You can massively simplify the asteroid collection balancing to a single constant combinator, a single arithmetic combinator. Read the contents of the belt and collectors, multiply it by negative 1 in the arithmetic combinator and then connect the output and the constant combinator together. Set the desired number of each asteroid on the constant combinator and then wire that to the “set filter” on the collectors and the inserters. Filters only get set when signals are positive. I use this single combinator trick to balance the items counts of everything on my spaceship. From ammo to calcite to rockets. It’s nice being able to control the entire ship from a single combinator. You can replicate a lot of the complex logic of decider combinators by exploiting the behaviour of positive and negative numbers. A lot of the time when you find yourself making multiple decider combinators a constant combinator + arithmetic combinator can compress them all together.
Man you are complicating just connect 3 decider combinators to asteroid belt, per combinator set if belt amount (material) < desired_amount ---> output material(1) and than connect this output to asteroid grabbers using "set filter" - anyways my text is short : D
Both solutions here work, but by setting the filter at the collector, you're not using the collector's storage. The video trick will allow you to use the asteroid collector storage (30) as a buffer as well. This makes it slightly more optimal for a smoother supply of material.
@@RidwanMarian haha you are right, I often think that I am wasting so much buffer space, ok I ll think of something but your solution is still complicated : D
@@BioHazarddasdadfasfsad you can't say I've "overcomplicated" the solution. What I've done is provide the dumbest solution. Your solution is elegant but way more complex. Using less components but far more complex logic. But thanks let me try these out and when I understand them myself I might do a seperate video on more elegant asteroid balance solutions
Few ideas to improve: - For Nuclear - you can read T and Fuel. With this info - add Decider Combinator with Input from Nuclear Reactor and output to Inserter (with overriden stack size to 1). On Decider - add condition T < 520 AND Uranium Fuel Cell = 0. With this setup - you won't burn fuel cells when T is over 1k Celsius, thus - saving Cells QUITE abit (in video - you shown setup with Reactor with 1k degrees and 5 cells that will burn into nothing) - There's abit complex logic on how you can automate asteroid Reprocessing (one type into another), here's extended explanation to it - you read content of whole belt and filter its content with Decider Combinator to output only asteroid chunks. You then, with two Selector Combinators - read output of that Decider. Both Selector Combinators should be in mode of sorting (first option in dropdown list, its on by default), But - one Selector should be ascending, and another descending. This way - you get asteroid chunk that you have the most on belt, and the one you have least. Then - with Arithmetic Combinator you put Descending Selector Output (lower of two) - to the input of Arithmetic, and use option to multiply it by -1. Output should be any other signal other then these asteroid chunks (i put just White Signal). Output of this Arithmetic Combinator you put to another Arithmetic Combinator to which you also put last Selector Combinator output (the one with highest asteroid chunk value). In this Arithmetic Combinator you set EACH (Yellow * symbol) + (plus) your negative value from previous Arithmetic combinator (White Signal in my Example). Output here should be difference of asteroid chunk between highest and lowest, and negative value of your signal doubled (something like 12 ice chunks and -1xx of your White signal). This output we put to another Decider Combinator where we set check EACH (Yellow * symbol) > YOUR_DELTA where YOUR_DELTA is constant number you pick as you feel comfortable. I use 10. YOUR_DELTA is difference of asteroid chunks that should trigger reprocessing (Example: you have 50 metallic, 45 carbonic and only 10 oxide (quite common in area of pre-Aquilo planets), in this setup you will filter out 50 metallic and 10 oxide chunks, arithmetic combinators will multiply 10 by -1 and turn it into -10 White Signal in my example, then add this to 50, resulting in 40 metallic asteroids. Then these 40 will be checked - is it higher then YOUR_DELTA which personally i put around 10, if so - it will output your metallic asteroid chunk). Result - should be connected to three Decider combinator - each for different type of chunk. Condition on these Deciders should be (for input) ASTEROID_CHUNK_TYPE > 0 (for output) ASTEROID_CHUNK_REPROCESSING_TYPE (continuing example - if Metallic Chunks > 0 (in example its 40), you output Metallic Asteroid Reprocessing that returns 40% metallic, 20% carbonic, 20% Oxide). This output you connect to your crusher that have "Set Recipes" option on. That is not very optimal build in terms of space, but its fully automates switching recipes and balancing of asteroid chunks you have on belt, with consideration of other asteroid chunks with only one crusher. This setup is space optimal (surprisingly), especially if you have very tight ship, where you dont have two 2x3 for other crushers + 1x2 decider for each crusher and + three 1x1 for inserters for each crusher (24 tiles total), but you have plenty 1x2 for combinators for this setup (18 tiles). If you manage to build this - you might notice that if you have 0 of one of three chunks on belt - it just filtered out of all equations. This can be fixed by adding Constant Combinator with all these three chunks set to 1 on input of starting Decider Combinator (that filters out all other content of belt except chunks)
you don't need to faff with combinators to throttle the fuel that goes into your rockets, it is possible to simply use a pre-load tank and choke the input to a certain % of fullness. For example, for a 25,000 capacity tank, (for my ship) if i pump it with
There's slight problem with reactor refuelling set up like you did - even though you limited inserter to stack size of one, it will continously insert another fuel cells until temperature reaches threshold (which may not happen quickly enough while power demand is currently high). Solution is easy, just move this logic to inserter removing depleted fuel cell (only remove depleted cell when temperature under X) and link input inserter to output one (where you need to set to sent info continously while item is held) and set up logic "input only when you detect depleted cell in other inserter). This way only exactly one fuel will be inserted, you just need to insert first fuel manually.
Assembling fuel on the platform is one-to-one with just sending it there But with productivity in assembly, you can get up to 100% more fuel for the same number of launches Recycling can get to 50% productivity, so you would get 9 out of 19 U238 back from 10 cells, with legendary recycling 10 cels would "cost" only 1 U235 and 10 U238 With those 2 bonuses costs drop to 0.5 U235 and 5 U238 per 10 fuel cells In the end, you get 400 cells with 11 launches instead of 110 ps Kovarex destroys 2 U238 for 1 U235 but we need both in 10 to 1 ratio so it is useless and even detrimental
Very nice ship! I love how we can build our own ships the way we can in this game! I am getting ready to build a couple of transports for materials, and there is something that I highly recommend for other players. Use quality modules for your ships' equipment. It is well worth it!
I like bringing all the roids onto the belt, then dumping the excess off the side of the ship. That prevents any possibility of the grabbers clogging with one material. That three inserter setup works for a while, but there's a possibility of it clogging. Plus it's 3 inserters per arm instead of 3 inserters total. //you fixed that with circuit logic Your way definitely works, but it means you don't grab every rock which slows down their spawning of the ones you're not full of. Also takes way more space/mass. Plus it makes my brain hurt :P Just three inserters from the sushi belt either straight into space, or onto a belt that leads to another inserter that dumps them off the side. One wire from one belt reading all contents to each inserter. Dump when it's greater than belt capacity / 3 or whatever.
I prefer your method as well, for two primary reasons: 1: it loads up your belts exactly when you want them loaded up (in transport), and 2: it saves *TONS* of ship real estate, thus mass, making the whole thing lighter/faster/simpler.
Asteroid collector approach is very suboptimal. Having 3 combinators per collector is very wasteful. Just set filters for all collectors based on the state of your sushi belt, which you read contents (entire belt). You don’t really need prepared asteroids inside collectors.
I’d also like to introduce you to constant combinators. You can set multisignal filtering with them easily. Let’s say you only want no more than 50 of each asteroid in your belt. Set constant combinator with signals of -50 of each asteroid, then connect it to belt and to a desider. Any signal
@@LosashExote interesting, a more complex circuit with less components, I'll give it a go. Nobody seems to like my bank of asteroids in the collector. Strange. Is it just overkill? I don't want my collectors grabbing asteroids when the belt needs it, I want them grabbing asteroids and maintaining a full inventory of evenly split asteroids
@@DataEngineerPlays I like the idea, but it probably is overkill, I haven't needed more than what fits on a belt so far, but I"m not even to Aquilo yet. BUT!, if anything is worth doing, it's worth overdoing right? This is factorio, where the answer to "there isn't enough of X" is just doubt it.
@@DataEngineerPlays ive personally found that having a bank in each collector is nice, but you can simplify it down to one constant combinator that has each meteor at 13, then one decider comparing "Each" on red wire (reading from collector) to "Each" on green wire (reading from constant combinator, this can be chained if you don't want to have one per collector) and outputting "Each" if true. This will set filters of the collector only if each type of meteor is under 13 (that you set in the constant, you can also set it as a logistic group so you don't have to manually set it every time). You can also use this for the main belt, and have another logistic group for the belt limits. then you only need one grabber per collector with the set filter option available, and it will automatically change depending on what the main belt still needs. It is also easily adjustable, you just have to go to the constant combinators and change the values depending on what limits you want. This way you can have separate limits for the collector's storage and the main sushi belt while only using one decider per collector rather than three.
also, a side note is that I like designing my ships with the main platform hub further back in the ship so that if anything goes wrong the asteroids have to break through the front mass to be able to wipe out the full ship. That combined with a sprinkling of mines has saved me quite a few times so I find it worth doing in all my designs now.
You don't need any circuitry to balance asteroid chunks on the belt if you're using the reprocessing recipes. Set each reprocessing recipe inserter to enable if the respective ingredient is greater than the others, round-robin style. For instance, I reprocess metallic if it's more than oxide, oxide if it's more than carbonic, and carbonic if it's more than metallic. I also toss overboard metallic if it's greater than 50, to ensure that there's always a bit of room on the belt for new asteroids. This will only back up if you receive only a single type of asteroid at a great enough rate to overwhelm that recipe's reprocessing, which is so astronomically unlikely that it can be effectively considered impossible.
There are so many ways to balance materials. I keep a few metallic and carbon in my platform and double ice. I monitor my belt and use 3 separate inserters to throw excess overboard.
Assembling fuel on the platform is one-to-one with just sending it there But with productivity in assembly, you can get up to 100% more fuel for the same number of launches Recycling can get to 50% productivity, so you would get 9 out of 19 U238 back from 10 cells, with legendary recycling 10 cels would "cost" only 1 U235 and 10 U238 With those 2 bonuses costs drop to 0.5 U235 and 5 U238 per 10 fuel cells In the end, you get 400 cells with 11 launches instead of 110 ps Kovarex destroys 2 U238 for 1 U235 but we need both in 10 to 1 ratio so it is useless and even detrimental
Thx for the detailed Video. Great Design! Maybe its not perfect, but i can understand the Logic behind it and it works 😊 what i wonder is if you can feed a Heat-Tower with Carbon for Power up there 🧐 it probably eats up the carbon to fast i guess, anyone tried?
You can also balance the asteroid collection by monitoring the total of each asteroid type and enabling an inserter that tosses them into space (just target empty space with the inserter drop off point) when it crosses a certain threshold.
2 дня назад
If you do this on trip to Aquilo you'll be missing asteroids. Reprocessing is definitely better.
This is great, I'm going to use the blueprint and modify it to be a freighter - nowhere near enough storage for a first trip to Aquilo. Also swapping out a few items for quality. BTW, your Nauvis conditions aren't set in the blueprint.
thanks for the nice build. How about putting a tank for steam? Would it make sense and would it save some nuclear fuel? (and inserting fuel can be linkien to level of steam in a tank)
The stuff about thrust is very informative, thanks for that! For filtering the asteroids, I actually use three decider combinators to which i route how many material there is on the belts. Those deciders set the filters for the collectors as well as for a inserter that loads material from the collectors on the belt - so, when I got enough material, the rest stays inside the collectors, and they won't gather more of that asteroid. I think that's a bit more elegant than three inserters which you control directly, and it makes changes to your values much easier.
@@GewaltSam wouldn't the condition to collect asteroids differ from the condition for deciding what goes on the belt? I want my collectors to always be full of asteroids despite what the belt needs. Does your logic achieve that? What I don't want is my asteroid collector going "oh the belt needs ice asteroid, now I'm gonna try and collect some" I want the asteroids ready to go in the collector
@Z3rgatul that is certainly one way to do it. I don't think you'll ever run out of asteroids so long as you're travelling. I just like the peace of mind of knowing we have a full bank of asteroids in 6 collectors
Hear me out: advanced fuel production with calcite. Sort and fill up some belts to the crushers that direct insert into the chemlabs, with excess asteroids getting reprocessed into the other kinds, get full fuel usage and go FAST
Thank you for the fantastic video and for explaining how the asteroid logic works! Is there any way to make improvements? The asteroid balancing system looks incredibly robust yet takes up limited space on the platform. I’m not quite skilled enough to create something like that myself, but I'd be thrilled to build a similar system for my platform. Be my hero and help me out, please!
@@Sariel49 if space is a concern just have your asteroid collectors filtered for 1 asteroid each. It will work but not as robustly. Remove the 3 decider combinators
@DataEngineerPlays i saw that Nilaus somehow made a system which sends a signal to asteroid collector and says which asteroid to collect when the amount on the belt is "lower than". I tried to do the same, it doesn't work for some reason, i need a better guide.
Theoretically you only need to control either the oxidiser or fuel. In practice, it doesn't hurt to do both. It will only consume based on the lower of the fuel or oxidiser, so it doesn't matter if you oversupply 1 or the other
I've been controlling thrust based on the ammo on the belt versus velocity like velocity < ammo*maxVelocity/maxAmmo. It tends to go up and down by about 5 to 20km/s, depending on the ship. Now you've got me thinking about adding that pulse circuit and adjusting the duty cycle based on the ammo. 🤔 Maybe even a basic PID controller in between just for the sake of it.
@@Erkle64 as for ammo, you can just roughly estimate how many rockets/bullets you need and set a condition to park at nauvis until you have enough for the journey rather than travel slower?
@@DataEngineerPlays @DataEngineerPlays Yours is simpler for an aquilo run. Mine works for me because it's for prometheum runs. So it slows down if it gets into dense parts of the field and speeds up to full speed on the aquilo to nauvis section. I can also just slap it down on any new ships and not worry that I might have made it too fast for the ammo production. Yours is definitely the right one to show people in this video. Mine is just because I enjoy designing the circuits, especially when it's overkill.
@Erkle64 oh true I haven't done Prometheam runs yet so maybe it does need more advanced speed control. Will definitely make a new video for a Prometheum worthy spaceship when I figure one out!
Great design ! As mentioned in the latest episode, slight improvement could be made if you remove the unused space platform foundation tiles, to reduce weight. The other easy improvements would be to use uncommon-quality stuff for some of the structures like the chemical plants.
I tried to remove unused platforms, there's not many, because paltform tiles are 2x2 it doesn't let me remove some of the ones in the middle of the ship
And yes, I didn't mention it in the video because its unecessary for the build, but I purposely made all the margins on this build very tight because if you upgrade every building to legendary/epic, you're gonna be able to scale the power of this ship drastically. Which I assume I'm going to need for the prometheum ship
you say platform tiles are 2x2 minimum ? Are you sure ? Isn't this a question of changing the size of the drawing tool using + and - on the numeric keypad ? Try it plz and keep me informed.
@@power2084 either I'm wrong, or I'm doing it wrong, but when i try to delete a single tile of platform, it comes up with a red X but doesn't actually delete anything
Just make a rocket silo and launch a ship in editor mode. When you exit remote view it'll move your character to the ship and you can build creatively there like you do on the ground
I used it, came with a full pack or rockets, fuel, ammo, everything and didn't even reach Aquilo, the ship got destroyed and me with it at 2/3 of the way. Those rocket turrets aren't enough
Interesting, I've been using this ship in my let's play and it hasn't had any issues. Try upgrading some of the front turrets to higher quality so they have more range. I've had some close calls with the front being hit a couple times, but never any major incidents yet
You can massively simplify the asteroid collection balancing to a single constant combinator, a single arithmetic combinator. Read the contents of the belt and collectors, multiply it by negative 1 in the arithmetic combinator and then connect the output and the constant combinator together. Set the desired number of each asteroid on the constant combinator and then wire that to the “set filter” on the collectors and the inserters. Filters only get set when signals are positive. I use this single combinator trick to balance the items counts of everything on my spaceship. From ammo to calcite to rockets. It’s nice being able to control the entire ship from a single combinator.
You can replicate a lot of the complex logic of decider combinators by exploiting the behaviour of positive and negative numbers. A lot of the time when you find yourself making multiple decider combinators a constant combinator + arithmetic combinator can compress them all together.
Man you are complicating just connect 3 decider combinators to asteroid belt, per combinator set if belt amount (material) < desired_amount ---> output material(1) and than connect this output to asteroid grabbers using "set filter" - anyways my text is short : D
Both solutions here work, but by setting the filter at the collector, you're not using the collector's storage.
The video trick will allow you to use the asteroid collector storage (30) as a buffer as well. This makes it slightly more optimal for a smoother supply of material.
guys, it is amazing, all of you. Can you send blue prints please?
@@RidwanMarian haha you are right, I often think that I am wasting so much buffer space, ok I ll think of something but your solution is still complicated : D
@@BioHazarddasdadfasfsad you can't say I've "overcomplicated" the solution. What I've done is provide the dumbest solution. Your solution is elegant but way more complex. Using less components but far more complex logic. But thanks let me try these out and when I understand them myself I might do a seperate video on more elegant asteroid balance solutions
Few ideas to improve:
- For Nuclear - you can read T and Fuel. With this info - add Decider Combinator with Input from Nuclear Reactor and output to Inserter (with overriden stack size to 1). On Decider - add condition T < 520 AND Uranium Fuel Cell = 0. With this setup - you won't burn fuel cells when T is over 1k Celsius, thus - saving Cells QUITE abit (in video - you shown setup with Reactor with 1k degrees and 5 cells that will burn into nothing)
- There's abit complex logic on how you can automate asteroid Reprocessing (one type into another), here's extended explanation to it - you read content of whole belt and filter its content with Decider Combinator to output only asteroid chunks. You then, with two Selector Combinators - read output of that Decider. Both Selector Combinators should be in mode of sorting (first option in dropdown list, its on by default), But - one Selector should be ascending, and another descending. This way - you get asteroid chunk that you have the most on belt, and the one you have least. Then - with Arithmetic Combinator you put Descending Selector Output (lower of two) - to the input of Arithmetic, and use option to multiply it by -1. Output should be any other signal other then these asteroid chunks (i put just White Signal). Output of this Arithmetic Combinator you put to another Arithmetic Combinator to which you also put last Selector Combinator output (the one with highest asteroid chunk value). In this Arithmetic Combinator you set EACH (Yellow * symbol) + (plus) your negative value from previous Arithmetic combinator (White Signal in my Example). Output here should be difference of asteroid chunk between highest and lowest, and negative value of your signal doubled (something like 12 ice chunks and -1xx of your White signal). This output we put to another Decider Combinator where we set check EACH (Yellow * symbol) > YOUR_DELTA where YOUR_DELTA is constant number you pick as you feel comfortable. I use 10. YOUR_DELTA is difference of asteroid chunks that should trigger reprocessing (Example: you have 50 metallic, 45 carbonic and only 10 oxide (quite common in area of pre-Aquilo planets), in this setup you will filter out 50 metallic and 10 oxide chunks, arithmetic combinators will multiply 10 by -1 and turn it into -10 White Signal in my example, then add this to 50, resulting in 40 metallic asteroids. Then these 40 will be checked - is it higher then YOUR_DELTA which personally i put around 10, if so - it will output your metallic asteroid chunk). Result - should be connected to three Decider combinator - each for different type of chunk. Condition on these Deciders should be (for input) ASTEROID_CHUNK_TYPE > 0 (for output) ASTEROID_CHUNK_REPROCESSING_TYPE (continuing example - if Metallic Chunks > 0 (in example its 40), you output Metallic Asteroid Reprocessing that returns 40% metallic, 20% carbonic, 20% Oxide). This output you connect to your crusher that have "Set Recipes" option on. That is not very optimal build in terms of space, but its fully automates switching recipes and balancing of asteroid chunks you have on belt, with consideration of other asteroid chunks with only one crusher. This setup is space optimal (surprisingly), especially if you have very tight ship, where you dont have two 2x3 for other crushers + 1x2 decider for each crusher and + three 1x1 for inserters for each crusher (24 tiles total), but you have plenty 1x2 for combinators for this setup (18 tiles). If you manage to build this - you might notice that if you have 0 of one of three chunks on belt - it just filtered out of all equations. This can be fixed by adding Constant Combinator with all these three chunks set to 1 on input of starting Decider Combinator (that filters out all other content of belt except chunks)
Amazing introduction to advanced spaceship concepts. Thank you for putting in the work!
you don't need to faff with combinators to throttle the fuel that goes into your rockets, it is possible to simply use a pre-load tank and choke the input to a certain % of fullness. For example, for a 25,000 capacity tank, (for my ship) if i pump it with
There's slight problem with reactor refuelling set up like you did - even though you limited inserter to stack size of one, it will continously insert another fuel cells until temperature reaches threshold (which may not happen quickly enough while power demand is currently high). Solution is easy, just move this logic to inserter removing depleted fuel cell (only remove depleted cell when temperature under X) and link input inserter to output one (where you need to set to sent info continously while item is held) and set up logic "input only when you detect depleted cell in other inserter). This way only exactly one fuel will be inserted, you just need to insert first fuel manually.
you can just toggle "Read Fuel" on reactor, add decider that tracks T and Fuel, and outputs signal to inserter
@Olden_son sure, you can and it will work too, i just prefer my way since there's no need for decider
Recycling nuclear waste getting crazy with legendary prod modules lol !
Hey you actually provided a blueprint. Giving you a like.
Assembling fuel on the platform is one-to-one with just sending it there
But with productivity in assembly, you can get up to 100% more fuel for the same number of launches
Recycling can get to 50% productivity, so you would get 9 out of 19 U238 back from 10 cells, with legendary recycling 10 cels would "cost" only 1 U235 and 10 U238
With those 2 bonuses costs drop to 0.5 U235 and 5 U238 per 10 fuel cells
In the end, you get 400 cells with 11 launches instead of 110
ps Kovarex destroys 2 U238 for 1 U235 but we need both in 10 to 1 ratio so it is useless and even detrimental
Very nice ship! I love how we can build our own ships the way we can in this game! I am getting ready to build a couple of transports for materials, and there is something that I highly recommend for other players. Use quality modules for your ships' equipment. It is well worth it!
I like bringing all the roids onto the belt, then dumping the excess off the side of the ship. That prevents any possibility of the grabbers clogging with one material.
That three inserter setup works for a while, but there's a possibility of it clogging. Plus it's 3 inserters per arm instead of 3 inserters total.
//you fixed that with circuit logic
Your way definitely works, but it means you don't grab every rock which slows down their spawning of the ones you're not full of. Also takes way more space/mass.
Plus it makes my brain hurt :P
Just three inserters from the sushi belt either straight into space, or onto a belt that leads to another inserter that dumps them off the side. One wire from one belt reading all contents to each inserter. Dump when it's greater than belt capacity / 3 or whatever.
I prefer your method as well, for two primary reasons: 1: it loads up your belts exactly when you want them loaded up (in transport), and 2: it saves *TONS* of ship real estate, thus mass, making the whole thing lighter/faster/simpler.
Asteroid collector approach is very suboptimal. Having 3 combinators per collector is very wasteful. Just set filters for all collectors based on the state of your sushi belt, which you read contents (entire belt). You don’t really need prepared asteroids inside collectors.
I’d also like to introduce you to constant combinators. You can set multisignal filtering with them easily. Let’s say you only want no more than 50 of each asteroid in your belt. Set constant combinator with signals of -50 of each asteroid, then connect it to belt and to a desider. Any signal
@@LosashExote interesting, a more complex circuit with less components, I'll give it a go.
Nobody seems to like my bank of asteroids in the collector. Strange. Is it just overkill? I don't want my collectors grabbing asteroids when the belt needs it, I want them grabbing asteroids and maintaining a full inventory of evenly split asteroids
@@DataEngineerPlays I like the idea, but it probably is overkill, I haven't needed more than what fits on a belt so far, but I"m not even to Aquilo yet. BUT!, if anything is worth doing, it's worth overdoing right? This is factorio, where the answer to "there isn't enough of X" is just doubt it.
@@DataEngineerPlays ive personally found that having a bank in each collector is nice, but you can simplify it down to one constant combinator that has each meteor at 13, then one decider comparing "Each" on red wire (reading from collector) to "Each" on green wire (reading from constant combinator, this can be chained if you don't want to have one per collector) and outputting "Each" if true. This will set filters of the collector only if each type of meteor is under 13 (that you set in the constant, you can also set it as a logistic group so you don't have to manually set it every time). You can also use this for the main belt, and have another logistic group for the belt limits. then you only need one grabber per collector with the set filter option available, and it will automatically change depending on what the main belt still needs. It is also easily adjustable, you just have to go to the constant combinators and change the values depending on what limits you want. This way you can have separate limits for the collector's storage and the main sushi belt while only using one decider per collector rather than three.
also, a side note is that I like designing my ships with the main platform hub further back in the ship so that if anything goes wrong the asteroids have to break through the front mass to be able to wipe out the full ship. That combined with a sprinkling of mines has saved me quite a few times so I find it worth doing in all my designs now.
You don't need any circuitry to balance asteroid chunks on the belt if you're using the reprocessing recipes. Set each reprocessing recipe inserter to enable if the respective ingredient is greater than the others, round-robin style. For instance, I reprocess metallic if it's more than oxide, oxide if it's more than carbonic, and carbonic if it's more than metallic. I also toss overboard metallic if it's greater than 50, to ensure that there's always a bit of room on the belt for new asteroids.
This will only back up if you receive only a single type of asteroid at a great enough rate to overwhelm that recipe's reprocessing, which is so astronomically unlikely that it can be effectively considered impossible.
I thought the oxide asteroids dominate most of the space when you fly to Aquillo? Wouldn't that cause issues?
@SalamiJim haven't actually gone to aquilo myself but if that's the case, I'd just change the garbage dump inserter to yeet oxide chunks instead.
@@kleebgaming5209 it's better to just have more crushers
There are so many ways to balance materials. I keep a few metallic and carbon in my platform and double ice. I monitor my belt and use 3 separate inserters to throw excess overboard.
11:07 I did the math a while ago, and no, even with legendary productivity circuits it's nowhere near enough to sustain itself
Thanks, I was wondering this myself
@@M_1024 yes I thought so
That's pretty obvious from game/logic perspective. But it might still be worth it for reliability - no risk of the system clogging with waste.
Assembling fuel on the platform is one-to-one with just sending it there
But with productivity in assembly, you can get up to 100% more fuel for the same number of launches
Recycling can get to 50% productivity, so you would get 9 out of 19 U238 back from 10 cells, with legendary recycling 10 cels would "cost" only 1 U235 and 10 U238
With those 2 bonuses costs drop to 0.5 U235 and 5 U238 per 10 fuel cells
In the end, you get 400 cells with 11 launches instead of 110
ps Kovarex destroys 2 U238 for 1 U235 but we need both in 10 to 1 ratio so it is useless and even detrimental
@erik19988 very interesting thanks for doing the maths!
Thx for the detailed Video. Great Design! Maybe its not perfect, but i can understand the Logic behind it and it works 😊 what i wonder is if you can feed a Heat-Tower with Carbon for Power up there 🧐 it probably eats up the carbon to fast i guess, anyone tried?
You can also balance the asteroid collection by monitoring the total of each asteroid type and enabling an inserter that tosses them into space (just target empty space with the inserter drop off point) when it crosses a certain threshold.
If you do this on trip to Aquilo you'll be missing asteroids. Reprocessing is definitely better.
This is great, I'm going to use the blueprint and modify it to be a freighter - nowhere near enough storage for a first trip to Aquilo. Also swapping out a few items for quality. BTW, your Nauvis conditions aren't set in the blueprint.
Thanks! I'll fix that up and update the blueprint
Why is your constant combinator counting (for the fuel pumps) so slow? Isn't tickspeed 60?
For high demand nuclear i recommend 700, for low demand i recomment 600 degrees for 0 waste
thanks for the nice build. How about putting a tank for steam? Would it make sense and would it save some nuclear fuel? (and inserting fuel can be linkien to level of steam in a tank)
@7:00 u can do it all in one decider. just check each and give out each as a 1 if true
The stuff about thrust is very informative, thanks for that!
For filtering the asteroids, I actually use three decider combinators to which i route how many material there is on the belts. Those deciders set the filters for the collectors as well as for a inserter that loads material from the collectors on the belt - so, when I got enough material, the rest stays inside the collectors, and they won't gather more of that asteroid. I think that's a bit more elegant than three inserters which you control directly, and it makes changes to your values much easier.
@@GewaltSam wouldn't the condition to collect asteroids differ from the condition for deciding what goes on the belt? I want my collectors to always be full of asteroids despite what the belt needs. Does your logic achieve that?
What I don't want is my asteroid collector going "oh the belt needs ice asteroid, now I'm gonna try and collect some" I want the asteroids ready to go in the collector
I find this too redundant as well. I actually put everything to the belt, and drop excess asteroids out of the platform.
@Z3rgatul that is certainly one way to do it. I don't think you'll ever run out of asteroids so long as you're travelling. I just like the peace of mind of knowing we have a full bank of asteroids in 6 collectors
@@DataEngineerPlays I see. Having some buffer with asteroids inside collectors can be beneficial
Any particular reason to not use foundries? You have the calcite on hand.
Hear me out: advanced fuel production with calcite. Sort and fill up some belts to the crushers that direct insert into the chemlabs, with excess asteroids getting reprocessed into the other kinds, get full fuel usage and go FAST
Also if you use filter splitters into priority splitters then you can avoid circuits entirely
You can connect wires to belts?!?!?! This changes everything...
the for the tips with the fuel.
right now i just brute force everything and it works too - but it's not elegant.
just the sledge hammer approach :D
Thank you for the fantastic video and for explaining how the asteroid logic works! Is there any way to make improvements? The asteroid balancing system looks incredibly robust yet takes up limited space on the platform. I’m not quite skilled enough to create something like that myself, but I'd be thrilled to build a similar system for my platform. Be my hero and help me out, please!
@@Sariel49 if space is a concern just have your asteroid collectors filtered for 1 asteroid each. It will work but not as robustly. Remove the 3 decider combinators
@DataEngineerPlays i saw that Nilaus somehow made a system which sends a signal to asteroid collector and says which asteroid to collect when the amount on the belt is "lower than". I tried to do the same, it doesn't work for some reason, i need a better guide.
do you only pulse the fuel or you need to control the oxidizer as well?
Theoretically you only need to control either the oxidiser or fuel. In practice, it doesn't hurt to do both. It will only consume based on the lower of the fuel or oxidiser, so it doesn't matter if you oversupply 1 or the other
I've been controlling thrust based on the ammo on the belt versus velocity like velocity < ammo*maxVelocity/maxAmmo.
It tends to go up and down by about 5 to 20km/s, depending on the ship.
Now you've got me thinking about adding that pulse circuit and adjusting the duty cycle based on the ammo. 🤔
Maybe even a basic PID controller in between just for the sake of it.
@@Erkle64 I've seen so many complex circuits use velocity to control thrust... but isn't my method simpler?
@@Erkle64 as for ammo, you can just roughly estimate how many rockets/bullets you need and set a condition to park at nauvis until you have enough for the journey rather than travel slower?
@@DataEngineerPlays @DataEngineerPlays Yours is simpler for an aquilo run. Mine works for me because it's for prometheum runs. So it slows down if it gets into dense parts of the field and speeds up to full speed on the aquilo to nauvis section. I can also just slap it down on any new ships and not worry that I might have made it too fast for the ammo production.
Yours is definitely the right one to show people in this video. Mine is just because I enjoy designing the circuits, especially when it's overkill.
@Erkle64 oh true I haven't done Prometheam runs yet so maybe it does need more advanced speed control.
Will definitely make a new video for a Prometheum worthy spaceship when I figure one out!
Nice! I'll be stealing your idea for my next ship.
Thanks, my space ship is 42% better at least.
Great video!
Waiting for the prometheum ready ship, its a whole new ballpark.
Getting there, getting there. I just finished aquilo
Great design ! As mentioned in the latest episode, slight improvement could be made if you remove the unused space platform foundation tiles, to reduce weight. The other easy improvements would be to use uncommon-quality stuff for some of the structures like the chemical plants.
I tried to remove unused platforms, there's not many, because paltform tiles are 2x2 it doesn't let me remove some of the ones in the middle of the ship
And yes, I didn't mention it in the video because its unecessary for the build, but I purposely made all the margins on this build very tight because if you upgrade every building to legendary/epic, you're gonna be able to scale the power of this ship drastically. Which I assume I'm going to need for the prometheum ship
@@DataEngineerPlays indeed, you will need everything for the next ship.
you say platform tiles are 2x2 minimum ? Are you sure ? Isn't this a question of changing the size of the drawing tool using + and - on the numeric keypad ? Try it plz and keep me informed.
@@power2084 either I'm wrong, or I'm doing it wrong, but when i try to delete a single tile of platform, it comes up with a red X but doesn't actually delete anything
how do you create a space surface in editor mode?
Just make a rocket silo and launch a ship in editor mode. When you exit remote view it'll move your character to the ship and you can build creatively there like you do on the ground
I used it, came with a full pack or rockets, fuel, ammo, everything and didn't even reach Aquilo, the ship got destroyed and me with it at 2/3 of the way. Those rocket turrets aren't enough
Interesting, I've been using this ship in my let's play and it hasn't had any issues. Try upgrading some of the front turrets to higher quality so they have more range. I've had some close calls with the front being hit a couple times, but never any major incidents yet
@DataEngineerPlays yeah I was very surprised, I added more turrets both gun and rocket and I'll try again. Not aboard this time
Are you researching rocket damage and turret damage?
@The578unit yes but maybe not enough. refined explosives is rocket damage right?
@@igornikitovitchnosorog874 oh crap I forgot to check mention my explosive damage in the video. Mines level 7
Uota copa
Huge thanks for the solid vids and the blueprints. Really do appreciate the explanations behind some of these circuits!
@@masterslim6297 thanks so much for your generous donation =) if you have any issues with anything feel free to hit me up on discord!