higher quality stone = higher quality bricks = higher quality concrete, so you actually want it very much. This can be used to build higher quality machines of all kinds.
I'm surprised he launches up just pure green circuit. I'd do The upcycling part on Vulcanus to save on Rockets as I expect that to be The main bottleeck
@@sirdeakia Rockets cost oil products to launch. As such shunting plastic to Vulcanus and converting it to red and blue there is more efficient in Rocket Parts since they consume so many green in their production chains.
Honestly, I'm gonna turn fulgora into an eternal rocket fuel export machine if the stack size for it is overcomes it's cost. And even if it doesn't, still feels like I should be producing literally all rocket fuel for all planets in the OIL OCEAN PLANET, right?
@@sirdeakia hahaha fair! I use Gleba a lot, easy biosulphur and bioplastics. But honestly probably comes down to the order I visited them more than actual functional reasons
Why are you exporting all green circuits? Wouldn't it be more efficient to do the recycling for greens on Vulcanus and export quality circuits? It would allow you to massively scale recycling on Vulcanus as well, since greens on Vulcanus are basically free
The Junk planet, Fulgora, needs you too consume all the items to keep the Holmium production up, so it is a very good choice for upcycling quality. But at some point you can't scale up very good there. That's where oure "Lava is Infinite" Planet Vulcanus steps in.
The smaller scrap piles run out pretty quick and the more rich ones have limited space. Even with foundations, you would probably still find yourself waiting for the space needed
@@Erik_Ice_Fang It seems the consensus is that trains work best for the small islands with dense scrap piles. Just big enough for a station to export the scrap and accumulators to keep it running. Then of course you bring it back to your processing plant which is located on one of the larger continents. It's funny, I got pretty lucky and there was a dense scrap island close enough to my main continent that I was able to mine it with bots. The roboport logistic range just barely touches, not a tile to spare.
@@OniNaito sadly none of my dense piles are in roboport range. I do have a medium island that I do all of my scrap processing that is luckily in range and connects with a power pole too. Serves as a handy battery bank as well
Quality stone would be useful for bricks and concrete used in things like making the foundry. You may also need some if you are getting quality at the drills or recyclers for Fulgora, necessitating a need to consume any quality Holmium ore. Otherwise, you would just be dumping a lot of it
Blue chips and LDS has +% productivity research. With legendary productivity modules, you get to the 300% limit, which means no loss in recyling. Once you get to that point, you are drowning in legendary iron plates, copper, plastic, and steel, and green circuits. It's much simpler to craft all the tier 2 modules with legendary base materials rather than gambling for them. So the best strat is to start farming for legendary quality and prod modules (like how nilaus is doing it) until you get enough to get the 300% prod limit. You would use quality on the recyclers, and prod on the electromagnetic plant.
There are two wolves inside you. One says build the rocket silos parallel to the build as opposed to perpendicular. This will prevent the builds from being so far apart from one another. The other wolf says leave it as is. The extra space will allow for easier modification later in case the builds need to get wider.
i updated your ship designs to use fusion power and the calcite fuel recipe and beaconed everything with your wizardry you could do that and fit more cargo space on the ship, with beaconed ammo and fuel it has no downtime.
Maximum launch speed is about 1 rocket per 28 seconds or 2 rockets per minute due to animation times. If you let the bay doors close between rockets, it's a little longer but I don't know the exact length.
Isnt that 2 to 8 splitter way overcomplicated? A splitter doubles the amount off lanes, so just do 2 lanes into 2 splitters and then the 4 lanes into 4 splitters
If you balance the belts like this, 1 belt is only being split among 4 belts. The one he places garentees that both belts will split into all 8 lanes equally. Here it doesn't really matter but in theory if the 2 input belts were not equally saturated then the resulting 8 belts would be
@@Fillbot234 Man, explaining balancers in writing is hard. I had to read your comment like 4 times before it clicked what you were saying. Either way, you're 100% right. OC's solution can't account for every input case. I'm not smart enough to understand all the nuances with balancers but the bit I do know is that throughput unlimited arrangements have to account for a lot of variables and edge cases. Even the unassuming 4x4 balancer has a lot going on under the hood.
On fulgora I do something similar with Rocket fuel. The oil oceans is unlimited rocket fuel. I have a "tanker" ship that just ships huge amouts of rocket fuel between planets.
That you build the lava to liquid iron/copper for each build i find amusing. I would assume you would have a line of those buildings by the lava field and pipe that instead of piping lava and put a single tank of each sound or light on when that tank drops below 80% so you know to build more liquid iron/copper
That simply isn't how Nilaus works. He wants modular builds where one can grab the blueprint, stamp it down, and move on. Obviously it isn't always feasible so he does have smelter lines on nauvia, but with the throughput of these it makes total sense with his goals in mind. I generally lean towards your method, but it is very much not the way Nilhaus does things.
I couldn't give you a high enough recommendation for getting Space Age. Even if you've played a lot of very complex overhaul mods. The paradigm of each planet is so unique and they introduce mechanics that simply didn't exist before. I'd especially recommend playing now because it's a wild new frontier. The game isn't solved yet. In time we'll see standardized builds and blueprints that trivialize the game, but for now everybody is still in discovery mode. 5 stars. Two thumbs up. Certified Fresh. Overwhelmingly positive.
Why have productivity modules in the green circuit assemblers, you are only saving lava and slowing the assembler down at the same time. May as well swap one out for a speed to fully saturate the belt, assuming it stays in ratio with the foundries
I don't know the specific ratio in this case, but often you can get more throughput going to productivity than just more speed. Because speed stacks with speed linearly, while productivity stacks multiplicatively. eg, if you are at 200% speed already, and you add 50% more with modules, you only go to 250% speed (2.5/2.0 = 1.25 increase). While if you added 50% productivity you would get 1.5x increase. The *specifics* very much depend on what breakpoint you are at. One of the nice things about Quality is that it becomes an independent multiplier (I believe). So a 1.6x speed quality assembler, with +200% (3x) speed from modules is a 3*1.6=4.8x speed, rather than just being 60% + 200% = 3.6x speed. Though the same thing is also true for productivity, and the new machines that give a built-in 50% productivity *is* additive vs modules. (so quality on the assembler is multiplicative with speed, but productivity is additive.. :() With the specific setup he has, putting normal speed 3 in a rare em plant with a single rare beacon does give about 2x the throughput as putting uncommon productivity. (Though you probably have to worry more about inserter throughput at that point). Interestingly, it seems higher throughput all the way up until a 12 rare beacon setup with rare speed modules, and then if you put rare productivity you get slightly more throughput than if you put rare speed (it takes 1.6 machines to make 240/s vs 1.5 machines to do 240/s). So there *is* a breakpoint where productivity isn't just saving lava, but is also increasing throughput, but you're absolutely right that we aren't close to it yet.
As a data point, with epic quality, 12 epic beacons with epic speed around 1 epic em plant with epic productivity is slightly more than a full belt. Of course, you're wasting a lot of the potency of those 12 beacons, so I'm sure the best balance point (number of epic items/modules vs the space etc) is somewhere closer to 8 beacons and 2 em plants (10 prods, probably 10 beacons, 20 speeds, 2 plants). 4 EM plants is likely to get the most beacon sharing. FWIW, I'm using Factory Planner in-game mod to do the math, cause there are way too many factors to take into account to use a spreadsheet. Man those numbers are rediculous, and Legendary is a significant tier above that. 1 legendary EM plant with legendary productivity, with 2 legendary beacons with legendary speed is enough to do 240 items/sec. (It also says that 4 beacons double the speed, but 8/12 beacons don't actually increase throughput, I wonder if we're hitting a cap somewhere.)
@@JohnMeinel never considered that perspective thanks for putting a new spin on it even if the break point is after things get kinda crazy with beacons
I wonder how much more expensive circuits and other products are when you factor in shipping costs. The question of "ship vs make on planet" is going to be an interesting one and it is going to be different for every item/planet pair. You would need to calculate how expensive each item is to make on the planet, and then how expensive it is to make on another planet and ship, and then factor in productivity into all of that. And that is just talking resources. Once you try to optimize for UPS, space shipping is probably even less efficient since I suspect killing asteroids at scale is a UPS hog, along with all the space ships you'd want if you are shipping everywhere
I have a rocket that just continually launches the fish I breed. It uses belts and inserters. To be fair though, I have that setup out of spite because the game refuses to give me the "So long and thanks for all the fish" achievement lol.
Have you done the math on Foundry vs EM Plant for copper cables? I’m not sure which one has better yield.
16 часов назад+1
I did. If you don't have normal prod 3 in EM plant AND copper plate casting foundry then just cable foundry is better. With normal prod 3 it's a tie, so no point wasting modules and an EM plant on that, with uncommon or better prod 3 EM plant is better. But that's just prod. I didn't calculate for quality.
I wonder if the output on other planets is going to be a bottleneck. With everything having to go to delivery platform, and having to be distributed from there
@nilaus solution 20:45 to you can load blue circuits, rocket fuel and low density on a rocket. On the space platform hub add a requests for items and the rocket silo on the planet tick "automatic requests from space platforms" the transport bots can than load items onto the rocket for you.
I'm not sure of the keyboard shortcut. But above the mini map is a logistic network button which shows your logistic network storage for the surface you're on. There's a search bar at the top
@@DaStrikeYT Also works with just buildings, so you can line up pipes on an oil refinery and have them facing each other with the output pipes down the center
It kind of seems like he is going for a top down approach. Use normal components to make a normal version of the final product in an assembly machine with quality modules. Then recycle that final product with quality modules in the recycler. Then you use those higher quality modules to remake the end product again with higher quality and so on and so forth.
17:40 I discovered this by accident when packing up for Aquilo. Had two rockets that I manually fed with discrepancies (items that were less than a full stack), and when the rocket had enough weight (more than half, it seemed,, and nothing more incoming, as I fed them manually, ofc), they locked me out, and blew out my ears. Almost wished I wore my brown pants 😅
Gleba also has infinite resources if you can negotiate with the locals. Imo Gleba feels better to grind for quality iron and copper plates because you can cultivate quality bacteria for quality ore.
13:32 |Higher quality stone into higher quality bricks into higher quality machines or even concrete, then into other machines, or even refined concrete, for high-end machines. You may think its useless to have that one weird legendary item laying around until you realize its the last one you need to make that item you've been trying to make for the past few hours.
Why? Why? to spend precious on expensive processes? Shove plates/plastic back and forth - produce basic T5s - upgrade everything else for free. Whyyyy?
#11!!!!!! Lorem ipsum dolor sit amet, consectetur adipiscing elit. Curabitur lacinia ipsum id odio dictum, luctus ornare erat pharetra. Duis venenatis congue dolor ac fringilla. Quisque molestie sollicitudin lectus viverra malesuada. Vivamus at lorem vitae turpis consectetur volutpat. Sed quis feugiat neque. Duis eu feugiat sapien. Nunc placerat ultrices lorem id venenatis. Praesent dignissim diam bibendum tincidunt pharetra. Etiam est sem, pellentesque ac gravida ac, bibendum et libero. Donec vel scelerisque arcu, vitae semper diam. Aenean pellentesque in elit sed aliquet. Donec at maximus dui. Nam pharetra hendrerit erat.
Vulcanus is the craziest planet of the whole DLC that tiny factory is capable of making BELTS of green circuits from thin air basically.
Yes it just feels illegal compared to the base game 😂 240 greens need so such more..
On gleba stuff literally grows on trees. U dont even need calcite or just anything really
@@alexanderjanke1538 I like both vulcanus and fulgora.
basically 4 full blue belts from 2 pipes
@@marcelwinkelhofer The translation is funny!
That's no asteroid, that's 16 000 green circuits getting launched at the same time! Great series, thanks!
higher quality stone = higher quality bricks = higher quality concrete, so you actually want it very much. This can be used to build higher quality machines of all kinds.
I'm surprised he launches up just pure green circuit. I'd do The upcycling part on Vulcanus to save on Rockets as I expect that to be The main bottleeck
Why save on rockets when you can produce everything it needs forever?
@@sirdeakia Rockets cost oil products to launch. As such shunting plastic to Vulcanus and converting it to red and blue there is more efficient in Rocket Parts since they consume so many green in their production chains.
Honestly, I'm gonna turn fulgora into an eternal rocket fuel export machine if the stack size for it is overcomes it's cost. And even if it doesn't, still feels like I should be producing literally all rocket fuel for all planets in the OIL OCEAN PLANET, right?
@@sirdeakia hahaha fair! I use Gleba a lot, easy biosulphur and bioplastics. But honestly probably comes down to the order I visited them more than actual functional reasons
@@AnerDyfan Nah everything is 100% free on Gleba.
13:34 LEGENDARY STONE to make LEGENDARY WALLS???
I’m glad I’m not the only one that keeps double clicking that planet instead of hitting the check box. One person it’s user error, two it’s UX issue.
Why are you exporting all green circuits? Wouldn't it be more efficient to do the recycling for greens on Vulcanus and export quality circuits? It would allow you to massively scale recycling on Vulcanus as well, since greens on Vulcanus are basically free
Well, almost literally free, the only cost is Calcite, which you need so very little of
cant get enough of this series
I always thought the junk planet would be the best to roll for upgrades on since you get such a variety with chances on every step to increase it
The Junk planet, Fulgora, needs you too consume all the items to keep the Holmium production up, so it is a very good choice for upcycling quality. But at some point you can't scale up very good there. That's where oure "Lava is Infinite" Planet Vulcanus steps in.
The smaller scrap piles run out pretty quick and the more rich ones have limited space. Even with foundations, you would probably still find yourself waiting for the space needed
@@Erik_Ice_Fang It seems the consensus is that trains work best for the small islands with dense scrap piles. Just big enough for a station to export the scrap and accumulators to keep it running. Then of course you bring it back to your processing plant which is located on one of the larger continents.
It's funny, I got pretty lucky and there was a dense scrap island close enough to my main continent that I was able to mine it with bots. The roboport logistic range just barely touches, not a tile to spare.
@@OniNaito sadly none of my dense piles are in roboport range. I do have a medium island that I do all of my scrap processing that is luckily in range and connects with a power pole too. Serves as a handy battery bank as well
The ship going to the shattered planet should be "the Behemoth"!!!
There's just something pleasing about a factory that literally goes BRRRRR like that.
This video was so fun to watch I didn't notice when half an hour already finished
Quality stone would be useful for bricks and concrete used in things like making the foundry. You may also need some if you are getting quality at the drills or recyclers for Fulgora, necessitating a need to consume any quality Holmium ore. Otherwise, you would just be dumping a lot of it
Blue chips and LDS has +% productivity research. With legendary productivity modules, you get to the 300% limit, which means no loss in recyling. Once you get to that point, you are drowning in legendary iron plates, copper, plastic, and steel, and green circuits. It's much simpler to craft all the tier 2 modules with legendary base materials rather than gambling for them. So the best strat is to start farming for legendary quality and prod modules (like how nilaus is doing it) until you get enough to get the 300% prod limit. You would use quality on the recyclers, and prod on the electromagnetic plant.
Isnt it capped at 150% ?
There are two wolves inside you. One says build the rocket silos parallel to the build as opposed to perpendicular. This will prevent the builds from being so far apart from one another. The other wolf says leave it as is. The extra space will allow for easier modification later in case the builds need to get wider.
i updated your ship designs to use fusion power and the calcite fuel recipe and beaconed everything with your wizardry you could do that and fit more cargo space on the ship, with beaconed ammo and fuel it has no downtime.
Stone waste into two facing recyclers is really handy!
Is it fast enough to handle 50 stone/s? I don't think so
@@Nilaus Well, add a few of them :)
8:39, saving calcite.....
but that don't use much anyways 🤣
always good to see the notification
Maximum launch speed is about 1 rocket per 28 seconds or 2 rockets per minute due to animation times. If you let the bay doors close between rockets, it's a little longer but I don't know the exact length.
It's longer than a minute I believe
Isnt that 2 to 8 splitter way overcomplicated? A splitter doubles the amount off lanes, so just do 2 lanes into 2 splitters and then the 4 lanes into 4 splitters
If you balance the belts like this, 1 belt is only being split among 4 belts. The one he places garentees that both belts will split into all 8 lanes equally. Here it doesn't really matter but in theory if the 2 input belts were not equally saturated then the resulting 8 belts would be
@@Fillbot234 Man, explaining balancers in writing is hard. I had to read your comment like 4 times before it clicked what you were saying. Either way, you're 100% right. OC's solution can't account for every input case. I'm not smart enough to understand all the nuances with balancers but the bit I do know is that throughput unlimited arrangements have to account for a lot of variables and edge cases. Even the unassuming 4x4 balancer has a lot going on under the hood.
On fulgora I do something similar with Rocket fuel. The oil oceans is unlimited rocket fuel. I have a "tanker" ship that just ships huge amouts of rocket fuel between planets.
14:00 I would have built it on top of lava because that is a free way to get rid of stone.
That you build the lava to liquid iron/copper for each build i find amusing. I would assume you would have a line of those buildings by the lava field and pipe that instead of piping lava and put a single tank of each sound or light on when that tank drops below 80% so you know to build more liquid iron/copper
That simply isn't how Nilaus works. He wants modular builds where one can grab the blueprint, stamp it down, and move on. Obviously it isn't always feasible so he does have smelter lines on nauvia, but with the throughput of these it makes total sense with his goals in mind.
I generally lean towards your method, but it is very much not the way Nilhaus does things.
@@88porpoise When you put it that way, I can see it more of the Nihaus way.
This episode makes me wanna buy Space Age now. So many circuits...
I couldn't give you a high enough recommendation for getting Space Age. Even if you've played a lot of very complex overhaul mods. The paradigm of each planet is so unique and they introduce mechanics that simply didn't exist before. I'd especially recommend playing now because it's a wild new frontier. The game isn't solved yet. In time we'll see standardized builds and blueprints that trivialize the game, but for now everybody is still in discovery mode. 5 stars. Two thumbs up. Certified Fresh. Overwhelmingly positive.
You can use the upgrade planner to change modules quickly
High quality stone would be useful for making high quality military science.
Why have productivity modules in the green circuit assemblers, you are only saving lava and slowing the assembler down at the same time. May as well swap one out for a speed to fully saturate the belt, assuming it stays in ratio with the foundries
@@aarontandy5890 it's a really hard habit to break though!
I don't know the specific ratio in this case, but often you can get more throughput going to productivity than just more speed. Because speed stacks with speed linearly, while productivity stacks multiplicatively.
eg, if you are at 200% speed already, and you add 50% more with modules, you only go to 250% speed (2.5/2.0 = 1.25 increase). While if you added 50% productivity you would get 1.5x increase.
The *specifics* very much depend on what breakpoint you are at. One of the nice things about Quality is that it becomes an independent multiplier (I believe). So a 1.6x speed quality assembler, with +200% (3x) speed from modules is a 3*1.6=4.8x speed, rather than just being 60% + 200% = 3.6x speed.
Though the same thing is also true for productivity, and the new machines that give a built-in 50% productivity *is* additive vs modules. (so quality on the assembler is multiplicative with speed, but productivity is additive.. :()
With the specific setup he has, putting normal speed 3 in a rare em plant with a single rare beacon does give about 2x the throughput as putting uncommon productivity. (Though you probably have to worry more about inserter throughput at that point).
Interestingly, it seems higher throughput all the way up until a 12 rare beacon setup with rare speed modules, and then if you put rare productivity you get slightly more throughput than if you put rare speed (it takes 1.6 machines to make 240/s vs 1.5 machines to do 240/s).
So there *is* a breakpoint where productivity isn't just saving lava, but is also increasing throughput, but you're absolutely right that we aren't close to it yet.
As a data point, with epic quality, 12 epic beacons with epic speed around 1 epic em plant with epic productivity is slightly more than a full belt. Of course, you're wasting a lot of the potency of those 12 beacons, so I'm sure the best balance point (number of epic items/modules vs the space etc) is somewhere closer to 8 beacons and 2 em plants (10 prods, probably 10 beacons, 20 speeds, 2 plants). 4 EM plants is likely to get the most beacon sharing.
FWIW, I'm using Factory Planner in-game mod to do the math, cause there are way too many factors to take into account to use a spreadsheet.
Man those numbers are rediculous, and Legendary is a significant tier above that. 1 legendary EM plant with legendary productivity, with 2 legendary beacons with legendary speed is enough to do 240 items/sec. (It also says that 4 beacons double the speed, but 8/12 beacons don't actually increase throughput, I wonder if we're hitting a cap somewhere.)
@@JohnMeinel never considered that perspective thanks for putting a new spin on it even if the break point is after things get kinda crazy with beacons
productivity is faster than speed past a certain point
Question, why prod in circuits if they are also infinite? wouldnt 4 prod 1 reach the 30/s?
Peoples bases on the new planets are so tidy, mine are all a mess lol. Navi is good tho, but I've played the base game for over 600 hours.
I wonder how much more expensive circuits and other products are when you factor in shipping costs. The question of "ship vs make on planet" is going to be an interesting one and it is going to be different for every item/planet pair. You would need to calculate how expensive each item is to make on the planet, and then how expensive it is to make on another planet and ship, and then factor in productivity into all of that. And that is just talking resources. Once you try to optimize for UPS, space shipping is probably even less efficient since I suspect killing asteroids at scale is a UPS hog, along with all the space ships you'd want if you are shipping everywhere
Rockets are basically free. 15-20 of each item is nothing and space transport I'd 100% free
so there is a possibility to fill up rockets without drones..
I have a rocket that just continually launches the fish I breed. It uses belts and inserters. To be fair though, I have that setup out of spite because the game refuses to give me the "So long and thanks for all the fish" achievement lol.
@@OniNaito Maybe you need to play the base game without space age to get that. Idk, I already had it when I started space age.
I have no reference to the names of the ships but I like it
I'm surprised you have not upgraded rocket silo quality yet, quicker launches are great
The animation doesn't change and that is 99% of the limit of launching speed
Have you done the math on Foundry vs EM Plant for copper cables?
I’m not sure which one has better yield.
I did. If you don't have normal prod 3 in EM plant AND copper plate casting foundry then just cable foundry is better. With normal prod 3 it's a tie, so no point wasting modules and an EM plant on that, with uncommon or better prod 3 EM plant is better.
But that's just prod. I didn't calculate for quality.
foundry to make copper plates, then emp to turn them into cables
Foundry. Not even close
I wonder if the output on other planets is going to be a bottleneck. With everything having to go to delivery platform, and having to be distributed from there
Me who is trying to make new blueprints on nauvis for circuit builds and most people just doing circuit on Vulcanis sad me
Do you have/Make quality silos?
Vulcanus? BULKANUS
@nilaus solution 20:45 to you can load blue circuits, rocket fuel and low density on a rocket. On the space platform hub add a requests for items and the rocket silo on the planet tick "automatic requests from space platforms" the transport bots can than load items onto the rocket for you.
That is exactly what he is saying: "you can`t feed them directly in"
How do you open logistics network menu? To see all content of the chests
Press the L key.
@@matthewbauerle7153 thanks
How do you open the logistic network search function?
I'm not sure of the keyboard shortcut.
But above the mini map is a logistic network button which shows your logistic network storage for the surface you're on.
There's a search bar at the top
L > Ctrl+F
@@ajchristensen @phoenixrise666 thanks yall
How can I flip blueprints?
With the H and V keys, for horizontal and vertical flipping.
@@Hartlane Thanks
@@DaStrikeYT Also works with just buildings, so you can line up pipes on an oil refinery and have them facing each other with the output pipes down the center
Why not quality modules for green circuits?
probably because he then has to deal with different quality stacks here already, also for the production of the other circuits
It kind of seems like he is going for a top down approach. Use normal components to make a normal version of the final product in an assembly machine with quality modules. Then recycle that final product with quality modules in the recycler. Then you use those higher quality modules to remake the end product again with higher quality and so on and so forth.
I thought items stacked on belts 6x not 4x?
No, x4 is the max.
I wonder if the game engine will allow modders to increase this. Belt stacks so tall you can't see the machines behind them.
@@OniNaito Mods can change it afaik. In one of the FFFs they modified it so the stacks went off the screen lmao
so when does quality start coming into play so you can build high quality modules?
I have a ton of those if you have followed the series, but what I am doing now is scaling in order to MASS PRODUCE quality items
@@Nilaus Gambling on a mass scale. The gambling industrial complex.
17:40 I discovered this by accident when packing up for Aquilo. Had two rockets that I manually fed with discrepancies (items that were less than a full stack), and when the rocket had enough weight (more than half, it seemed,, and nothing more incoming, as I fed them manually, ofc), they locked me out, and blew out my ears. Almost wished I wore my brown pants 😅
You just have to big on Vulcans because you have infinity resources. That’s pretty sad for the other planets
Gleba also has infinite resources if you can negotiate with the locals. Imo Gleba feels better to grind for quality iron and copper plates because you can cultivate quality bacteria for quality ore.
@@Fillbot234 just mass produce gears and recycle on Vulcanus. extremely easy to set up massive gears factories
All planets have infinite resources just volcanoes it's very easy to harvest
13:32
|Higher quality stone into higher quality bricks into higher quality machines or even concrete, then into other machines, or even refined concrete, for high-end machines. You may think its useless to have that one weird legendary item laying around until you realize its the last one you need to make that item you've been trying to make for the past few hours.
Hi
Why did the title of the video bit me with "DOMAIN EXPANSION: MASS GREEN CIRCUIT ON VULCANUS PRODUCTION"?
I'm not a big fan of your all the robots base
hi
Why? Why? to spend precious on expensive processes? Shove plates/plastic back and forth - produce basic T5s - upgrade everything else for free. Whyyyy?
You stated many times "not to overcomplicate the thing..", but you did.
In my opinion this seems the easiest way to go, but I guess the end throughout is much lower
#11!!!!!! Lorem ipsum dolor sit amet, consectetur adipiscing elit. Curabitur lacinia ipsum id odio dictum, luctus ornare erat pharetra. Duis venenatis congue dolor ac fringilla. Quisque molestie sollicitudin lectus viverra malesuada. Vivamus at lorem vitae turpis consectetur volutpat. Sed quis feugiat neque. Duis eu feugiat sapien. Nunc placerat ultrices lorem id venenatis. Praesent dignissim diam bibendum tincidunt pharetra. Etiam est sem, pellentesque ac gravida ac, bibendum et libero. Donec vel scelerisque arcu, vitae semper diam. Aenean pellentesque in elit sed aliquet. Donec at maximus dui. Nam pharetra hendrerit erat.