19:04 - you can tell the ship to turn around by directly putting "Eggs < 25k" in the conditions of the shattered planet, instead of E =/= 1 via a combinator. Same result but cuts out one wire lol. Also you can make a slight improvement by setting up the inserters that grab the eggs to prioritize the most spoiled first. That way those get consumed first and may give you an extra minute or two. I like to override the stack size and set it to 10 so you dont get stuck with 6 eggs in one machine and 4 in another at the end. Other than that looks like a great design. A little too close for my comfort though, I get nervous watching those eggs tick down to a few minutes left hahah.
@lawrence3308 Good point about the turn around logic. I used to have more complex logic for turning around and never got around to deleting the combinater.
Very nice ship, i have yet never been to that point in game. One idea came to my head about how to regulate the speed of your ship: instead of monitoring biter eggs numbers to disable your pumps, you could monitor the inventory of the middle grabers. When its internal storage fills up it means that the belt is saturated and you can reduce the speed.
If you're worried a little bit about safety in terms of the biters hatching, and in case you haven't already, I recommend you turn on spoiled priority for the bulk inserters sticking the eggs into the machines so the oldest are used first, that way you effectively get the last launched eggs on the timer rather than the first.
Really nice ship and launching solution! I have never considered the idea of rocket silo's as passthrough. But now that you have shown it, they'd likely make great mass-input/output chests for some use cases! A small optimization you could make would be to linearly limit the flow to the engines instead of cutting off groups of them. A simple way to do this is have the pumps running if "Threshold < T", where T is a simple looping timer with a relatively low max before resetting. (Maybe 30-60 ticks.) Figure out what threshold + timer values you want. Then to reduce thrust, do some math to the egg counts (or distance based on speed * time) and output a small value of T. This would result in artificially cutting off part of the active time of the pump. It would be important to have this on a separate colored wire / prevent feedback to the timer. Or even simpler, why not modulate your speed based on shard "income", if (central) grabbers are nearing full / belt is full, slow down? Another suggestion: perhaps add a "central combinator" to the ship where the total egg count is set, and let all the other combinators get their values from some arithmetic ones, making it easy to change the ship / load without having to re-tweak those numbers? If you want to avoid getting 6 eggs stuck at the end, setting the inserters max capacity to 10 might solve that? To solve the quantum processors, if you set a request for those for Nauvis (even if you don't have/make them there), you could read that from your silo's, and disable the ability to launch eggs perhaps? Something I learned could be done by this very video! :D Wouldn't work with multiple ships, to handle that you would need to do something different, for example not returning to Nauvis until after you have enough processors for the next batch.
@bjorn9875 Excellent comments. Thanks so much. Really appreciate the comments. There are certainly many more ways to tweak and improve. I did play with the idea of calculating the number of eggs on board instead of hard coding the value. These are all possible but require more time and effort to sort out. I wanted to keep my first solution relatively simple. Get it working end end and then make incremental improvements. For the quantum processors, I did think of that but didn't implement it because it would mean the ship would have to load the processors first before it could start loading the eggs. I wanted them to load in parallel to save time. But it certainly would be safer to load the processors first.
Quite an impressing configuration for your promethium, really tight window you set up for those eggs :D I decided to try doing prometheum science this playthrough, so going to be using some of the tips you are showing here. I don't think I will be doing anywhere near this size of a scale, but its cool for ideas on how to do it properly scaled down.
Thanks. I glad you enjoyed it and got something out of it. There are still improvements that can be made. I always enjoy and encourage the community to share their thoughts.
@leoDong-x1k yes. About 30 mins. The eggs get consumed in about 20 minutes. The rest is travel time. Also, be careful when measuring time. Travel in shattered planet territory can bring down you ups which slows the game dow .
я слышал, что американцы работают по 14 часов в сутки, и у них едва хватает времени, чтобы поспать, потому что надо платить за медицинскую страховку, налоги, жильё и так далее. Но оказывается у них очень много времени )))
19:04 - you can tell the ship to turn around by directly putting "Eggs < 25k" in the conditions of the shattered planet, instead of E =/= 1 via a combinator. Same result but cuts out one wire lol.
Also you can make a slight improvement by setting up the inserters that grab the eggs to prioritize the most spoiled first. That way those get consumed first and may give you an extra minute or two. I like to override the stack size and set it to 10 so you dont get stuck with 6 eggs in one machine and 4 in another at the end.
Other than that looks like a great design. A little too close for my comfort though, I get nervous watching those eggs tick down to a few minutes left hahah.
@lawrence3308 Good point about the turn around logic. I used to have more complex logic for turning around and never got around to deleting the combinater.
Very nice ship, i have yet never been to that point in game.
One idea came to my head about how to regulate the speed of your ship: instead of monitoring biter eggs numbers to disable your pumps, you could monitor the inventory of the middle grabers. When its internal storage fills up it means that the belt is saturated and you can reduce the speed.
If you're worried a little bit about safety in terms of the biters hatching, and in case you haven't already, I recommend you turn on spoiled priority for the bulk inserters sticking the eggs into the machines so the oldest are used first, that way you effectively get the last launched eggs on the timer rather than the first.
@@AndrewChumKaser Thanks for the feedback. I forgot to show this in the video. Already loading eggs based on spoiled priority first.
Really nice ship and launching solution!
I have never considered the idea of rocket silo's as passthrough. But now that you have shown it, they'd likely make great mass-input/output chests for some use cases!
A small optimization you could make would be to linearly limit the flow to the engines instead of cutting off groups of them. A simple way to do this is have the pumps running if "Threshold < T", where T is a simple looping timer with a relatively low max before resetting. (Maybe 30-60 ticks.) Figure out what threshold + timer values you want. Then to reduce thrust, do some math to the egg counts (or distance based on speed * time) and output a small value of T. This would result in artificially cutting off part of the active time of the pump. It would be important to have this on a separate colored wire / prevent feedback to the timer.
Or even simpler, why not modulate your speed based on shard "income", if (central) grabbers are nearing full / belt is full, slow down?
Another suggestion: perhaps add a "central combinator" to the ship where the total egg count is set, and let all the other combinators get their values from some arithmetic ones, making it easy to change the ship / load without having to re-tweak those numbers?
If you want to avoid getting 6 eggs stuck at the end, setting the inserters max capacity to 10 might solve that?
To solve the quantum processors, if you set a request for those for Nauvis (even if you don't have/make them there), you could read that from your silo's, and disable the ability to launch eggs perhaps? Something I learned could be done by this very video! :D
Wouldn't work with multiple ships, to handle that you would need to do something different, for example not returning to Nauvis until after you have enough processors for the next batch.
@bjorn9875 Excellent comments. Thanks so much. Really appreciate the comments.
There are certainly many more ways to tweak and improve. I did play with the idea of calculating the number of eggs on board instead of hard coding the value. These are all possible but require more time and effort to sort out. I wanted to keep my first solution relatively simple. Get it working end end and then make incremental improvements.
For the quantum processors, I did think of that but didn't implement it because it would mean the ship would have to load the processors first before it could start loading the eggs. I wanted them to load in parallel to save time. But it certainly would be safer to load the processors first.
@@tholan1000 Perhaps you could use logic to at least check that enough quantum processors exist before you start to send eggs?
great video!
Quite an impressing configuration for your promethium, really tight window you set up for those eggs :D I decided to try doing prometheum science this playthrough, so going to be using some of the tips you are showing here. I don't think I will be doing anywhere near this size of a scale, but its cool for ideas on how to do it properly scaled down.
Thanks. I glad you enjoyed it and got something out of it. There are still improvements that can be made. I always enjoy and encourage the community to share their thoughts.
You could load the quantum processors on the way back at Aquilo, to avoid the eggs loading before the processors
how long does it take u to do one full trip in average?
oh about 30min, lol
@leoDong-x1k yes. About 30 mins. The eggs get consumed in about 20 minutes. The rest is travel time.
Also, be careful when measuring time. Travel in shattered planet territory can bring down you ups which slows the game dow .
engine stacking. Yikes
я слышал, что американцы работают по 14 часов в сутки, и у них едва хватает времени, чтобы поспать, потому что надо платить за медицинскую страховку, налоги, жильё и так далее. Но оказывается у них очень много времени )))
LoL. The factory must grow.