels. I did this in my 0.5 run.
      Honestly, the two methods are pretty much balanced in terms of how many stacks of resource you need to bring up, so it doesn't really matter which one you go for, just pick which you prefer! Once you get the space elevator, you can run fluids up in fluid trains, so the problem goes away.

  • @Sotzrem2007
    @Sotzrem2007 6 месяцев назад +1

    My first space run (which im still on). I tried the multi load cargo rockets and found issues with logistic network jamming up (i am still a beginner when it comes to logistics networks and with my dyslexia i have a hard time reading. ) i stared using 1 rocket per type, means a lot of landing pads and keeping rocket parts on hand at each silo. Ive started moving to space ships from each planet and load the ship based on request on logistic network from the various planets/surfaces. I
    High through put items have a dedicated ship. Elevator platform for narvis will be my next project. Currently trying to reduce the cost of supplying my orbit bases as narvis is starting to run dry on resources. And have drained 2 smaller moons. Rocket fuel for boosters is way cheaper then rocket parts even with 13 upgrades to reusability.

    • @LaurencePlays
      @LaurencePlays  6 месяцев назад

      In my first run, I started off with a mixed rocket using the "shopping list" system I've talked about quite a lot in my videos, but then like you I moved on to dedicated rockets for things I needed in large quantities, like metals and circuits. I still used the mixed rocket for miscellaneous things though, like inserters, assembly machines and so on.
      The misc rocket eventually got upgraded into a spaceship to reduce the number of rocket parts I used.
      In 0.6, we used a misc rocket until we unlocked the elevator, now we have a range of mixed trains going to all the different areas of the space station. Come along to a stream (next one's tomorrow evening) and I'll show you around! Or watch one of the summary videos - I think S4-E00 probably talks about the elevator a bit.

  • @cheekydutchie4032
    @cheekydutchie4032 Год назад +1

    ahh another vid full of great ideas... am just going through your old series at the moment with season 2, SE 0.5 and your discussions there. All great ideas.. for me i used the doubled up loaders to offload and load up a bit faster and give me a bit extra space between belt groups.

    • @LaurencePlays
      @LaurencePlays  Год назад

      Thanks - I'm glad it's useful! I considered loaders, but they don't have circuit-configurable filters and I've a feeling you can only whitelist? Not certain about that. But if that's the case, it wouldn't work for this system. Also, having the extra gaps between the warehouses would mess up the neat underground belt systems for the bus. You could put an extra normal belt in the middle, sure, but then you can't just drag the crossing belt through!

    • @cheekydutchie4032
      @cheekydutchie4032 Год назад +1

      @@LaurencePlays Yes true i can't control with circuits only white list.

    • @LaurencePlays
      @LaurencePlays  Год назад +1

      @@cheekydutchie4032 So you'd be able to split off a few things, could get 28 loaders around the landing pad, taking stuff off to other storage, that's potentially more than a hundred different types of items if you went to the absolute limit. It'd be a very different design to mine though!

  • @threesixtydegreeorbits2047
    @threesixtydegreeorbits2047 Год назад +1

    Vroom! vroom!

  • @armageddon845
    @armageddon845 Год назад +1

    Hey Laurence, love your ~~tutorials~~ *tutorios*.
    I've made it to space in SE, and I've done a few Space Science researches already.
    It looks like flying a space pod is a cheap alternative to cargo rockets when I don't yet have mass production running in space, especially for Rocket Science Packs. What do you think?

    • @LaurencePlays
      @LaurencePlays  Год назад

      I definitely agree - delivery cannons are cheaper than rockets (cheaper per stack until you get to about 50% rocket reusability), don't require rocket fuel, simpler logistically and can be good enough to get you going.
      On the other hand, cargo rockets can carry a greater variety of stuff and carry a lot more of it in one go. You may find that throughput becomes an issue if you go 100% delivery cannon.
      In our current K2SE0.6 run, we're trying not to use cargo rockets for bulk logistics because it seemed like a fun challenge, and it's going pretty well!

  • @bwinton
    @bwinton Год назад +1

    I really appreciate the cleanliness of this solution, but the way the science packs go from the second warehouse under the first row of the bus, instead of out from the first warehouse and up, has been bothering me since Season 1 Episode 10 (while also understanding that it's totally not worth changing)… 😂

    • @LaurencePlays
      @LaurencePlays  Год назад +1

      I agree... I can't remember why I ended up building it like that, but now that's how it is! Maybe I'll find an opportunity to tidy it later...
      You'll notice that the one that was designed rather than evolved is a little tidier 😀

    • @bwinton
      @bwinton Год назад

      @@LaurencePlays I haven't gone back to watch, but I think it made sense at the time, because you were setting up the next science pack, and pulling off the materials on the lanes closest to it, and putting the steel from barrels back in the top, but then the labs ended up above the bus, and it sort of went sideways from there…

    • @LaurencePlays
      @LaurencePlays  Год назад +1

      Sideways, under, upwards and all over the place. Yeah, you're probably right that I did things in the wrong order and just squeezed it in wherever it made sense!

  • @thebearontheroof
    @thebearontheroof Год назад +2

    Wait, doesn't this create a global bus throughput limit of ~14 (insertions/second) * 6 (inserters) = 84 items/second = ~2 blue belts?

    • @LaurencePlays
      @LaurencePlays  Год назад

      It does indeed, and when a rocket first arrives it does seem a little slow, but in my experience it's actually fast enough; you probably aren't sending up rockets to your main bus that quickly (assuming you're supplying your individual science areas separately). It's even capable of keeping up with our space scaffolding production!
      If you're trying to supply your entire space base, including all space sciences, from this single system then it's not going to be able to keep up though.

  • @TubeTAG
    @TubeTAG 11 месяцев назад +1

    I know this is ancient by internet standards, but y'all might want to just include an arithmetic inverter (ie. Anything * -1 = Anything) to avoid needing to assign all the values you want with a negative value. Lord knows I've forgotten that enough times.

    • @LaurencePlays
      @LaurencePlays  11 месяцев назад +1

      It's not that ancient, we're still using that system, and I'll be playing in that very game in about an hour!
      That's certainly an option; I seem to be reasonably good at remembering (only got it wrong a couple of times!), but the advantage of your way would be that I could just drop a blueprint into a combinator that's connected to the system, and all the bits for that blueprint would get requested. Far too late in this run though 😀

  • @andi242
    @andi242 Год назад +1

    I have a question about the loaders: which mod is this? I can not seem to find this specific mod in the ingame installer.
    thanks for your videos! helped me a lot on the first SE play so far :D

    • @LaurencePlays
      @LaurencePlays  Год назад +1

      The loaders we're using come as part of Krastorio², they're not included in vanilla SE. If you want, you can add in an additional loaders mod, or you can use inserters and put up with the lower throughput.

    • @andi242
      @andi242 Год назад +1

      @@LaurencePlays thanks for the quick reply! since I went without K2 on this playthrough I discovered that the Miniloaders mod can load and unload as well. I assumed that the 'chute' was the only way to unload things with Miniloaders.
      I liked the K2 loaders design more, but I guess I will get along. :D
      thanks!

    • @LaurencePlays
      @LaurencePlays  Год назад +1

      @@andi242 Yeah, I've heard people talking about miniloaders quite a bit. I haven't used them myself (my last run was just SE, but I didn't add them as an additional mod) but I think they're roughly equivalent.

  • @jessed1709
    @jessed1709 Год назад +1

    2:59 How do your white inserters have slots for multiple filters?

    • @LaurencePlays
      @LaurencePlays  Год назад

      I think that's probably a change from one of the mods - probably Krastorio², but possibly Space Exploration. Don't worry though, the same design should work even if you have inserters with a single filter slot, as long as it can still be programmed from the circuit network.

    • @jessed1709
      @jessed1709 Год назад +1

      @@LaurencePlays Unfortunately not. I've just tested, and a white inserter in SE only permits a single item to be filtered, regardless of whether its set manaually or via a constant combinator.

    • @LaurencePlays
      @LaurencePlays  Год назад

      @@jessed1709 That's fine though - the circuit condition will still set it to unload stuff that needs unloading, so once it's finished doing, say, the iron plates then they'll move on to the copper plates, then the low density structures and so on. It might be a tiny bit slower like this, but it should still work.

  • @sjsusbsjsjsj659
    @sjsusbsjsjsj659 Год назад +1

    How do you handle liquid in the bus??

    • @LaurencePlays
      @LaurencePlays  Год назад +1

      With frustration!
      There are basically two ways to get liquids into space. One is to barrel heavy oil, petroleum and lube on Nauvis and chuck them in the rocket (this is what we did this time), the other is to take up massive quantities of coal and use coal liquifaction to make oil (this is what I did last time). They're pretty similiar in the amount of stuff you need to transport, so it's pretty much up to you. Once you replace your rocket with space trains, you can just bring the fluids up directly.
      As far as putting them on the bus, just leave a line with no output from the warehouses and run a long space pipe along there. If you use barrels, you can bring the barrels out along that line, then swap from a barrel belt to a pipe when you've found space to extract them. Bonus points if you do that inline with the belts, but remember to deal with the barrels!

    • @sjsusbsjsjsj659
      @sjsusbsjsjsj659 Год назад +1

      @@LaurencePlays Wow. Another question about how to unload or recycle the liquid. Do you have a centeralized area to handle the liquid??
      And do you use bot in the mall especially the barrel stuff??

    • @LaurencePlays
      @LaurencePlays  Год назад +1

      @@sjsusbsjsjsj659 No bots! The whole system is designed to work completely bot free - at least for major resources (a few buildings get brought over by bot).
      For liquids, yes, it's unbarralled at the start of the bus and put into a pipe, the empty barrels are sent off on a disposal belt to the recycling area. If you check out the K2SE series 2 videos on my channel, you'll see lots of examples of the "real system" working, rather than this smaller demonstration one I built for this video.