Communications Tutorial - Factorio: Space Exploration - Laurence Plays

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  • Опубликовано: 18 окт 2024

Комментарии • 135

  • @lytalo
    @lytalo 2 года назад +26

    Very clear explanation. I sort of found most of this thru extensive trial and error. Hehe…exploded delivery chest, too many things in a rocket so it never got built, etc. the one great thing you did teach me was setting the logistics delivery chest to “Set requests”. That was very cool. Thanks!

    • @LaurencePlays
      @LaurencePlays  2 года назад +1

      Yes, learning through making mistakes is very familiar to me... Hopefully I can save a few people from a few of those mistakes! I definitely like being able to have a system where I can just put in a request, and it'll turn up. It feels like a shopping list.

  • @justanotheraccounthere2014
    @justanotheraccounthere2014 6 месяцев назад +5

    Still very useful tutorial even with the changes to Space Exploration. That being said, from my ongoing K2+SE play through with SE 0.6.119, here are a few things that I would change:
    1. Cargo rockets will now automatically reserve slots for Capsule and Rocket Part being completion, so no need to stop loading until a rocket has been built.
    2. To address the problem of cargo requests during transit, add a circuit that detects rocket launch (e.g. falling edge detector of Cargo Rocket signal from the Silo), start a ~60 seconds timer and only requests/load cargo after the timer runs for a full cycle. 60 is chosen instead of 24 (time from rocket launching to landing) because if the rocket is built after the launch condition has been met, the Cargo Rocket signal will immediately go to 0 BEFORE the rocket coming out of silo animation plays. Therefore, the maximum wait time is the sum of the time it takes for both the "building" and "launching" animation to play out in full.
    3. Space Elevator is a thing now, so you can get away with only 1 mixed cargo rocket from Nauvis, a very small space factory to "rush" Prod+Util+Energy1+Astro1+Material2 and research Space Elevator, put one down, supply it with a few thousand cables and start sending trains as if the space factory is on the planet itself.

    • @LaurencePlays
      @LaurencePlays  6 месяцев назад +3

      That's true - the rocket loading is simpler now, which helps a lot. The "don't load until there's a rocket" is (I think!) a simpler way to get around the issue of doubling up on supplies during the launch; it takes longer to build the next rocket than it does for one to fly!
      Yeah, in our current game, we basically rushed space elevators and then did everything by train. I've left this video up because it's still somewhat relevant, but perhaps it needs an update...

  • @Donny_den_Ouden
    @Donny_den_Ouden 2 года назад +11

    Just recently discovered your channel, been watching some of your older Space Exploration videos because I'm doing a run myself and they're really helpful. Hope you'll soon get the recognition you deserve!

    • @LaurencePlays
      @LaurencePlays  2 года назад

      Thanks! Yeah, it's interesting to watch someone else's solutions to the problems you've just gone through, maybe getting some extra ideas from them. I'm glad you're enjoying my content! The channel is growing quite nicely at the moment, and I'm hoping it'll just go faster and faster.

  • @CarlosRuiz1
    @CarlosRuiz1 Месяц назад +1

    I want to avoid this happening @ 10:33. Great video, though! Thanks!
    Can I make a wishlist? :) Would like to see a comprehensive solution that takes into consideration:
    1. The 23 second rocket flight times with either clocks, or less elegant solutions like using blue inserters to introduce lag in the construction process.
    2. Loading a full rocket with precise stack counts by also taking into consideration the inserter capacities into the sum total.
    3. Dealing with high priority items that result in partially filled rockets, by filling the remaining stack slots when this happens.

    • @LaurencePlays
      @LaurencePlays  Месяц назад

      You could reduce the overflow by controlling the inserters directly, but you'd still get a bit from hand size. You could get round that by telling the stack inserter to stop when it's within 12 of being full, and have another inserter set to a stack size of 1 - this is what Foxxo did with the design I talk through in ruclips.net/video/CLjbsD8TKcw/видео.html so you might want to check this one out, it covers a lot of the sort of points you mention!

  • @aridianknight3576
    @aridianknight3576 3 месяца назад +2

    Honestly the most concise and helpful tutorial to this shit I’ve ever seen. Thanks, I now have an automated space base

    • @LaurencePlays
      @LaurencePlays  3 месяца назад +1

      Thank you! Getting all this stuff automated is very satisfying - enjoy working your way up to spaceships 🙂

    • @aridianknight3576
      @aridianknight3576 3 месяца назад +1

      @@LaurencePlays for some reason my brain shuts down the minute I do any circuiting. Give me core processing and I’ll give you 10 solid outputs, 3 fluid outputs, 1 input, and I’ll make a nice tillable, beaconed, sorted and optimized blueprint. But a simple decider combinator scares me lol

    • @LaurencePlays
      @LaurencePlays  3 месяца назад +1

      @@aridianknight3576 It's probably a familiarity thing - spend some more time messing around with them and you'll get used to it! Perhaps check out my circuits tutorio video - that starts from simple stuff with a cable going from a tank to a pump and works up to more complex examples, hopefully slowly enough to keep you comfortable 🙂

    • @aridianknight3576
      @aridianknight3576 3 месяца назад +1

      @@LaurencePlays yeahhh I’ve mastered the simple “turn pump/inserted off when X” but it’s the intermediate stuff. I’m at the point where I’m transitioning from belt based to train based, the ground base is just getting too unwieldy and bot reliant. So I’m gonna check out your LTN video to get a handle on what’s involved.

    • @LaurencePlays
      @LaurencePlays  3 месяца назад

      @@aridianknight3576 Oooh, good plan - anything that means more trains and fewer bots has to be good 😀 I recommend making sure you're comfortable with circuits before you get to spaceships though - there's so much you can do with them if you can twist your mind into making the circuits for you!

  • @jacobbrown4269
    @jacobbrown4269 Год назад +1

    The power outage tip has helped me tremendously. Very clear explanations and very little fluff added to the video. Thank you so much for giving me solutions to my struggles

    • @LaurencePlays
      @LaurencePlays  Год назад

      That's great, I'm glad I could help. The last thing you want when there's a power shortage on a planet is to start taking damage from an overfilled delivery cannon chest! 😀

  • @snoekbaars7757
    @snoekbaars7757 2 года назад +10

    Your tutorials are great, thank you! The LTN and Space Logistics tutorials helped me a lot

    • @LaurencePlays
      @LaurencePlays  2 года назад

      That's great to hear! I have a few more planned, but if there's anything you'd like me to run through, please let me know.

    • @snoekbaars7757
      @snoekbaars7757 2 года назад

      @@LaurencePlays Something I just thought of: when I launched my first sattelite I realised I had no idea what to do next, so maybe a getting started with space tutorial? Also a tutorial for space base tips & tricks could be cool, because right now I just lazily did everything with bots while I see you for example have this huge base (making energy science 1 and astro science 1)

  • @JuddMan03
    @JuddMan03 Год назад +2

    Thanks for this, my combinator setup was badly complicated and used a green signal to detect power outages. Your simple trick with the negative signal works so much better. Instead of linking up all the storage boxes with wires, I use logistics chests to store it all and hook up a roboport instead.

    • @LaurencePlays
      @LaurencePlays  Год назад

      That's true; you could send a heartbeat signal through with the rest of it to show that it's working. That would work well (you'd just block the system at the bottom if the heartbeat isn't there) - I think the big advantage to the negative requests is that you can just add everything together and eventually it'll get to zero, and that means your systems are happy. It also makes triggering the inputs to your rocket/spaceship trivial.
      Using the roboport output for stock is an excellent idea and I'm not sure why I don't use it more often... Just make sure you link the launch/landing pads or spaceship in separately because they won't be picked up by the roboport!

  • @EkpyroticBounceHouse-DunderDan
    @EkpyroticBounceHouse-DunderDan 10 месяцев назад +2

    Love your videos! Thanks for all your hard work. This video saved my ass. I swear you can do hundreds of hours in vanilla without touching circuits but SE just strolls in and you can’t automate anything past space science basically without them

    • @LaurencePlays
      @LaurencePlays  10 месяцев назад +1

      Yeah, you're not wrong! You definitely need a good grasp of circuits for Space Exploration; especially when you get to spaceships! I do have another video about circuits on the channel, if you're still struggling with the basics, I'd recommend checking that out.

    • @EkpyroticBounceHouse-DunderDan
      @EkpyroticBounceHouse-DunderDan 10 месяцев назад +1

      @@LaurencePlays appreciate it! Keep it up :)

  • @helenjohnson4899
    @helenjohnson4899 Год назад +2

    this was really helpful, it enabled me to fully automate the shooting of water barrels to my vulcanite factory planet.

    • @LaurencePlays
      @LaurencePlays  Год назад

      Awesome, thanks for watching and the feedback! I'm always looking for new tutorial ideas as well, so let me know if you have any requests.

  • @ghasterra8950
    @ghasterra8950 2 года назад +2

    this is a godsend, when i first did an se playthrough i gave up during space science because i couldnt figure out automation on that part, most certainly will be putting this into my next run

    • @LaurencePlays
      @LaurencePlays  2 года назад

      It's definitely a bit fiddly - making sure that the spaceship receives the right signals at the right time can take someplaying with. I recommend you check out my two videos on spaceship automation as well - that'll help you a lot with the details.

  • @Nooctae
    @Nooctae 2 года назад +4

    This is good stuff. I'll be sure to link this to anyone having questions about this in the Space Exploration Discord, they tend to pop up fairly often.

    • @LaurencePlays
      @LaurencePlays  2 года назад

      Fantastic, thank you! I'm very happy to help :-) Are there any other questions that show up a lot? I've got a few more ideas for tutorials, but it's good to have more suggestions.

    • @Nooctae
      @Nooctae 2 года назад +1

      @@LaurencePlays What to bring for the first trip in space is one of the most common one, if that inspire you for a video on that, maybe.

    • @LaurencePlays
      @LaurencePlays  2 года назад

      @@Nooctae That's an interesting one! Tricky, it depends a lot on what you want to do when you get up there, but it should be possible to start making rocket science. I'll have a think about it, thanks.

    • @ryanprov
      @ryanprov 2 года назад +1

      The other one I see a lot is what order you should do the space sciences in/what exotic resources should you go for first. I’d actually like to know the answer to this one myself!

    • @LaurencePlays
      @LaurencePlays  2 года назад

      @@ryanprov That could be very interesting - the short answer is "It's up to you", however having a bit of a chat about what you get from each one and how difficult they are could be very useful. Thanks!

  • @Apex_1804
    @Apex_1804 6 месяцев назад +1

    Man you are a life saver, im stupid and would have never figured this one out without help

    • @LaurencePlays
      @LaurencePlays  6 месяцев назад

      You're very welcome! Hopefully everything will make sense from here on 🙂

  • @midnightoil4339
    @midnightoil4339 2 года назад +1

    This is perfection. Thank you for your time. I respect the effort spent on this video. This helped me.

    • @LaurencePlays
      @LaurencePlays  2 года назад

      Thanks! Glad to hear it was useful. In a few months, you can come back for the Arcospheres tutorial 😀

  • @TKNagashima
    @TKNagashima 2 года назад +1

    I resolved the inflight storage dilemma with what I admit isn't that elegant solution, when the condition for launch is met I use that to start a timer. While that timer is going I stop all signals to the rocket loaders. After the timer is up I let the signals through again. Great tutorial!

    • @LaurencePlays
      @LaurencePlays  2 года назад

      That's pretty neat - having the belts just stop for, say, 2 minutes after launch (and feeding the spaceship contents into the network in orbit as well) would work well. I never thought of that! Still, I'm OK with having a bit of excess resource up there; I'll probably use it some day, and even if I don't it probably all costs less than one Deep Space science pack :-)

  • @potatoking5602
    @potatoking5602 2 года назад +3

    Honestly, for the first rockets, specially for orbit science, I just ended up using a 20 minute timer that tries to launch every 72000 ticks and waits 1000 more to let the rocket travel and be re-assembled before continuing requests, works fine for me but beware that launches will still be as expensive as ever empty or full. Nice thing about it is that I always know the next cargo rocket scheduled launch because I set up a display timer

    • @LaurencePlays
      @LaurencePlays  2 года назад

      I messed around with timers a bit, but it felt like they never worked reliably. Which I'm sure is my fault, but still... And early game when rockets still feel expensive, I didn't want to launch them if they weren't full!

  • @galactus414
    @galactus414 8 месяцев назад +1

    Very helpful. One question how do you prevent the requestor chest from requesting items coming in on belts?

    • @LaurencePlays
      @LaurencePlays  8 месяцев назад +1

      I did it by not having any of those things in the logistics network, but a better way would be to attach a constant combinator with massive negative numbers (like -10M) to make sure they never get requested. You'll also need to separate the networks with an arithmetic combinator, but that's fairly straightforward.

  • @david-fe7dd
    @david-fe7dd 8 месяцев назад +1

    dude. I watched 4 videos trying to figure out how to do it. Any way to do it! All the other systems were highly complicated. So much so that when I watched this I tried to overcomplicate it a few times. Thank you...Thank you! Very clear. You have my allegiance

    • @LaurencePlays
      @LaurencePlays  8 месяцев назад

      Thanks! I really appreciate that 🙂 I try to start my tutorials with the simplest possible version of what I'm talking about, and then overcomplicate it later, to show what it can do. That's why there's 2 LTN videos, for example!

  • @jovanmandic8808
    @jovanmandic8808 Год назад +1

    Great tutorial; however one more downside that I see is the launch when cargo full part, what if you need something but not enough of it to fill the whole cargohold? Say you need 5000 copper plates, and only that, it will load 5000 copper plates and will remain so without launching; you will still be missing those plates at the destination.
    Same applies for multiple requests if they don't fill the cargohold, you'd have to launch it manually or set enormous amount of requests each time which would mean more buffers than you might need in the destination.

    • @LaurencePlays
      @LaurencePlays  Год назад

      It's true - you have a choice to make. Either you have your rockets wait until they're full, which risks a delay if only one thing runs out, or you work out some circuitry to get them to launch after an amount of time, but waste some rocket fuel and rocket parts because you'll be sending up some rockets part full when they're not really needed. Personally, I prefer risking having larger amounts of resources buffered, and also assuming that I'll have decent throughput so I shouldn't generally be waiting long for a rocket. And I can launch it manually if/when necessary.
      Another possibility which I'm currently thinking about for my space trains is to have a system which sends your orders as normal, but also detects when you've completely run out of anything and triggers a launch then.
      If you were being really clever, you'd have it detect when you ran out of a specific thing and then load more of that thing until the rocket is full, since you're clearly getting through a lot more of that than you expected when you set up the shopping list!

    • @jovanmandic8808
      @jovanmandic8808 Год назад

      @@LaurencePlays Yep, I was thinking about the same approach, like a priority request. :)

  • @pofjiosgjsoges
    @pofjiosgjsoges 2 года назад +2

    0:40 are you making this diagrams yourself or are they available somewhere or is it a mod?
    Despite using Factory Planner, it's nice to visually see what is needed in a given production process.

    • @LaurencePlays
      @LaurencePlays  2 года назад +1

      I made the diagrams myself - although I did pull the source images out of the mods, rather than try to crop them from screenshots or anything!

  • @yerniaxzaphyrax9828
    @yerniaxzaphyrax9828 2 года назад +2

    Another great Se tutorial thanks

    • @LaurencePlays
      @LaurencePlays  2 года назад

      You're very welcome! I'm glad you enjoyed it :-)

  • @goakiller900
    @goakiller900 Год назад +1

    tPerhaps it's a bit more advanced because I love the setup but how do you automate the launch (green wire launch)? so if say is you request 5k plates, and 5k is detected it launches ?

    • @LaurencePlays
      @LaurencePlays  Год назад

      Personally, I don't. I just leave it on "Launch when cargo full", so the rockets will go as soon as they're filled up. If I'm short of something specific, I can always override it and launch manually, but I try to make my buffers big enough that the rocket launches before the space station runs out of anything.
      That said, you COULD monitor the signal and if everything is >0, then launch the rocket. I suspect you'd be launching a lot of very empty rockets though. I'm not aware of a way to count how many stacks in the rocket have been used, without adding a stack combinator mod.

  • @danielketteringham9566
    @danielketteringham9566 Год назад +1

    This is brilliant. Thankyou so much.

  • @Mantis_Toboggan_TrashMan
    @Mantis_Toboggan_TrashMan 2 года назад +2

    Great guide.
    Right now I'm having issues trying to run two networks on one cable/rocket. I want to use the requester but since everything I have is in the logistic network it fills up with belted in items as well. I don't know how I could stop or tell it not to also add those items I'm new to this. For example I'm belting in 1000's of Iron but want a few requesters chests on the back for more niche items.
    But the chest reads every request on the network so it fills up with the iron.

    • @LaurencePlays
      @LaurencePlays  2 года назад

      Thanks!
      Hmmm, tricky. You could feed the request through a combinator (pass * through) and then have a constant combinator with -10,000,000 iron (and copper and coal etc) on the other side to make sure the chests never get any iron. Or you could use lots of combinators to only pass through the things you might want. I prefer the former, I think - it'll be easier to do it that way round.
      In my factory, things tend to either be on the bus or in the logistics network, not both, so the iron never gets brought to the chests because there isn't any available!

    • @Mantis_Toboggan_TrashMan
      @Mantis_Toboggan_TrashMan 2 года назад +1

      @@LaurencePlays Thanks for the reply little did I know a huge update was coming.
      Now I pretty much have to restart my 100 hour playthrough so that sucks. But I'm still excited I turned down the biters and increased the ore richness I didn't make it crazy high but midway through I regretted it.
      I had no incentive to mine out other planets if I could easily get all the basic stuff on my home planet.

    • @LaurencePlays
      @LaurencePlays  2 года назад +1

      @@Mantis_Toboggan_TrashMan Yeah, having an update come out can be a bit painful! I've decided I'm not going to upgrade to 0.6 until I've completed the Spaceship Victory, and then see from there.
      Having stuff coming in from other planets is definitely fun and makes it feel like you're doing something bigger than normal! That said, you'll always have that to an extent because of the exotic metals you need. Enjoy 0.6!

    • @Mantis_Toboggan_TrashMan
      @Mantis_Toboggan_TrashMan 2 года назад +1

      ​@@LaurencePlays I'm surprised how much even the most basic recipes have changed.

    • @LaurencePlays
      @LaurencePlays  2 года назад

      @@Mantis_Toboggan_TrashMan I shall find out some time in the future... I haven't even looked at 0.6 yet...

  • @comradebevo5870
    @comradebevo5870 2 года назад +2

    Hey Laurence I'm running into one issue with this system. I have items being loaded into the rocket by belt, and I am also loading smaller quantity items into the receiver chest by logistic bot. I am setting demand quotas via constant combinator at the landing pad, as shown in your vid. However, if I set a demand for 100 blue chips at the combinator, the problem is that they will start to be loaded by the belt and also simultaneously be requested by the chest, which I do not want because they're already on the belt. How do you avoid this? Do you need two separate transmitter channels, one for belt-based loading and one for logistics bot loading?
    Thanks!

    • @comradebevo5870
      @comradebevo5870 2 года назад +1

      Nevermind! I solved this issue by keeping the requester chest on a different colored wire and using a second combinator at the landing pad. Red for belt loading, green for requester loading.

    • @LaurencePlays
      @LaurencePlays  2 года назад +2

      That sounds like a good fix. In my case, I didn't worry about it, because resources which are fed in by belt don't end up on the logistics network (essentially, the bus carries raw materials and components, the logistics network carries finished products). Another possible fix would be to have a constant combinator with massive negative numbers of all the things on the bus connected to the blue chest as well so that those numbers never go positive. It's a bit of a dirty workaround, but it should do what you wanted.

  • @stevengeens3055
    @stevengeens3055 Год назад +1

    If you've loaded a partial stack (e.g. a stack of 6 trains like in 12:41), does the rocket still launch with the "Launch On Cargo Full" Launch Trigger?
    (When all other stacks have been filled.)

    • @LaurencePlays
      @LaurencePlays  Год назад

      Yes, unlike trains, the rocket considers itself to be full when there's something in every stack, the stacks don't have to be completely full. Spaceships don't know at all so you have to work it out yourself!

  • @joeljose78
    @joeljose78 2 года назад +2

    love your video it explained everthing very well but i would like if you make a tutorial on a jumpstart space station so that you would rush to space ships and space trains so that setting up a normal base logistics will be easer

    • @LaurencePlays
      @LaurencePlays  2 года назад

      Thank you! That's an interesting idea - I'm not sure whether it would be a single tutorial video, or a short series since I think it would take a while to go from first rocket launch to spaceships, even trying to rush them, but it's certainly something for me to consider.

    • @Njordin2010
      @Njordin2010 Год назад

      Or you just have to learn it

  • @onepunchnoob8046
    @onepunchnoob8046 Год назад

    Thanks. Still very useful after 1 year.🥰

  • @Minotaur-cd9ch
    @Minotaur-cd9ch 11 месяцев назад +1

    I have two questions.
    1. If you are storing cargo rocket sections in space would that stop the "cargo sections < 100" circuit from actually loading? should I use a green circuit for this mini network maybe? Same goes for the capsule.
    2. How do I actually stop the signal from being passed through to the blue chest? Is this what a decider combinator does?

    • @LaurencePlays
      @LaurencePlays  11 месяцев назад

      Hmmm. Yes, storing rocket sections in space could cause issues like that - it's not something I thought of as any cargo rocket sections that ended up in my spacestation would be compacted and brought back down as soon as possible. A good point though, and yes - your suggestion of using the other colour cable for that would be the easy way to fix it!
      You can create a one-way signal passthrough by using an arithmetic combinator set to add 0 to "each" (the yellow *) and output to each. This is a nice way to separate circuit networks when you want to pass a signal from one to another, and then add something on to it on just one side. I think that's what you're asking?

    • @Minotaur-cd9ch
      @Minotaur-cd9ch 11 месяцев назад +1

      @@LaurencePlays This answers all my questions. Thank you so much for replying to a comment made on a year old video!

    • @LaurencePlays
      @LaurencePlays  11 месяцев назад

      @@Minotaur-cd9ch No problem! It's always interesting to hear what people think of the videos 🙂

  • @UnfortunateWatcher
    @UnfortunateWatcher Год назад +1

    This was useful. Thanks

  • @gameandgame4220
    @gameandgame4220 Год назад +1

    Very nice content clear explanation thanks

    • @LaurencePlays
      @LaurencePlays  Год назад

      Thank you! Please let me know if there are any other topics you'd like me to cover.

    • @gameandgame4220
      @gameandgame4220 Год назад +1

      @@LaurencePlays i really feel playing space mod there are no blue print (good ones) on internet maybe that could be your next goal. Would help so much 🙂🙂🙂

    • @LaurencePlays
      @LaurencePlays  Год назад

      @@gameandgame4220 Maybe! I did provide a blueprint for my basic spaceship. I guess because I like to design all my own stuff, I haven't made blueprints because I assume other people wouldn't want them either. I could start though!

  • @comradebevo5870
    @comradebevo5870 2 года назад +1

    10:33 Is there a reason why you don't wire the belt to the tile directly in front of the inserter instead of one back like you've done in the video? Wouldn't that be a little more accurate in terms of not loading excess?

    • @LaurencePlays
      @LaurencePlays  2 года назад +1

      You're quite right, you'd get one belt piece less excess being loaded in. I'd like to say that I set it up like that to make things clearer and more obvious what's going on, but the truth is I just built it like that without really thinking too hard about it!
      In my real factory, there's quite a lot of belt between the control point and the rocket, but that just means an extra hundred or two of an item go into the rocket, which isn't a problem - I'll get through that much of whatever it is fairly quickly. I'm not worried about being precise about this; the objective is to make sure that the space station doesn't run out, not to make sure that the bare minimum is taken up.

    • @comradebevo5870
      @comradebevo5870 2 года назад

      @@LaurencePlays Cheers, really enjoying this series. I'm new to LTN and Space Explo and this is all very helpful.

  • @galsherp6173
    @galsherp6173 2 года назад +2

    i know this all, but would have been helpfull as i startet se, still watched complete, great explanation, liked

    • @LaurencePlays
      @LaurencePlays  2 года назад +1

      Sadly, my time machine is off being repaired at the moment! Maybe at the least, it'll give you some ideas in how to tweak other stuff you're doing. I'm glad you enjoyed it, even if it wasn't that useful any more.

  • @gameandgame4220
    @gameandgame4220 Год назад +1

    a question here , lets assume a lot of other items were not required and only 5 train wagons were required in orbit , the rocket will never fill up and launch then as most of it is goona stay empty , so how to send it up autmatically when it is not full

    • @LaurencePlays
      @LaurencePlays  Год назад

      That's true, if you're not getting through enough stuff, the rocket won't launch. I normally just increase the amount of things requested to nudge the rocket into launching. If the buffers are big enough, rockets will tend to launch before you actually run out.

  • @osiykm
    @osiykm 2 года назад +2

    it was helpful
    thanks for the video

    • @LaurencePlays
      @LaurencePlays  2 года назад +1

      You're welcome! I'm glad it was useful, I felt last week's video was a bit lacking in those details, and it would be worth showing it a bit more explicitly.

  • @erictheburgundy
    @erictheburgundy 11 месяцев назад +1

    I don't know when the update happened, but every guide I see talks about an old version of space exploration when rockets didn't have exclusive slots for the rocket parts and capsule.

    • @LaurencePlays
      @LaurencePlays  11 месяцев назад

      That's a good point - I'm working on an update to the interplanetary logistics tutorio to mention space elevators, but I'd forgotten about that change! I suspect it was SE 0.6, because that was the last major update.

    • @erictheburgundy
      @erictheburgundy 11 месяцев назад +1

      I've wondered if there are ways to make automated rocket launches better. Things like always sending full stacks instead of partially filled slots, or filling out nearly full rockets with a set of filler items (throw up a bunch of commonly used resources perhaps) if the rocket is idle or a request is for an item that has run out at the destination. The idea being not wasting any potential rocket space while still keeping it automated and avoiding logistical droughts. The system also tends to temporarily forget items that were just sent in a rocket until they actually land. I guess using a space elevator eventually bypasses some of these issues, but complex rockets are still used between planets. I'm no good a circuits, but maybe the new expansion will help. @@LaurencePlays

    • @LaurencePlays
      @LaurencePlays  11 месяцев назад

      @@erictheburgundy topping off stacks is tricky - you'd need to load a multiple of the stack size... I tend not to worry about that amount - a few half empty stacks in 500 isn't too bad, but I do try to put something in all the stacks, no half full rockets!
      One way is to send a rocket full of whatever you need, but that is a lot of stuff to buffer!

  • @borjadonazar
    @borjadonazar Год назад

    Thank yuo for this tutorial pal.

  • @Vayank123
    @Vayank123 Год назад +1

    I do have one question and a few things I like to address: if you set a rocket en route to the destination, but lets say there is still product in the landing pad, to tell the rocket not to launch until the landing pad it is heading to is empty if you set the rocket to auto launch on full, does that mean you have to set a constant combinator to the send rocket to the receiver on the planet connected to the landing pad and tell it to launch whereas the numeric value is positive as opposed to negative? The reason I want to know about this is sending automated rockets to and from its destination and back so that I can automate resources back to the main planet and I can do other things in the meantime and I don't want my pad to have max capacity, else any excess content in the rocket will be deleted and I would waste resources if I send more. I also want to set the landing pad to be knowing that if there is less than a certain amount of rocket part sections in the destination pad to be able to build a rocket to load rocket sections into the rocket to send to the planet (same with liquid rocket fuel in case I end up in a waterless planet)- I think if I revisit 9:52-10:08 of the video.

    • @LaurencePlays
      @LaurencePlays  Год назад

      Rockets won't launch until the landing pad is empty, so you don't need a transmitter for that. This means that you can have rockets that just transport, for example, green circuits without any extra setup.
      If you want to ship multiple goods in varying quantities, such as your suggestion of shipping rocket parts, then you'll need to set up a communications system though - that's the only way to tell the launch pad end what you want to ship.
      Shipping liquids by rocket is pretty horrible because you need to use barrels. Can't recommend that!

  • @BoredBob
    @BoredBob 2 года назад +2

    I completely skipped past delivery cannons because of the item type limitations and limited amounts and went straight to delivery by rocket. And for liquids I loaded the rockets with tier 3 Intermediate Bulk Containers (mod).

    • @LaurencePlays
      @LaurencePlays  2 года назад +2

      Ah - I didn't want to solve difficulties by adding extra mods to sidestep them, so I've only got vanilla barrels, which are pretty frustrating. So I just didn't transport liquids to orbit (apart from a few at the start to get things going).
      It's very interesting that you skipped delivery cannons and used rockets, and I'm thinking of just using delivery cannons and skipping rockets though!

    • @BoredBob
      @BoredBob 2 года назад +1

      @@LaurencePlays I went the rocket route because I did a lot of brute force production on the ground where the resources were and shipped final products that the cannons won't do so kind of had to go with rockets.

    • @LaurencePlays
      @LaurencePlays  2 года назад +1

      @@BoredBob Fair enough - I was taking the resources to their ingot stage, so it still worked with the cannons. I did switch to rockets once I wanted to transport stuff in bulk though, but that's the step I'm wanting to skip next time.

    • @BoredBob
      @BoredBob 2 года назад +1

      @@LaurencePlays It's all going out the window soon I think. New update for SE coming soon.

    • @LaurencePlays
      @LaurencePlays  2 года назад +1

      @@BoredBob Very true - I don't know how much it's going to affect early/mid game, but space elevators are going to make spaceships even better! And make supplying an orbital base much easier. I don't think I'll be updating though, I'm probably better off just finishing my existing game on the existing version. But we shall see!

  • @mcfettsack9976
    @mcfettsack9976 Год назад +2

    Whats that sound at 10:26? I heard it once on my map.

    • @LaurencePlays
      @LaurencePlays  Год назад +2

      That's the sound of a spaceship arriving or departing somewhere on your current surface. It gets a bit excessive sometimes!

    • @mcfettsack9976
      @mcfettsack9976 Год назад

      @@LaurencePlays Thank u

  • @cheesemcducken8742
    @cheesemcducken8742 Год назад +1

    Is there a way to make the rocket launch when there is no requests, but when there’s some items in the rocket. Not only when it is full

    • @LaurencePlays
      @LaurencePlays  Год назад

      You could read the contents of the belt, or look at the requests and see if any are

    • @cheesemcducken8742
      @cheesemcducken8742 Год назад +1

      @@LaurencePlays yeah I just decided to set up a space mall and it’s filling up more. Before I was just trying to supply some science packs

    • @LaurencePlays
      @LaurencePlays  Год назад

      @@cheesemcducken8742 I've found that in space, I get through a lot of steel and low density structures (it was hard to keep up early on) for making belts, scaffolding and so on. I'm building all the sciences on their own buses though (apart from Space, Prod and Util), so the resources required for them don't need to flow through the main bus.

    • @cheesemcducken8742
      @cheesemcducken8742 Год назад +1

      @@LaurencePlays I’m also not using belts I’m using bots. I just set it up in my mall on nauvis

    • @LaurencePlays
      @LaurencePlays  Год назад

      @@cheesemcducken8742 Then I would say you're doing it wrong. 😀
      But seriously, you'd look at the signal you're feeding into your blue chest to request stuff, and if there are no signals greater than zero, you know that all of your requests have been satisfied.
      Combine that with something that reads the contents of the rocket and if total items is greater than whatever threshold you decide you want to use, and send a launch trigger when both are good, you should be able to set it up as you want.

  • @permanent8387
    @permanent8387 2 года назад +1

    so im currently automating a cargo rocket with a logistics requester chest and it requested 2k copper, iron and sulfur like it wanted from space but when the rocket lauches it requests those items again and im trying to figure out how to tell the blue chest to only set requests when there is 1 cargo rocket. could you possibly explain how?

    • @LaurencePlays
      @LaurencePlays  2 года назад

      Personally, I didn't bother - I just accepted that I might eventually get twice as much "stuff" as expected, because I know I'll work through it eventually.
      That said, if you want to do that, what I'd recommend is that you combine the rocket silo contents and the signal from orbit (which you're probably already doing to make sure you don't just keep filling the rocket) then feed that to a decider combinator. Set the input side to "rocket = 1" to detect a complete rocket and the output to "everything, input value" to pass through everything on the input.
      This means that the combinator will pass all the signals through, but only if there's a complete rocket. That should get you the delay you want.

    • @permanent8387
      @permanent8387 2 года назад

      @@LaurencePlays now i meaby got it right i just need to send a rocket out and test it but i dont want to do that before its atleast 50% full so do i out put both singnals from the decider and the arithmetic combinator to the bluechest or something else?

    • @LaurencePlays
      @LaurencePlays  2 года назад

      ​@@permanent8387 You feed the signal from the receiver and the rocket silo to the decider (which will pass it through if there's a rocket) then to the arithmetic (which will multiply everything by -1) and then feed that to the blue chest.
      You might find it helps to phrase it as words... "Take the contents of the rocket and subtract the shopping list to find out what you still need. If there is a rocket then take the negative of the that and request it from the logistics network".

    • @permanent8387
      @permanent8387 2 года назад +1

      @@LaurencePlays ohhhh never got to think about it... very simple, also i understood the first one better :D thanks!
      i was feeding everything to the decider wich would output EVERYTHING signal and wouldnt work since the requester would only gets a everything signal :D (idk how i didnt realize)
      also i somehow got my inserters to spaz out going back and forward at a very high speeds (it is fixed but was very funny)

  • @Shamefulbird
    @Shamefulbird 10 месяцев назад +1

    The issue I find with delivery canon is that it’s expensive to shot despite the 1 GW buffer 50 mw is to much for me maybe 5 or even 10 would be better

    • @LaurencePlays
      @LaurencePlays  10 месяцев назад

      Interesting - I'd mostly ignored the cost of the electricity because I tend to find that other things are the limiting factor. It's either early enough in the game that I'm not sending capsules very often, or it's late enough that power's not really a consideration any more. I guess if you were running off ground level solar, and still trying to ship a lot of stuff, if could cause problems.

    • @Shamefulbird
      @Shamefulbird 10 месяцев назад +1

      @@LaurencePlays for me Its a bit annoying i don’t have a. Big power grid around 150 mw since it’s first time I do space exploration and the issue I find is that there are not any new way to make power than the boilers and inefficient coal burner space solar panel is neat but it is solar and the other way goes very late game

    • @LaurencePlays
      @LaurencePlays  10 месяцев назад

      @@Shamefulbird When I first played SE 0.5, I set up nuclear power plants on my outpost planets and sent uranium (both types) over to them by delivery cannon, and ice as well if it was a dry planet. That seemed to be fine, although I did eventually replace them with better tech once I could.

    • @Shamefulbird
      @Shamefulbird 10 месяцев назад

      The issue is I don’t have covarex before production science

  • @Rico_Suave_
    @Rico_Suave_ Год назад +1

    Genious

  • @hugostiglitz6823
    @hugostiglitz6823 Год назад +1

    I started SE, but in the end, I'm just not smart enough to make things work 😪

    • @LaurencePlays
      @LaurencePlays  Год назад

      I find that with a lot of these mod packs, you can keep plugging away at a complex recipe and eventually have break through - that's what Mike's been doing with the iridium on our streams. He's 4 weeks in now, and making a bit of progress each week. And hopefully my videos around the concepts (like communication, configuring spaceships and so on) will help those stick!

    • @hugostiglitz6823
      @hugostiglitz6823 Год назад +1

      @Laurence Plays yeah I understand I just have a really difficult time with circuits and combiners etc

    • @LaurencePlays
      @LaurencePlays  Год назад

      @@hugostiglitz6823 Hopefully following this tutorial will get you more comfortable with them! I've made another tutorial specifically about circuits, ruclips.net/video/0zXHl7jqDFc/видео.html which might help!

  • @kwando472
    @kwando472 Год назад +1

    Are you calling these tutorio on purpose?

    • @LaurencePlays
      @LaurencePlays  Год назад

      Yes. It's a Factorio tutorial. So, Tutorio.

    • @kwando472
      @kwando472 Год назад +1

      @@LaurencePlays Yeah i noticed further into the video you even named one of the structures it. You didn't go into depth with automation of the cargo rocket btw. I came up with having the negative signal being input into a combinator and give a green signal but I haven't worked out how yet.

    • @LaurencePlays
      @LaurencePlays  Год назад

      @@kwando472 I thought I covered everything I needed to for the cargo rocket - send the signal down, load stuff into it based on the signal, then have the rocket automatically launch when it's full, not on a green signal. If you're running out of stuff, but it's not filled up enough yet, just ask for more!

    • @kwando472
      @kwando472 Год назад +1

      @@LaurencePlays Well the load I want to send doesn't fill it up all the way atm that's more the issue I have but ill fix it. I can't load it all the way up because that would drain my supply pretty bad especially the tech cards. Anyways great video the rest was explained really well.

    • @LaurencePlays
      @LaurencePlays  Год назад

      ​@@kwando472 Ah - I (almost) always send the rockets full because it feels wasteful not to fill them up properly! There's bound to be a load of relatively cheap stuff you need more of, perhaps low density structures or steel.
      That said, it should be pretty easy to set it to launch when the shopping list is satisfied. The hard part will be making sure that the rocket is at least reasonably full...