Spaceship Automation tutorial details - Factorio: Space Exploration - Laurence Plays

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  • Опубликовано: 10 июл 2024
  • I made this video • Spaceship Automation T... a few months ago showing how to automate spaceships in Factorio: Space Exploration, but a few people have said that I went through the details of wiring it up too quickly, so in this video I go over it a bit more slowly and in depth, showing how to set everything up, as well as talking about how to put the control logic outside the spaceship. I recommend watching the other video first, then coming back here for the details.
    0:00 Intro and spaceship parts
    3:23 Setting up the logic
    15:53 Putting the logic outside the ship
    23:00 Logic outside, and multiple ships
  • ИгрыИгры

Комментарии • 63

  • @uso9375
    @uso9375 3 месяца назад +3

    Laurence, you’re a lifesaver. I finally managed to research spaceships after rushing Astro 3, was super excited to not use cargo rockets, and realized I had no idea how to automate them. Clear and to the point.

    • @LaurencePlays
      @LaurencePlays  2 месяца назад +1

      Thanks! I'm glad you found the video. Space ships are great, if you want to see a more complex one, I did another video recently about Marc's ship design. That might give you some ideas!

  • @steveeppler1611
    @steveeppler1611 Год назад +12

    The timing of this video is perfect for me. I'm just at the point of wanting to move away from cargo rockets and start using spaceships for transport. This helps a lot!

    • @LaurencePlays
      @LaurencePlays  Год назад +2

      Great! I had quite a bit of feedback on the other video that I'd gone through the details a bit too quickly, so this one concentrates less on building the spaceship, but I actually talk through every cable as I place it. I'm glad it's useful!

  • @nahblue
    @nahblue Год назад +6

    Tip for anyone, you can use on/off buttons on constant combinators for simple switches. Here, to pause a ship, turn off the combinator with the launch signal. You can also have small switches on fuel pumps and such if wanted using wired constant combinators.

    • @LaurencePlays
      @LaurencePlays  Год назад +3

      That's a good idea - I like that one! Thanks 🙂

  • @scarjjbag
    @scarjjbag 4 месяца назад +1

    Created my first spaceship yesterday in SEK2. Really excited to get it automated. First rocket fuel deliverys. Then a few others. :)

    • @LaurencePlays
      @LaurencePlays  4 месяца назад +1

      Awesome! That's a fantastic milestone! There's so much you can do with spaceships, if you like messing around with circuits. Or you can just have them as simple A to B runs if you want to keep it easy. I've got a video coming out on Thursday that'll show how our current "entertainingly complex" spaceship system works - you'll probably enjoy that one too!

  • @anonym1135
    @anonym1135 Год назад +4

    Yes, that is exactly what I was looking for, a detailed setup tutorial for all the logic and cable managment! Well done, thanks for the explanation!

  • @lvhawks25
    @lvhawks25 Год назад +3

    i really appreciate this video. not only did i manage to automate my ships by following the tutorial, but i have a much better understanding of combinators in general. thank you man

    • @LaurencePlays
      @LaurencePlays  Год назад +2

      Awesome! Circuits are very powerful once you get your head around them. If you're interested, I've also done a video that goes over circuit basics, you might find that useful too!

    • @lvhawks25
      @lvhawks25 Год назад

      @@LaurencePlays I will certainly check those out as well. Ty again

  • @pikpikgamer1012
    @pikpikgamer1012 Год назад +6

    I do it on the outside of the ships to prevent crossed wires (except for docking) but I am glad you explained it in more detail so less people will suffer like I did.
    Edit: I didn’t watch far enough you do talk about it outside the ship LOL

    • @LaurencePlays
      @LaurencePlays  Год назад +2

      Hah, yes. I started off doing it inside because it made sense to me, but I do see the advantages of external logic.

  • @giantlobster
    @giantlobster Год назад +4

    I did my external logic slightly differently:
    I would have a constant combinator always sending the destination to the ship (this has the benefit you see when you were setting it inside near the end where you can open the UI to see the destination and tell it go early easily).
    I then have a single column of decider combinators which each output 1 launch signal when their condition is met and I have the constant combinator also output the appropriate negative number for it to only launch when every condition is met.
    25:00 - Here you don't need the second decider combinator inside, you don't need to go via a green tick. Instead, you can have the console output and the constant combinator both feed into a single decider combinator (with different colours) and pass through when on Nauvis. Would save a couple of squares.
    26:30 - Similarly, here, you don't need the launch constant combinator, you could just have the decider combinator create a launch signal when its condition is met. This is outside the ship though so space is much less limited so it's less important.

    • @LaurencePlays
      @LaurencePlays  Год назад +1

      I do quite like the neatness of your way (1-n launch signals), but I felt my way was slightly easier to understand. This is a good next version for it though!
      I did try building the ship with only a single insider decider, but I was struggling to get the logic to work nicely and not pass signals the wrong way. I clearly needed to think about it a bit harder!

  • @crispymelonpan3502
    @crispymelonpan3502 Год назад +2

    I just want to say that your first video was totally sufficient for me to wire up my first automated ship. While I had to rewatch a few times while doing my wiring, it was only because of how dense the information was it took a while to absorb and apply.

    • @LaurencePlays
      @LaurencePlays  Год назад +2

      Yeah, I thought I'd covered everything, but I'm guessing that if you aren't already familiar and comfortable with circuit conditions, it's a bit harder - there were a lot of people asking for this video, so I wanted to oblige 🙂

  • @Spatulor1
    @Spatulor1 Год назад +1

    I found the earlier video first and was really struggling with understanding the constant combinator and passing through the signals. This cleared it up perfectly. Thank you!

    • @LaurencePlays
      @LaurencePlays  Год назад

      Yeah, I had quite a lot of feedback saying that I'd rushed over the difficult bit of setting up the wiring. I'm glad this video helped! 🙂

  • @Seronas10
    @Seronas10 9 месяцев назад +1

    thanks a bunch :) Managed to automate my first ship and going to work on the next few soon.

    • @LaurencePlays
      @LaurencePlays  9 месяцев назад

      Awesome! Well done - the first one is always the hardest, now you know what you're doing you'll have a fleet going in no time!

  • @VapidGhost
    @VapidGhost Год назад +2

    Thanks a lot! Extremely helpful!

    • @LaurencePlays
      @LaurencePlays  Год назад +1

      You're welcome! I don't think anything's changed in 0.6, but I'll find out when our playthrough gets there!

  • @alann8117
    @alann8117 Год назад +2

    Great video. Simple and to the point. Thanks for that

    • @LaurencePlays
      @LaurencePlays  Год назад

      It's all easy when you know how! Until you put a cable in the wrong place and your spaceship escapes!

    • @alann8117
      @alann8117 Год назад +1

      @@LaurencePlays haha so true. Copy and pasted landing pads few times. Only for a rocket to land with all the wrong stuff because it copied the pad name 😆

    • @LaurencePlays
      @LaurencePlays  Год назад

      @@alann8117 Ooof. I don't remember doing that with a rocket, but I've definitely done it from copy/pasting an LTN station. And in DSP from copy/pasting a logistics tower! The rocket sounds much worse though, given how much they carry, and since you can't just send it on to somewhere else.

  • @VasilyLementar
    @VasilyLementar Год назад +1

    Great video! I finally reached spaceships stage in my walkthrough. Few questions:
    1. What happens if clamp on destination planet is occupied by another ship? Will ship crash or wait until it's free to use?
    2. What happens if I specify wrong (not existing) destination ID or clamp ID? Or clamp gets removed while ship is on its way
    3. During cargo rockets stage I had single silo for each resource sending rockets to multiple destinations. Is it possible to do something similar with spaceships? 1 ship serving each planet, or maybe even fleet of spaceships that automatically picks up where to go and what resources to bring. Interesting challenge, but not sure if it's worth it. Spaceships are not that expensive to build.

    • @LaurencePlays
      @LaurencePlays  Год назад

      1: it will wait. Including if the player is in the landing zone.
      2: the ship will arrive, but won't be able to anchor, so it'll just wait until you fix it with the nav sat ( or by replacing the clamp)
      3: it should be possible to implement one to many, however I haven't tried yet. We'll probably try it during our current run, so make sure you're subscribed so you don't miss it!

  • @kitarton1
    @kitarton1 6 месяцев назад +1

    Amazing tutorial, many thanks. I would like to be able to have a rocket with multiple types of items in that will launch return to be refilled if they have not all been unloaded, but one (or two) of the items are completely empty.
    Any ideas on how to do that one?
    Maybe a part 3?

    • @LaurencePlays
      @LaurencePlays  6 месяцев назад

      I've done this with trains by connecting the storage (or the spaceship in your case) to a constant combinator with -1 of every item that you want to have in stock, and then setting the train (ship) to leave if there's less than zero of anything. This means that when one item runs out, it will immediately depart to go and get some more. That should do it!
      I do have plans for another spaceship tutorio soon, although that's going to focus on a specific design.

    • @kitarton1
      @kitarton1 6 месяцев назад +1

      Sounds like a very good idea. Thanks!

  • @kitarton1
    @kitarton1 5 месяцев назад +1

    Thanks for the assistance!
    I’d love to see a tutorial on designing and automating more advanced spaceships. Nuclear Powered, 5000c steam, train transporter. I am currently struggling with a nuclear powered exploration ship. Do you have any good designs? Currently I have two levels of spaceship integrity research completed.

    • @LaurencePlays
      @LaurencePlays  5 месяцев назад +1

      I have a video in the works about more complex spaceships, although it's more about the loading and unloading than the fuel type. So far in our game, we've got two types of ship:
      - Intrastellar ships that use solar power to run their ion engines and never leave the solar system
      - Interstellar ships that fly out to asteroid fields in deep space and use a beam receiver as a heat battery to power them on their journey.
      I did make an antimatter powered ship as my victory ship last time I played, but generally I've used the beam receiver ones because they don't use any fuel for the electricity.
      If you come along to the stream tomorrow evening, I'll show you what we've built!

  • @giovannigaronetti3981
    @giovannigaronetti3981 Год назад +1

    10/10 tutorial

  • @jamesmiller113
    @jamesmiller113 Год назад +1

    Excellent vid, figuring this out on my own wasn't going at all well!

    • @LaurencePlays
      @LaurencePlays  Год назад

      Thank you! I'm glad I could help. There's lots of interesting extra stuff in SE, which makes it feel nice and different, but does mean you need to learn to use it!

  • @eppiox
    @eppiox Год назад +1

    Weird, exact same setup on the clamp/planet signal but my ship keeps jumping back n forth from orbit to the planet.

    • @LaurencePlays
      @LaurencePlays  Год назад +1

      That means you're sending it a launch signal when you shouldn't be - or you're not programming the destination properly before it leaves.

    • @eppiox
      @eppiox Год назад +2

      @@LaurencePlays silly me had a planet ID and not a moon ID :) thanks for the tutorials!

    • @LaurencePlays
      @LaurencePlays  Год назад

      @@eppiox aha! Easily done. I kinda feel it should be a single destination field since they are unique, but never mind!

  • @ustpcz9739
    @ustpcz9739 Год назад +1

    25:27 Can you move location constant outside, with decider checking console Id?

    • @LaurencePlays
      @LaurencePlays  Год назад +1

      Yes, lots of people put as much of the logic outside as they can. I felt it made sense to have it inside, but you don't have to. I made a follow-up to this video which touches on that.

  • @Vayank123
    @Vayank123 Год назад +1

    For some reason the automatic clamps do not work for me.

    • @LaurencePlays
      @LaurencePlays  Год назад

      Make sure there's nothing in the way of where the ship wants to land and then check that the IDs are set properly on the clamps, and being sent to the ship console.

  • @Sams-xi7xf
    @Sams-xi7xf Год назад +1

    Can i set mutiple space ships to connect to the same anchor point? And then based on the ID of the space ship it would decide where to go. Do the space ships wait for the anchor point to be empty in order to not hit each other?

    • @LaurencePlays
      @LaurencePlays  Год назад

      Yes, yes and yes 🙂 You can either connect the console's output to the clamp so the ground side can tell the ship where to go next, or put the logic inside the ship, so each one knows where to go, rather than being told.

    • @Sams-xi7xf
      @Sams-xi7xf Год назад +1

      @@LaurencePlays Oh damn I didn't expect such a quick response, great video dude I'm watching a bunch of your videos and they are really informative, and you have such a calm voice. So just to be clear the space ships wait for each other and do not anchor at the same time?
      I was thinking to myself that I can set a decider that if the anchor is full it would send a no response to the other ships and.... So this is not necessary.

    • @LaurencePlays
      @LaurencePlays  Год назад

      @@Sams-xi7xf No problem - I happened to be on RUclips when your message came in 🙂 And, thank you!
      Yes, a spaceship will wait until the landing area is clear before it anchors. This means no other spaceships, no buildings, no players. I think you can land through trees and rocks though, but I'm not certain. There's no need to add additional safety yourself!

  • @yimingwang8037
    @yimingwang8037 Год назад +1

    since my ship generally take quite long to load I just ignore the fuel(also due to antimatter usage),making my ship needing 4 combinator and 2 logic combinator

    • @LaurencePlays
      @LaurencePlays  Год назад +1

      Fair enough - you can skip some of the stages if you're prepared for things to break in funny edge cases - like if you run out of fuel for some reason!

    • @yimingwang8037
      @yimingwang8037 Год назад

      Oh it happened allot, like for the 5th time in 4 hours my cryonite rod ship ran out of fuel

  • @raoinshishiza152
    @raoinshishiza152 Год назад +2

    with your set up, my ship just launches, and then comes straight back to nauvis...I just dont get it.

    • @LaurencePlays
      @LaurencePlays  Год назад

      I'd suggest checking that you're sending the correct destination to your spaceship - it needs to be told where to go, so if the console isn't getting a destination, it will launch and then instead of setting off, it'll automatically dock again.

    • @raoinshishiza152
      @raoinshishiza152 Год назад +1

      @@LaurencePlays thanks so much for the quick response, I have it wired as you do, the output signal is outputting world signal #1236 (thats my grannus) 2 checks, (correct) and the launch command. I get it to work fine when im standing in it, but it wont launch if im not in the ship. it just lauches and returns to the nauvis launch point.

    • @raoinshishiza152
      @raoinshishiza152 Год назад +1

      @@LaurencePlays omg... i figured it out, it has to be the same exact ICON as well as the signal. I had a planet with a ring around it, and grannus is just a planet... jeeeeebuz, i probably burned through 2m fuel figering that out.

    • @LaurencePlays
      @LaurencePlays  Год назад +1

      @@raoinshishiza152 Aha! Well done for working it out 🙂 Technically, the ones with rings are planets, the ones without are moons (I think it identifies them when you mouseover). It does feel a bit unnecessary though, since the numbers have to be unique as they're outputted from the console as a single signal to show where the ship is currently anchored.

  • @pronkel
    @pronkel Год назад +1

    nice video but the noise from the game makes it hard to understand you. maybe disable these next time you make a tutorial video :)

    • @LaurencePlays
      @LaurencePlays  Год назад

      Ah, sorry to hear that. I find that a bit of game noise and music helps ground the video and makes the audio more interesting, but perhaps I left it a bit too loud...

  • @eugkra33
    @eugkra33 5 месяцев назад +1

    I quit space exploration right here. This is too much.

    • @LaurencePlays
      @LaurencePlays  5 месяцев назад

      The spaceships can be a little complicated, but they're so powerful - you can do anything with them! If it's not for you, that's fair enough, but I enjoy playing with them. 🙂