Watch us LIVE here!: ruclips.net/user/livegQLtZQi_g1c?si=RbJIax3-g_7W7rkg Here's the Refinery Test sheet!: docs.google.com/spreadsheets/d/172ckB7f1ELbOyj1MjQ8PAXk_KYxRsFTI08YzY4uUEdI/edit?gid=0#gid=0
hard to say abouth length, I think it's more like about what happens inside it some things take longer and are interresting so it's ok to be longer but if you do let's say 2 compats and 2 scraps in 20 minutes that is a episode... if you build up the asteroid hup and even with timelaps it takes 60 minutes cuting that in half is kinda mäh...
Personally I like it when youtubers have longer videos, Especially when they are a weekly upload, when they are a 30 min video they feel unfulfilling. Watching an 1 hour, 1.5 hour video is a perfect fit, however you may not be able to do that length of video all the time due to personal life and such. Great video, cant wait for the next!
For refineries, I usually go full-yield, since it will take half the trips of mining, not calculated in the test. Half the time mining, half the time flying, half the power used for the mining-ship. Especially with uranium I love to squeeze everything out of the rock, since looking for a new deposit can take a long time.
100% agree. Speed is completely useless - just build more refineries. Energy efficiency would be useful if it wasn't so easy to get unlimited energy via solar cells/wind turbines. 99 out of 100 cases the bottleneck is how much ore you can/want to mine, so increasing how many resources you get from that is the obvious choice.
@@DarkDodger Well, to be fair. With someone having a tight workschedule, while streaming/recording videos, speed and energy can make sense and a heck of a difference. Energy can make room for other projects, so they don't have to build yet another power plant, or in a confined space without lots of room for more power production. And speed can cut down on the general blueprint of a base. I'm still team "yield all the way", but see uses for the other modules.
@@LargelyUnemployed gravity gens do not affect grids, they only affect players(with jetpack OFF), lose items floating about and artifitial mass, so you need artificial mass blocks to make that happen
@shadewolfgames3119 Music! The "Gas Gas Gas" song got flagged this time (we've used it maybe 30 times without issue in the past) and the YT video editor took over 9 hours to process 4 seconds of audio 🤣 you can see it at 25:17
@@LargelyUnemployed It will be sure but my bed will also still be there. And as the channel says i am unemployed so no need for a normal sleep schedule mister bald
@@LargelyUnemployed Sleep is for the weak. Jokes aside. As much as I would love to watch a movie it is 0330 here and I need my sleep. So lucky for you I will be heading to bed and getting my rest.
I'm an engineering student, so to offer my advice for the refinery metrics, I would not use a combined metric. Calculate all three, kg/hr kg_ingot/kg_ore and kg/kilowatt. Do all three for every configuration and figure out the best overall
Yep. kg per kW per hour is... kg per kilowatt-hour! So, purely energy effeciency. And I just checked the spreadsheet - who would thought that 4 effeciency is the most effecient by far, it is just like it was the purpose all along xD
33:29 If you look just above the hotbar, there's 2 red lines. This indicates your storage capacity of the ship (bottom bar), and separately the drills (top bar). This should make it easier for you to fell when the ship is full :)
I'm 100% in favour of using the asteroid hole as an anchorage, docking along the walls, and flying directly out of it. I think it's preferable to build inside the asteroid, otherwise the overall structure will overtake it and it will just be a space station. Building a nice space station can be fun too, of course, but then you wouldn't need the asteroid. Since you floated the idea of having multiple small fighting crafts, you could dock those in there!
6:00 I've been messing around with multiple-direction gravity and it's very funny and also conducive to some very interesting architecture. If you make the hole a hangar bay, you could have a gravity generator making one of the walls "down" and mess with its effected area so it only overlaps with the main base gravity at the entrance of the hangar so you get a fun 45 degree angle of gravity.
kg/h/kW measures the power efficiency, not the energy efficiency of the process. You're essentially answering the question "How do I minimize the power output required to generate a certain ore production rate." I believe this is somewhat useful in the case of solar/wind, however I think generators are cheap enough in SE that you can just consider your maximum output infinitely expandable for more practical purposes, because you'll probably run into ore input problems long before you start having to build hundreds of Hydrogen engines/solar panels/wind turbines (or one reactor). For the very, very early game I can see a measure of kg/kJ (or preferred energy unit) being useful, ie "How many kg of ice do I need to process this much ore?" (mfw electrolyse water then burn it again makes net energy troll science vampire piston), but I'm pretty sure you'll find that this number is quite large, probably something over 1000 kg per kg of ice for a normal refinery. In the end, I feel like the most limiting factor is ore input, so we should really try to maximize ore output/ore input, because there are going to be very few situations in which your ore input rate averaged over a long time outstrips your refining (except for stone). Though I guess this could be different with mining ship automation? I've never tried. Anyway, I feel it's safe to say that in non-super-early-game and non-crazy-superdupermegafactory-game, you'll just want yield.
I figure, usually if you are busy refining, you are better off mining, if you have the resources however it becomes better to focus on assembly output. So productivity modules are better to turn your mined resources into useful resources, fast speed refineries have their place on resource rich bases sustaining themselves, or stone processing because there is always more stone to feed the cycle. The choking point is thus Assembly of components, not usually raw resources. so rather than speed modules, double down on assembly and spend more time mining to build stockpile. The other forgotten fact is that components are full of empty space and thus take up more volume than resources. If you have the assembly capacity you don't need to horde components and consume as many resources, rather you will stockpile resources themselves and quickly convert them into exactly what you want.
@@LargelyUnemployed 40-50 mins would be perfectly fine :) fair enough for it being more manageable - you do have other things outside of youtube after all
On the episode length, ~45 min seems to be the sweet spot for channels that make this sort of content. People who settle on a time usually settle on either 30 or 45 minute episodes.
I almost always watch 1+ hour videos for content that I enjoy. Sometimes I'll watch half of it, fall asleep while watching, then come back and watch the parts I missed, but I always watch the whole thing at minimum once all the way through.
I feel like for refineries it's ultimately just a question of what your most limiting factor is between time, energy grid, grid space and ore supply. However: Yield modules, because they double as mini speed modules without the power hike, end up buffing of all criteria to the point that a max yield will be twice as effective as a base refinery on every metric except grid space where they're still 75% the space of 2 standard refineries. Of course this assumes building them is equally available.
I really love your videos man, the thing with Sandbox games is that I can never motivate myself to actually do something? I’ve had Space Engineers for a year or two and I have built maybe 3 ships. So seeing you work and seeing your process really makes me want to pick up the game again. Obligatory shoutout to Magick and his incredible work, you two are definitely running my favorite RUclips channel right now
Banana base. rotating gravity using detection blocks. Top pulls down, middle pulls towards the landing pad currently, 90 degrees off, bottom foundary parking zone has inverted gravity, pulling down towards the top. As such you can drop into the tunnel and it'll clamp you to the wall of the tunnel. Instead of long winding staircases.
Once you find your feet, resource gathering can be automated using another steam workshop mod PAM - Automated Mining. There's a lot of fun building a PAM ship, but it might be an idea to start with one of the PAM ready ships to get a feel for how it works before making your own ship and use a ship from the workshop as a reference build.
I make a tier system using sorters: all speed modules is only for stone, then one yield is for both iron and stone, two yield is for stone, iron, nickel, silicon and cobalt and the more yield modules a refinery has, the more different ores it is allowed to refine
I love the longer episodes for sure, with 50 - 90 minutes seeming to be the sweet spot from what I've seen on other content creator's series. As for live streams: I know I missed the one "tomorrow" (RIP), but I'm also a fan of those if they're not a massive pain for you guys or a strain on resources for your content creation. I'm now off to watch aformentioned VOD... Keep up the great quality content.
Tip for saving hydrogen when leaving planet. Put the increase and decrease override for your main thruster on the bar and slowly tick down how much thrust you're putting out as you climb out of gravity...just have to remember to turn off reverse thrust too.
a thing to note with refineries, you use refineries only for short ammount of time and usually have so much stuff in them you are going to do something in menawhile while refineries do refinery stuff, space engineers is space engineers so you come back 1 hour later and it will be done anyways. about power efficiency, if you have a lot of batteries (they are welded with charge in them already) and a lot of solar panels to recharge batteries in time u are not using refineries you kinda dont need to worry bout power consumption at all, hence full yield module build kind of is optimal for bases, on moving things i usually recommend 3 yield modules 1 speed but on bases 4 yield works best
bro, I don’t care if it’s late if it’s almost 2 hours long also you got me a space engineers was gonna buy, but then realized space engineers two was gonna come out in like two weeks so i’m waiting on that and currently getting my space engineers fix via u.
SE2 survival isn't slated in the plans until (at earliest) a year, or so, from now. Considering SE now is at around €55 for the full bundle, I'd say grab it (unless truly unemployed). Thing with SE2 though, Keen Software has said there won't be any large/small grid differentials, in which case it will be a completely different experience. (Personally already pre-ordered SE2, and have about 1k hours in SE1. Not looking forward to learning it all from scratch 😅)
I've been binging so much of your content over the last couple weeks. I JUST caught up to this series last night. This came out just in time :) Seriously I've been loving your channel. You've inspired me to take a crack at some of these games that have intimidated me before. Keep up the great work!
I absolutely love 2+ hour vids myself. lots of content for me to binge and i especially love your vids. The editing is peak and entertaining. i litterally watch all s2 episodes in one sitting thats how much i love it. keep up the good work both you and your editor. (EDIT) would love a ksp series. i have a bunch of time in that game myself and am curious as to what you would do. i am an avid watcher of that content and can confirm id watch it regularly
In terms of power/yield/speed mods, mining ore also takes more time, so I think in the long term, full yield modules would be my preference. Unless you've got an ore that's essentially infinite and nearby.
1:26:41 You could do something like 1 gun every number of blocks per ship so making multiple smaller gunships is viable rather than 1 large grid gunship.
I'm used to build one ship and several attachement tools, like a trailer for storage, usally attached on the back, and a drill set on the front or grinder on the front, when i arrive to a asteroid for mining, i park the trailer ( cargo containers) and go drilling and come back to transfert stuff...you see the point
For the different refinery yield modules, I think it comes down to this: If you're on a multiplayer server, use speed modules to minimize the number of individual refineries the game needs to operate. If you care about power efficiency and don't care about additional size/mass, run power modules. If you care about squeezing as much platinum/uranium/etc. out of each mining trip as possible, use yield modules. If you want to optimize things, you could maybe mix together yield and power refineries and use an inventory manager to put common ores in the power efficient refineries and put rare ores in the high yield refineries. I'm not sure if Isy's supports that or not, but you could do that yourself with conveyor sorters to put ores into different refinery arrays and an ejector/collector manifold to transfer ingots from the refinery conveyor grid to the main base conveyor grid managed by Isy's
Honestly, as far as the hole is concerned, it wirks extremely well as a hangar specifically for vertically designed ships. That way you could park them so that theyre on the same gravitational orientation as the rest of the base
Small tip! If you lose your GPS signals from dying, it might be beneficial to put a laser antenna with a beacon down on your mining station so you can control it remotely/turn on the beacon when you die to find the station again.
@LargelyUnemployed I don’t think so, because laser antenna operate off of gps coordinates instead of a big radius so they only point at one spot instead of broadcasting to everyone.
Here's a trick: You can build bigger ships by simply using connectors to connect multiple ships together, and use logic blocks (i.e. hinges and detectors) to transmit commands from the control ship to the other ships, or simply use "armor ships" which to get parked with onto the main ship with plenty of control seats, to effectively add armor without/before defeating pirate ships. Sure, you might only be limited to small-ship armor ships, but it would still be better than nothing.
@LargelyUnemployed, Thank you for making this second season! I watched the first episode when it appeared in my feed the day of, and the concept spurred me to start playing the game again! I've built my own little meteor base, a bit bigger than yours, but nowhere near as good looking lol. Are you excited for SE2? I know I am!!
If you use rotors or hinges to connect small grid blocks t o large grid blocks, remember to also use magnetic locks to lock the whole thing in place, to help avoid kalng-based explosions.
(software engineer here, but not really a math guy) For the efficiency of your refinery setups, I'd suggest plotting speed vs power efficiency on a graph where the X axis is refining speed and the Y axis is power efficiency, then see which configuration gives you the most speed VS efficiency value. The 'perfect' setup would be roughly the middle of both axis.
You are correct the numbers you got are just "how many kg do I get per kW". The formula on your sheet does not result in kg/h/kW but in kg/0.27W, since your formula takes a time unit (s) and multiplies it by kW/h. Basically the speed factor is taken out completely. The reason you see a difference is because you're basically saying "I'm using less power because my refinery is running for a shorter time therefore taking less of the kw/h you're putting it.
I think you should make the shipyard in the hole and not outside of it, I also think making it a skeletal structure and not filling it in, so you can see the asteroid, would look cool
I find it very funny that in the refinery test you would be at all concerned about power efficiency , as power is space engineers is basically unlimited, the only metric that actually makes sense to measure the refineries is yield , as resource collection is the only real cost here
Make it a "hanger" hangar with gravity. Ships hang on connectirs and you just let them "fall down" with some free deltaV from the gravgens... (i think you need to put weight blocks in the ships for the effect)
Hello, aircraft engineer over here while we look at those kind of benchmark test with multiple variables we tend to use methodology such as SPC (However seems overkill in this case) but it could be a simple Pugh matrix to weight the results by the given importance of kW vs yield Vs speed etc..
"Do you want to see a live stream of Space Engineers" : Yes. Yes I do. I want to see what Magic has in mind. Also I wish screaming out "go go gadget Magic" would work IRL
About the hangar bay idea, I was thinking more of a TIE Fighter-style hangar bay, where small ships are locked to the ceiling and drop down for deployment.
1:21:43 This is a standardized ammuniton worldwide because when NATO formed, all the countries used different ammos which made logistics hard and thats when NATO designated ammunition were created.
Power efficiency modules also have the bonus of being the easiest to make material-wise (Ie: basically just the ores that you can refine in the basic refinery/ingots you can get out of the survival kit), so if you are doing a survival run that's power restricted there's almost no reason not to slap as many PE modules on your stuff as you can. When you get further into survival, if you value optimizing your time spent mining then 4x yield modules basically double each haul you make (saving time that can't be quantified in this particular test). and if you're ender-game with lots of power and ore delivery then speed modules all the way really
I think for the banana stand that the base should depend on how long the series goes, if it’s a shorter series keep it as the asteroid size/shape but as the series gets longer and you need more space, you could build a shell around the outside of it, in the shape of a banana
Having different cargo drone designs to represent what astroid it came from would be nice, like a sleek design if it came frome an ice astroid, or a luxurious one for the gold/uranium astroid... that way, you can take one look at the docking ring and get a sense of what just came in, and itll build character for your bases
Azimuth Ore detectors and power systems....just a little suggestion. :) Asteroid ores are spheres...ore portions of.. I think you should replace your gps points with a beacon, battery and Solar panel :) ---Disregard, I forgot you had Reavers...lol
About the refinery test measurement units: kg/h/kW is the same as (kg/h)/kW = kg/kWh. kW is a unit of potency that is energy per time interval and hour is just a time interval, so kWh is just a unit for energy. Just like you suspected, your tests were simply a way to measure energy efficiency and that's why the power efficiency module won by a landslide.
You should have a 100 m big yellow banana sticking out of the top of the base, and the hanger underneath for docking ships. Maybe big yellow blast doors would look neat
I think till you are building some larger capital ship, the asteroid is like camouflage and a bit of decoration otherwise it feels like you may as well have just made a normal large grid ship for more convenience. Same goes for building large things on the exterior, at what point could you have just made a more efficient/compact regular station. It also feels a lot more cozy to keep as much as you can inside, seeing how you have a block limit anyway to some extent, it would help encourage and justify it beyond arbitrary rules. Oh and as for video length, I think generally anything longer than 120 minutes tends to be something that starts to lose my focus and requires me to come back to it later once I've tackled other things IRL, I will watch 6-10 hour videos to completion, they just aren't reasonable in one sitting. Either way I'm enjoying both this and the Stationeers video series, keep em coming, you are doing well!
I personally enjoy longer videos of relaxed games like this. I don't play Space Engineers at all - steam says I gave it like a four hour chance in 2016 or something - and outside of your channel I don't watch anything about it either. The YT algorithm just sent you to me in season 1 and I just kind of was like "hell yeah man let's go"
1:24:08 you were so lucky that you haven't damaged this base, because it would killed you instantly! Be careful, these kinds of bases are reacting on damage!
An idea on how to play the gps situation: make it cost 20k, but if you manually delete it instead of needing to delete because of a respawn, you can refund yourself half. While adding to the challenge, you also reward yourself for not having a giant gps list
Yeeeaaaaah now i have a excuse to not sleep for 2 hours UwU Also love your content with Stationeer (the intro especially) and thanks magic for the crazy timelapse ^w^
You could try weighting your current kg/kWh statistic by multiplying by the refinery's percentage yield stat which kinda combines the two. Then you can just look for the setup with the highest metric (%yield x kg/kWh) and that shows you the one with the best compromise between energy efficiency and yield, in theory. Another thing you could do is simply plot a graph of %yield against kg/kWh across all of the setups, but that might be more effort than it's worth.
You need to lower the magnet strength of the connectors you have. Sooner or later, you will end up losing a connector from all those small impacts whenever you're trying to dock.
How about the largely use 2 speed and 2 yield option on the refineries. I vote to encapsulate the asteroid in a semi round glass cage. With a opening at the bottom for ship docking. #protecttheasteroid.
I think you should paint Lucy banana yellow and make her a bit more banana shaped, and then store her inside the asteroid. Banana stands hold bananas, they aren't usually banana shaped themselves.
Regarding a metric for the refineries: (output) kilogram per second times kw: kg/(s*kw) Thus higher energy and time use would decrease the score, while higher output would increase the score If you want to favor a certain metric you can always add a factor of multiplication e.g. kg/((s-0.5s)*kw) (this would reduce the impact of time) Note: if you do kg/(0.5s*kw) it is equivalent to kg/(s*0.5kw), thus the above formula for weighted metrics
My personal favourite when refining 'expensive' ore but on a power budget is 2x Power efficiency and 2x Yield modules. I only ever use speed modules on my refineries when I don't need to worry about my power usage or if I only have one assembler handy, and I'd set it up with 2x Power efficiency and 2x Speed modules. If I'm mining out tons of stone or have a big mine for the basic ores while having a decent wind or solar set up, I might not bother with power efficiency modules and might use speed modules for my refineries, but more often than not, I'll have 2 of each power and yield modules and just build multiple refineries to chew through it. But whenever I get to mining expensive ore, like silver, gold, platinum and uranium, I'll try and get as many yield modules installed as I can so that every mining trip is more productive. You can always swap out modules whenever you want to, or if you have enough space, components and power, keep one refinery just for the expensive ore, but you will have to do some work with sorters to ensure that's the only refinery that pulls those ores.
Havent watched the livestream yet, but i hope you disable the locked in mining gps you bought *after* you died, so we get the proper "where the hell is anything!?" experience
The longer the episodes, the better Miles gets. Was a tad disappointed in the short ep.4, but Miles laid out solid arguments as to why it was shortened (been watching The Politician and Suits lately, so 😉🤣🤣). Got giddily wide-eyed when I saw the duration of this one 😍 Missed out on a lot of the Live-stream, please don't pull the trigger @Magic, I'll be tracking down the VoD 😊
Watch us LIVE here!: ruclips.net/user/livegQLtZQi_g1c?si=RbJIax3-g_7W7rkg
Here's the Refinery Test sheet!: docs.google.com/spreadsheets/d/172ckB7f1ELbOyj1MjQ8PAXk_KYxRsFTI08YzY4uUEdI/edit?gid=0#gid=0
hard to say abouth length, I think it's more like about what happens inside it some things take longer and are interresting so it's ok to be longer but if you do let's say 2 compats and 2 scraps in 20 minutes that is a episode... if you build up the asteroid hup and even with timelaps it takes 60 minutes cuting that in half is kinda mäh...
Personally I like it when youtubers have longer videos, Especially when they are a weekly upload, when they are a 30 min video they feel unfulfilling. Watching an 1 hour, 1.5 hour video is a perfect fit, however you may not be able to do that length of video all the time due to personal life and such. Great video, cant wait for the next!
Yeah this took almost 4 days to record!
Daym, get some sleep and I hope you find the cold side of the pillow for the rest of your life (that is if you like a cool pillow)@@LargelyUnemployed
I'd say 45 to 1 hour 15 min. I think that is the sweet spot!
@@LargelyUnemployed i think 1h is the sweet spot for me
I usually continue watching later when I'm not at work or on my next break.
For refineries, I usually go full-yield, since it will take half the trips of mining, not calculated in the test.
Half the time mining, half the time flying, half the power used for the mining-ship. Especially with uranium I love to squeeze everything out of the rock, since looking for a new deposit can take a long time.
100% agree. Speed is completely useless - just build more refineries. Energy efficiency would be useful if it wasn't so easy to get unlimited energy via solar cells/wind turbines. 99 out of 100 cases the bottleneck is how much ore you can/want to mine, so increasing how many resources you get from that is the obvious choice.
@@DarkDodger Well, to be fair. With someone having a tight workschedule, while streaming/recording videos, speed and energy can make sense and a heck of a difference.
Energy can make room for other projects, so they don't have to build yet another power plant, or in a confined space without lots of room for more power production. And speed can cut down on the general blueprint of a base.
I'm still team "yield all the way", but see uses for the other modules.
Hear me out..........Gravity Launched Hanger. Using the grav gen the ships will fall free and clear and it would be sick
Consider yourself heard
this is a very cool idea, although from what i know about space engineers this could come with a few explosions
That does sound sick
I think you'd need mass blocks, gravity generators don't work on grids
@@LargelyUnemployed gravity gens do not affect grids, they only affect players(with jetpack OFF), lose items floating about and artifitial mass, so you need artificial mass blocks to make that happen
Sorry this one's a little late, there were a few copyright issues we had to resolve.
May i ask what copyright issues???
If I’m not intruding, wat were the issues?
@@LargelyUnemployed i won't complain about a nearly two hour video
@@woodlandknight85-pv6ww He played Gaz from Initial D at 25:18
@shadewolfgames3119 Music! The "Gas Gas Gas" song got flagged this time (we've used it maybe 30 times without issue in the past) and the YT video editor took over 9 hours to process 4 seconds of audio 🤣 you can see it at 25:17
THERE IS URANIUM ON YOUR IRON ASEROID!!!!!!!!!!!! 1:41:45 the one you built the first iron miner on. hope you see this
Noted!!
We looked at it on stream, it was just a little meteor deposit 😂
@ unfortunate. I thought you hit the jackpot on that asteroid.
Oh boy! New Suit Only Survival episode at 2:15AM??? Sleep can wait.
Brother please go to bed! It'll be here tomorrow
Its the same for me insomnia plus new vids from my fav youtube series means no sleep anytime soon
@@LargelyUnemployed It will be sure but my bed will also still be there. And as the channel says i am unemployed so no need for a normal sleep schedule mister bald
@@LargelyUnemployed Sleep is for the weak. Jokes aside. As much as I would love to watch a movie it is 0330 here and I need my sleep. So lucky for you I will be heading to bed and getting my rest.
@@LargelyUnemployed Too late, get watched.
I'm an engineering student, so to offer my advice for the refinery metrics, I would not use a combined metric. Calculate all three, kg/hr kg_ingot/kg_ore and kg/kilowatt. Do all three for every configuration and figure out the best overall
Yep. kg per kW per hour is... kg per kilowatt-hour! So, purely energy effeciency. And I just checked the spreadsheet - who would thought that 4 effeciency is the most effecient by far, it is just like it was the purpose all along xD
33:29 If you look just above the hotbar, there's 2 red lines. This indicates your storage capacity of the ship (bottom bar), and separately the drills (top bar).
This should make it easier for you to fell when the ship is full :)
I'm 100% in favour of using the asteroid hole as an anchorage, docking along the walls, and flying directly out of it. I think it's preferable to build inside the asteroid, otherwise the overall structure will overtake it and it will just be a space station. Building a nice space station can be fun too, of course, but then you wouldn't need the asteroid. Since you floated the idea of having multiple small fighting crafts, you could dock those in there!
6:00 I've been messing around with multiple-direction gravity and it's very funny and also conducive to some very interesting architecture. If you make the hole a hangar bay, you could have a gravity generator making one of the walls "down" and mess with its effected area so it only overlaps with the main base gravity at the entrance of the hangar so you get a fun 45 degree angle of gravity.
kg/h/kW measures the power efficiency, not the energy efficiency of the process. You're essentially answering the question "How do I minimize the power output required to generate a certain ore production rate." I believe this is somewhat useful in the case of solar/wind, however I think generators are cheap enough in SE that you can just consider your maximum output infinitely expandable for more practical purposes, because you'll probably run into ore input problems long before you start having to build hundreds of Hydrogen engines/solar panels/wind turbines (or one reactor).
For the very, very early game I can see a measure of kg/kJ (or preferred energy unit) being useful, ie "How many kg of ice do I need to process this much ore?" (mfw electrolyse water then burn it again makes net energy troll science vampire piston), but I'm pretty sure you'll find that this number is quite large, probably something over 1000 kg per kg of ice for a normal refinery.
In the end, I feel like the most limiting factor is ore input, so we should really try to maximize ore output/ore input, because there are going to be very few situations in which your ore input rate averaged over a long time outstrips your refining (except for stone). Though I guess this could be different with mining ship automation? I've never tried. Anyway, I feel it's safe to say that in non-super-early-game and non-crazy-superdupermegafactory-game, you'll just want yield.
I figure, usually if you are busy refining, you are better off mining, if you have the resources however it becomes better to focus on assembly output.
So productivity modules are better to turn your mined resources into useful resources, fast speed refineries have their place on resource rich bases sustaining themselves, or stone processing because there is always more stone to feed the cycle.
The choking point is thus Assembly of components, not usually raw resources. so rather than speed modules, double down on assembly and spend more time mining to build stockpile.
The other forgotten fact is that components are full of empty space and thus take up more volume than resources. If you have the assembly capacity you don't need to horde components and consume as many resources, rather you will stockpile resources themselves and quickly convert them into exactly what you want.
I love the 2 hour videos, it's just right for me to be able to watch a little every day and finish about when the next one comes out
honestly i'd love longer videos, however, the algorithm might not like the longer videos. so its really up to you, LU
I think we're going to call it even at like 40-50 min? A bit more manageable for us both
@@LargelyUnemployed 40-50 mins would be perfectly fine :) fair enough for it being more manageable - you do have other things outside of youtube after all
Just drop two 40min ☺️
On the episode length, ~45 min seems to be the sweet spot for channels that make this sort of content. People who settle on a time usually settle on either 30 or 45 minute episodes.
I almost always watch 1+ hour videos for content that I enjoy. Sometimes I'll watch half of it, fall asleep while watching, then come back and watch the parts I missed, but I always watch the whole thing at minimum once all the way through.
At minimum once? You watch these multiple times? That is dedication if so. :p
I love the longer videos. but the videos that is around an hour is just "french chefs kiss"
I feel like for refineries it's ultimately just a question of what your most limiting factor is between time, energy grid, grid space and ore supply.
However: Yield modules, because they double as mini speed modules without the power hike, end up buffing of all criteria to the point that a max yield will be twice as effective as a base refinery on every metric except grid space where they're still 75% the space of 2 standard refineries.
Of course this assumes building them is equally available.
Loving the redesign! Playing Tony Hawk's™ Pro Skater™ is the best part of playing Space Engineers©.
Seriously I don't get why the mag boots lose contact ON FLAT METAL SURFACES (maybe it's a skill issue, I've never *actually* walked in space myself) but I still love this game.
Also, here's a fun fact about the units your test:
You were correct when you said this test measures only power efficiency, but you would be more *technically* correct (the best kind of correct) to say that it's measuring energy efficiency. To that end, the final units can be simplified further:
A kilowatt is able to be broken down into kilojoules per second (a watt is a unit of power equal to 1 joule per second). With both the hour and power units in the denominator, the hour can cancel out with the time unit from the kilowatt. 1 hour = 3600 seconds so the units of your final result, [kg/(hour*kW) which is how anything with two 'per' units is written mathematically i.e. specific heat, joules per gram per degree Celsius], can be divided by 3600. This gives you a final unit of kg/kJ; this is a measure of how many kilograms of ore you get per kilojoule of energy expended. You can also get the inverse units (kJ/kg) by taking 1/(your answer) to find out how much energy is required to refine one kilogram of the material. If you're looking to expand the scope of the stream, you could perform the same experiment with different ores to see if that same module configuration is optimal for all ores!
Is this necessary? No. Is this useful? Probably also not. But it's definitely fun! I'm fine, why would you ask that?
I think this test is a good way to combine the three variables together! I'm not an ore-ologist, however. Personally, I go for 4 yield modules unless I'm power-limited. Anything less is just leaving free ore on the table. If the game server is running when you're not playing it (which may not be realistic given what you've said previously about the power situation in Johannesburg) then you'll have plenty of time to have your refineries chooching.
Looking forward to the live stream! Watching your videos always makes me want to play more (and so I do). Thanks to you and to Magick!
P.S. I kind of dig how the flaming gravity generator was like an epic disco ball during the Magick Time Lapse™
"If the game server is running..."
This is offline, though, so nothing will get processed once he logs out of the game (for this series, atleast)
I always go straight for 100% yield modules. More resources, and less mining.
I really love your videos man, the thing with Sandbox games is that I can never motivate myself to actually do something?
I’ve had Space Engineers for a year or two and I have built maybe 3 ships. So seeing you work and seeing your process really makes me want to pick up the game again.
Obligatory shoutout to Magick and his incredible work, you two are definitely running my favorite RUclips channel right now
I totally get that! It's why I set these random rules. You've got to make your own point!
ive never been into space engineers but this just randomly popped up on my dashboard and tbh im rly enjoying my time here
Banana base. rotating gravity using detection blocks. Top pulls down, middle pulls towards the landing pad currently, 90 degrees off, bottom foundary parking zone has inverted gravity, pulling down towards the top. As such you can drop into the tunnel and it'll clamp you to the wall of the tunnel.
Instead of long winding staircases.
Once you find your feet, resource gathering can be automated using another steam workshop mod PAM - Automated Mining. There's a lot of fun building a PAM ship, but it might be an idea to start with one of the PAM ready ships to get a feel for how it works before making your own ship and use a ship from the workshop as a reference build.
Tell me you didn't watch his recent SE videos without telling me that you didn't watch his recent SE videos.
Other than his Square Feet from the planet known as hell rotating around a giant blackhole, it seems your ears don't like to work.
Shorter is sweeter. I'd love longer if I had the time for the long videos. But this way, it is getting a chore to keep up.
Poggers! Almost two hours of content! That’s what we love to see!
I make a tier system using sorters: all speed modules is only for stone, then one yield is for both iron and stone, two yield is for stone, iron, nickel, silicon and cobalt and the more yield modules a refinery has, the more different ores it is allowed to refine
That's a great system
yes please longer vids 100% makes for a much nicer experience watching and i love the time-lapses
Thanks for the longer video. You and magic are a whole vibe. Much love!
I love the longer episodes for sure, with 50 - 90 minutes seeming to be the sweet spot from what I've seen on other content creator's series. As for live streams: I know I missed the one "tomorrow" (RIP), but I'm also a fan of those if they're not a massive pain for you guys or a strain on resources for your content creation. I'm now off to watch aformentioned VOD... Keep up the great quality content.
Tip for saving hydrogen when leaving planet. Put the increase and decrease override for your main thruster on the bar and slowly tick down how much thrust you're putting out as you climb out of gravity...just have to remember to turn off reverse thrust too.
3:57 yooo my comment it's in the video 😂
Saved to ethernity and beyond!
a thing to note with refineries, you use refineries only for short ammount of time and usually have so much stuff in them you are going to do something in menawhile while refineries do refinery stuff, space engineers is space engineers so you come back 1 hour later and it will be done anyways. about power efficiency, if you have a lot of batteries (they are welded with charge in them already) and a lot of solar panels to recharge batteries in time u are not using refineries you kinda dont need to worry bout power consumption at all, hence full yield module build kind of is optimal for bases, on moving things i usually recommend 3 yield modules 1 speed but on bases 4 yield works best
bro, I don’t care if it’s late if it’s almost 2 hours long also you got me a space engineers was gonna buy, but then realized space engineers two was gonna come out in like two weeks so i’m waiting on that and currently getting my space engineers fix via u.
keep in mind that SE2 will be Creative-only for now. the survival experience will come a bit later.
SE2 survival isn't slated in the plans until (at earliest) a year, or so, from now. Considering SE now is at around €55 for the full bundle, I'd say grab it (unless truly unemployed). Thing with SE2 though, Keen Software has said there won't be any large/small grid differentials, in which case it will be a completely different experience. (Personally already pre-ordered SE2, and have about 1k hours in SE1. Not looking forward to learning it all from scratch 😅)
I've been binging so much of your content over the last couple weeks. I JUST caught up to this series last night. This came out just in time :)
Seriously I've been loving your channel. You've inspired me to take a crack at some of these games that have intimidated me before.
Keep up the great work!
I absolutely love 2+ hour vids myself. lots of content for me to binge and i especially love your vids. The editing is peak and entertaining. i litterally watch all s2 episodes in one sitting thats how much i love it. keep up the good work both you and your editor. (EDIT) would love a ksp series. i have a bunch of time in that game myself and am curious as to what you would do. i am an avid watcher of that content and can confirm id watch it regularly
That is a significant amount of Space Engineering - thanks for the longer video :)
In terms of power/yield/speed mods, mining ore also takes more time, so I think in the long term, full yield modules would be my preference. Unless you've got an ore that's essentially infinite and nearby.
1:26:41 You could do something like 1 gun every number of blocks per ship so making multiple smaller gunships is viable rather than 1 large grid gunship.
gun gun gunnier gun gun guns gun
MOAR GUN PER GUN
I'm used to build one ship and several attachement tools, like a trailer for storage, usally attached on the back, and a drill set on the front or grinder on the front, when i arrive to a asteroid for mining, i park the trailer ( cargo containers) and go drilling and come back to transfert stuff...you see the point
DUDE! that into track for the timelaps is awesome! and base is sick to boot 🙂
For the different refinery yield modules, I think it comes down to this:
If you're on a multiplayer server, use speed modules to minimize the number of individual refineries the game needs to operate.
If you care about power efficiency and don't care about additional size/mass, run power modules.
If you care about squeezing as much platinum/uranium/etc. out of each mining trip as possible, use yield modules.
If you want to optimize things, you could maybe mix together yield and power refineries and use an inventory manager to put common ores in the power efficient refineries and put rare ores in the high yield refineries. I'm not sure if Isy's supports that or not, but you could do that yourself with conveyor sorters to put ores into different refinery arrays and an ejector/collector manifold to transfer ingots from the refinery conveyor grid to the main base conveyor grid managed by Isy's
I love the idea of the Asteroid being the core of the Banana with parts jutting from the top and bottom.
Gotta make it look like a Kushan Mothership^^
Honestly, as far as the hole is concerned, it wirks extremely well as a hangar specifically for vertically designed ships. That way you could park them so that theyre on the same gravitational orientation as the rest of the base
Small tip! If you lose your GPS signals from dying, it might be beneficial to put a laser antenna with a beacon down on your mining station so you can control it remotely/turn on the beacon when you die to find the station again.
Brilliant! Do you think Reavers track the laser antennae?
@@LargelyUnemployed from my experience it doesn't broadcast like the other blocks (its only point to point and Demands power)
@LargelyUnemployed
I don’t think so, because laser antenna operate off of gps coordinates instead of a big radius so they only point at one spot instead of broadcasting to everyone.
Here's a trick: You can build bigger ships by simply using connectors to connect multiple ships together, and use logic blocks (i.e. hinges and detectors) to transmit commands from the control ship to the other ships, or simply use "armor ships" which to get parked with onto the main ship with plenty of control seats, to effectively add armor without/before defeating pirate ships. Sure, you might only be limited to small-ship armor ships, but it would still be better than nothing.
@LargelyUnemployed, Thank you for making this second season! I watched the first episode when it appeared in my feed the day of, and the concept spurred me to start playing the game again! I've built my own little meteor base, a bit bigger than yours, but nowhere near as good looking lol. Are you excited for SE2? I know I am!!
If you use rotors or hinges to connect small grid blocks t o large grid blocks, remember to also use magnetic locks to lock the whole thing in place, to help avoid kalng-based explosions.
I’m here for the long form content! 45 mins and up!! And thesanegamer just gained another follower
Loved the magic timelapses. Highly enjoyable.
i'd say around 1hr is peak runtime for the LU goodness 👍
ALSO: the AND FORESHADOWING flash on-screen was hilarious!
ALSO 2: YES LIVESTREAM
(software engineer here, but not really a math guy)
For the efficiency of your refinery setups, I'd suggest plotting speed vs power efficiency on a graph where the X axis is refining speed and the Y axis is power efficiency, then see which configuration gives you the most speed VS efficiency value. The 'perfect' setup would be roughly the middle of both axis.
You are correct the numbers you got are just "how many kg do I get per kW". The formula on your sheet does not result in kg/h/kW but in kg/0.27W, since your formula takes a time unit (s) and multiplies it by kW/h. Basically the speed factor is taken out completely. The reason you see a difference is because you're basically saying "I'm using less power because my refinery is running for a shorter time therefore taking less of the kw/h you're putting it.
I think you should make the shipyard in the hole and not outside of it, I also think making it a skeletal structure and not filling it in, so you can see the asteroid, would look cool
I find it very funny that in the refinery test you would be at all concerned about power efficiency , as power is space engineers is basically unlimited, the only metric that actually makes sense to measure the refineries is yield , as resource collection is the only real cost here
this the type of length video i want to see hell yea, also giving me a lot of ideas of stuff to add to my current playthrough
Make it a "hanger" hangar with gravity. Ships hang on connectirs and you just let them "fall down" with some free deltaV from the gravgens... (i think you need to put weight blocks in the ships for the effect)
a nearly two hour space engineers video and a livestream? we are truly blessed
Hello, aircraft engineer over here while we look at those kind of benchmark test with multiple variables we tend to use methodology such as SPC (However seems overkill in this case) but it could be a simple Pugh matrix to weight the results by the given importance of kW vs yield Vs speed etc..
"Do you want to see a live stream of Space Engineers" : Yes. Yes I do. I want to see what Magic has in mind.
Also I wish screaming out "go go gadget Magic" would work IRL
12:24 another entry for the LU enterprises Space engineers employee handbook
I like the idea of paying for GPS signals. That really feels right for the playthrough.
About the hangar bay idea, I was thinking more of a TIE Fighter-style hangar bay, where small ships are locked to the ceiling and drop down for deployment.
1:21:43 This is a standardized ammuniton worldwide because when NATO formed, all the countries used different ammos which made logistics hard and thats when NATO designated ammunition were created.
Love the amount of work you guys put into this episode, fantastic work as always gentlemen.
1:23:30 Those new planetary encounter buildings sometimes have prototech components in them.
Power efficiency modules also have the bonus of being the easiest to make material-wise (Ie: basically just the ores that you can refine in the basic refinery/ingots you can get out of the survival kit), so if you are doing a survival run that's power restricted there's almost no reason not to slap as many PE modules on your stuff as you can.
When you get further into survival, if you value optimizing your time spent mining then 4x yield modules basically double each haul you make (saving time that can't be quantified in this particular test).
and if you're ender-game with lots of power and ore delivery then speed modules all the way really
I think for the banana stand that the base should depend on how long the series goes, if it’s a shorter series keep it as the asteroid size/shape but as the series gets longer and you need more space, you could build a shell around the outside of it, in the shape of a banana
Really love these longer episodes!!
Having different cargo drone designs to represent what astroid it came from would be nice, like a sleek design if it came frome an ice astroid, or a luxurious one for the gold/uranium astroid... that way, you can take one look at the docking ring and get a sense of what just came in, and itll build character for your bases
Azimuth Ore detectors and power systems....just a little suggestion. :)
Asteroid ores are spheres...ore portions of..
I think you should replace your gps points with a beacon, battery and Solar panel :) ---Disregard, I forgot you had Reavers...lol
About the refinery test measurement units: kg/h/kW is the same as (kg/h)/kW = kg/kWh. kW is a unit of potency that is energy per time interval and hour is just a time interval, so kWh is just a unit for energy. Just like you suspected, your tests were simply a way to measure energy efficiency and that's why the power efficiency module won by a landslide.
1 hour vids is the max I can watch in one go
You should have a 100 m big yellow banana sticking out of the top of the base, and the hanger underneath for docking ships. Maybe big yellow blast doors would look neat
I think till you are building some larger capital ship, the asteroid is like camouflage and a bit of decoration otherwise it feels like you may as well have just made a normal large grid ship for more convenience.
Same goes for building large things on the exterior, at what point could you have just made a more efficient/compact regular station.
It also feels a lot more cozy to keep as much as you can inside, seeing how you have a block limit anyway to some extent, it would help encourage and justify it beyond arbitrary rules.
Oh and as for video length, I think generally anything longer than 120 minutes tends to be something that starts to lose my focus and requires me to come back to it later once I've tackled other things IRL, I will watch 6-10 hour videos to completion, they just aren't reasonable in one sitting.
Either way I'm enjoying both this and the Stationeers video series, keep em coming, you are doing well!
I personally enjoy longer videos of relaxed games like this. I don't play Space Engineers at all - steam says I gave it like a four hour chance in 2016 or something - and outside of your channel I don't watch anything about it either. The YT algorithm just sent you to me in season 1 and I just kind of was like "hell yeah man let's go"
bro forgetting to clear his waypoints on death, but remembering to pay, TWICE, is wild
1:24:08 you were so lucky that you haven't damaged this base, because it would killed you instantly!
Be careful, these kinds of bases are reacting on damage!
An idea on how to play the gps situation: make it cost 20k, but if you manually delete it instead of needing to delete because of a respawn, you can refund yourself half. While adding to the challenge, you also reward yourself for not having a giant gps list
Loved it brother when in doubt about thruster damage, i was say flip and burn 🔥. You executed it beautifully.
Yeeeaaaaah now i have a excuse to not sleep for 2 hours UwU
Also love your content with Stationeer (the intro especially) and thanks magic for the crazy timelapse ^w^
Can't wait for Suit only survival on SE2!
You could try weighting your current kg/kWh statistic by multiplying by the refinery's percentage yield stat which kinda combines the two. Then you can just look for the setup with the highest metric (%yield x kg/kWh) and that shows you the one with the best compromise between energy efficiency and yield, in theory. Another thing you could do is simply plot a graph of %yield against kg/kWh across all of the setups, but that might be more effort than it's worth.
When the rock is full and cant fit any more infastructure, build a ring of banana shaped pillars which protect it and can be expanded upon
You need to lower the magnet strength of the connectors you have. Sooner or later, you will end up losing a connector from all those small impacts whenever you're trying to dock.
You can flip the orentation of the image on any lcd in the K menu btw.
Personally since these episodes come out once a week id say that 1 - 1.5 hours is a good sweetspot
How about the largely use 2 speed and 2 yield option on the refineries.
I vote to encapsulate the asteroid in a semi round glass cage. With a opening at the bottom for ship docking. #protecttheasteroid.
Since the solar panels on the mine looks like butterfly wings, it could be called The Monarch Iron Mine.
I think you should paint Lucy banana yellow and make her a bit more banana shaped, and then store her inside the asteroid. Banana stands hold bananas, they aren't usually banana shaped themselves.
I really like the videos that are longer but I dont mind watching videos of whatever length
Regarding a metric for the refineries: (output) kilogram per second times kw: kg/(s*kw)
Thus higher energy and time use would decrease the score, while higher output would increase the score
If you want to favor a certain metric you can always add a factor of multiplication e.g. kg/((s-0.5s)*kw) (this would reduce the impact of time)
Note: if you do kg/(0.5s*kw) it is equivalent to kg/(s*0.5kw), thus the above formula for weighted metrics
My personal favourite when refining 'expensive' ore but on a power budget is 2x Power efficiency and 2x Yield modules.
I only ever use speed modules on my refineries when I don't need to worry about my power usage or if I only have one assembler handy, and I'd set it up with 2x Power efficiency and 2x Speed modules. If I'm mining out tons of stone or have a big mine for the basic ores while having a decent wind or solar set up, I might not bother with power efficiency modules and might use speed modules for my refineries, but more often than not, I'll have 2 of each power and yield modules and just build multiple refineries to chew through it.
But whenever I get to mining expensive ore, like silver, gold, platinum and uranium, I'll try and get as many yield modules installed as I can so that every mining trip is more productive. You can always swap out modules whenever you want to, or if you have enough space, components and power, keep one refinery just for the expensive ore, but you will have to do some work with sorters to ensure that's the only refinery that pulls those ores.
Havent watched the livestream yet, but i hope you disable the locked in mining gps you bought *after* you died, so we get the proper "where the hell is anything!?" experience
The comment "ChatGPT powered silicon ship" got me laughing so hard XD
Most rust youtubers i watch have about 45-60min vids and those end up being my favorite. Same here.
that little Terry Pratchett reference made me giggle out loud
it's 3am and a 2 hour vid...... stupid insomnia XD
I am here with ya, currently 3:45am
The longer the episodes, the better Miles gets.
Was a tad disappointed in the short ep.4, but Miles laid out solid arguments as to why it was shortened (been watching The Politician and Suits lately, so 😉🤣🤣). Got giddily wide-eyed when I saw the duration of this one 😍
Missed out on a lot of the Live-stream, please don't pull the trigger @Magic, I'll be tracking down the VoD 😊
You could build the docking port in the bottom of the Banana stand were you hollowed it out.