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Do data engineers/analysts make more efficient gamers?
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Preparing FULGORA and GLEBA - Factorio 2.0 Space Age EP28
Scaling up Fulgora and Gleba with major factory renovations and rocket production upgrades.
🔥 Check out the full playlist here: ua-cam.com/play/PLMqK6Kw2nv39Nb8AEBUpHMV2iPq1tfeJA.html
🔥 Check out the original factorio let's play: ua-cam.com/play/PLMqK6Kw2nv3-Kti4kDdm3q4Lj2rfasmRw.html
In Episode 28, the quest for quantum processors continues as we focus on scaling up our space programs on Fulgora and Gleba. While Fulgora’s additional rocket capabilities are easy to implement, Gleba demands extensive renovations. We overhaul its entire factory, utilizing higher-quality buildings to increase efficiency and handle higher production volumes for rocket parts. This episode is all about big upgrades and tackling the unique challenges each planet throws our way as we prepare for the next phase of our interplanetary journey!
⭐️ Check out the other videos on my channel:
Shapez 2: ua-cam.com/play/PLMqK6Kw2nv3_zJbGIhQHbuDMWeAvArJI_.html
Planet Crafter: ua-cam.com/play/PLMqK6Kw2nv3851qUJSOlC1_rXJHeOrm0c.html
Frostpunk 2: ua-cam.com/play/PLMqK6Kw2nv39exZrIPyVYtRFy_S5QVr1h.html
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Subscribe and check out all our videos!
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➡︎YT: ua-cam.com/channels/69R-rVwObgCjC3f4jaS-Ww.html
➡︎Discord: discord.gg/3ERxsBBGmp
Here at dataengineerplays we aim to answer the question do data engineers/analysts make more efficient gamers? Can we play city builders and factory games in the most optimised and efficient way possible? Join us and let's find out together!
🔥 Check out the full playlist here: ua-cam.com/play/PLMqK6Kw2nv39Nb8AEBUpHMV2iPq1tfeJA.html
🔥 Check out the original factorio let's play: ua-cam.com/play/PLMqK6Kw2nv3-Kti4kDdm3q4Lj2rfasmRw.html
In Episode 28, the quest for quantum processors continues as we focus on scaling up our space programs on Fulgora and Gleba. While Fulgora’s additional rocket capabilities are easy to implement, Gleba demands extensive renovations. We overhaul its entire factory, utilizing higher-quality buildings to increase efficiency and handle higher production volumes for rocket parts. This episode is all about big upgrades and tackling the unique challenges each planet throws our way as we prepare for the next phase of our interplanetary journey!
⭐️ Check out the other videos on my channel:
Shapez 2: ua-cam.com/play/PLMqK6Kw2nv3_zJbGIhQHbuDMWeAvArJI_.html
Planet Crafter: ua-cam.com/play/PLMqK6Kw2nv3851qUJSOlC1_rXJHeOrm0c.html
Frostpunk 2: ua-cam.com/play/PLMqK6Kw2nv39exZrIPyVYtRFy_S5QVr1h.html
===========================
Subscribe and check out all our videos!
===========================
➡︎YT: ua-cam.com/channels/69R-rVwObgCjC3f4jaS-Ww.html
➡︎Discord: discord.gg/3ERxsBBGmp
Here at dataengineerplays we aim to answer the question do data engineers/analysts make more efficient gamers? Can we play city builders and factory games in the most optimised and efficient way possible? Join us and let's find out together!
Переглядів: 623
Відео
Scaling up VULCANUS space program - Factorio 2.0 Space Age EP27
Переглядів 8282 години тому
Upgrading Vulcanus for quantum processors with new rockets, tungsten carbide, and foundries. 🔥 Check out the full playlist here: ua-cam.com/play/PLMqK6Kw2nv39Nb8AEBUpHMV2iPq1tfeJA.html 🔥 Check out the original factorio let's play: ua-cam.com/play/PLMqK6Kw2nv3-Kti4kDdm3q4Lj2rfasmRw.html In Episode 27, we tackle the first step in crafting quantum processors by revisiting Vulcanus. Quantum process...
Bug fixing and cleanup - Factorio 2.0 Space Age EP26
Переглядів 7724 години тому
Stabilizing our base as new systems from Aquilo create cascading issues! 🔥 Check out the full playlist here: ua-cam.com/play/PLMqK6Kw2nv39Nb8AEBUpHMV2iPq1tfeJA.html 🔥 Check out the original factorio let's play: ua-cam.com/play/PLMqK6Kw2nv3-Kti4kDdm3q4Lj2rfasmRw.html In Episode 26, we dive into some serious troubleshooting. Bringing Aquilo into our logistics chain has introduced a ton of new var...
A better QUALITY farm on Fulgora - Factorio 2.0 Space Age EP25
Переглядів 6 тис.7 годин тому
Leaving Aquilo for new setups on Fulgora: holmium plates and a quality farm! 🔥 Check out the full playlist here: ua-cam.com/play/PLMqK6Kw2nv39Nb8AEBUpHMV2iPq1tfeJA.html 🔥 Check out the original factorio let's play: ua-cam.com/play/PLMqK6Kw2nv3-Kti4kDdm3q4Lj2rfasmRw.html In Episode 25, we wrap up our work on Aquilo and leave the frozen planet behind, trusting our cryogenic science production wil...
Controlling THRUSTER fuel input and efficiency - Factorio 2.0 Space Age Tips & Tricks
Переглядів 32 тис.9 годин тому
Optimize fuel efficiency and control for your fuel injection with this simple circuit logic! 🔥 Check out Factorio Space Age Let's Play here: ua-cam.com/play/PLMqK6Kw2nv39Nb8AEBUpHMV2iPq1tfeJA.html 🔥 Check out Factorio 1.0 Let's Play here: ua-cam.com/play/PLMqK6Kw2nv3-Kti4kDdm3q4Lj2rfasmRw.html 📘Blueprint: drive.google.com/drive/folders/19hfLM58bOKnkK4xIrlah_UJS8x1P27Fc?usp=sharing In this video...
CRYOGENIC science packs at last! - Factorio 2.0 Space Age EP24
Переглядів 3969 годин тому
Building cryogenic science on frozen Aquilo to send back to Nauvis! 🔥 Check out the full playlist here: ua-cam.com/play/PLMqK6Kw2nv39Nb8AEBUpHMV2iPq1tfeJA.html 🔥 Check out the original factorio let's play: ua-cam.com/play/PLMqK6Kw2nv3-Kti4kDdm3q4Lj2rfasmRw.html In Episode 24, we’re tackling the demanding process of producing cryogenic science on the icy planet of Aquilo. Designing the build was...
An AQUILO worthy spaceship - Controlled Trust, Asteroid balancing - Factorio Space Age Tips & Tricks
Переглядів 13 тис.9 годин тому
Set up a self-sustaining spaceship to survive the journey to Aquillo in Factorio: Space Age! 🔥 Check out Factorio Space Age Let's Play here: ua-cam.com/play/PLMqK6Kw2nv39Nb8AEBUpHMV2iPq1tfeJA.html 🔥 Check out Factorio 1.0 Let's Play here: ua-cam.com/play/PLMqK6Kw2nv3-Kti4kDdm3q4Lj2rfasmRw.html 📘Blueprint: drive.google.com/drive/folders/19hfLM58bOKnkK4xIrlah_UJS8x1P27Fc?usp=sharing In this video...
CRYOGENIC science roadmap - Factorio 2.0 Space Age EP23
Переглядів 81712 годин тому
Mastering cryogenic tech on Aquilo and unlocking cryo science! 🔥 Check out the full playlist here: ua-cam.com/play/PLMqK6Kw2nv39Nb8AEBUpHMV2iPq1tfeJA.html 🔥 Check out the original factorio let's play: ua-cam.com/play/PLMqK6Kw2nv3-Kti4kDdm3q4Lj2rfasmRw.html In Episode 23, we continue our adventure on Aquilo, facing the demanding cryogenic processes unique to this icy world. Our initial plan to s...
The frozen hellscape AQUILO - Factorio 2.0 Space Age EP22
Переглядів 1,2 тис.14 годин тому
Redesigning our new ship and tackling Aquilo's icy heating challenges! 🔥 Check out the full playlist here: ua-cam.com/play/PLMqK6Kw2nv39Nb8AEBUpHMV2iPq1tfeJA.html 🔥 Check out the original factorio let's play: ua-cam.com/play/PLMqK6Kw2nv3-Kti4kDdm3q4Lj2rfasmRw.html In Episode 22, we’re stepping up our game for the frozen world of Aquilo. After reworking our nuclear spaceship to better handle the...
A new spaceship & QUALITY farm - Factorio 2.0 Space Age EP21
Переглядів 3,1 тис.16 годин тому
Preparing for Aquilo with a quality farm and a new, nuclear-powered spaceship design. 🔥 Check out the full playlist here: ua-cam.com/play/PLMqK6Kw2nv39Nb8AEBUpHMV2iPq1tfeJA.html 🔥 Check out the original factorio let's play: ua-cam.com/play/PLMqK6Kw2nv3-Kti4kDdm3q4Lj2rfasmRw.html In Episode 21, we’re gearing up for the icy world of Aquilo! First, we take advantage of our stabilized bases by crea...
STABILIZING 3 planets and cleaning up the base - Factorio 2.0 Space Age EP20
Переглядів 1,6 тис.19 годин тому
Securing Gleba, solving power issues on Vulcanus and Fulgora, and fixing Nauvis’s copper shortage. 🔥 Check out the full playlist here: ua-cam.com/play/PLMqK6Kw2nv39Nb8AEBUpHMV2iPq1tfeJA.html 🔥 Check out the original factorio let's play: ua-cam.com/play/PLMqK6Kw2nv3-Kti4kDdm3q4Lj2rfasmRw.html In episode 20, with our first three planets-Gleba, Vulcanus, and Fulgora-successfully shipping science b...
Electromagnetic science ACQUIRED - Factorio 2.0 Space Age EP19
Переглядів 46521 годину тому
Mastering Fulgora's scrap recycling to produce electromagnetic science for Nauvis. 🔥 Check out the full playlist here: ua-cam.com/play/PLMqK6Kw2nv39Nb8AEBUpHMV2iPq1tfeJA.html 🔥 Check out the original factorio let's play: ua-cam.com/play/PLMqK6Kw2nv3-Kti4kDdm3q4Lj2rfasmRw.html In episode 19, we continue exploring Fulgora’s unique processes, honing in on the complex mechanics of scrap recycling. ...
BLUEPRINT for Fulgora - Electromagnetic Science Fully Automated - Factorio 2.0 Space Age
Переглядів 7 тис.День тому
Build the ultimate Fulgora electromagnetic science farm with scrap recycling & rockets! 🔥 Check out Factorio Space Age Let's Play here: ua-cam.com/play/PLMqK6Kw2nv39Nb8AEBUpHMV2iPq1tfeJA.html 🔥 Check out Factorio 1.0 Let's Play here: ua-cam.com/play/PLMqK6Kw2nv3-Kti4kDdm3q4Lj2rfasmRw.html 📘Blueprint: drive.google.com/drive/folders/19hfLM58bOKnkK4xIrlah_UJS8x1P27Fc?usp=sharing In this video, we ...
Electrifying struggles of FULGORA - Factorio 2.0 Space Age EP18
Переглядів 1,2 тис.День тому
Journeying to Fulgora, facing new challenges, and optimizing spacecraft for sustainability. 🔥 Check out the full playlist here: ua-cam.com/play/PLMqK6Kw2nv39Nb8AEBUpHMV2iPq1tfeJA.html 🔥 Check out the original factorio let's play: ua-cam.com/play/PLMqK6Kw2nv3-Kti4kDdm3q4Lj2rfasmRw.html In episode 18, we embark on our mission to Fulgora, feeling confident after our successes on Gleba and Vulcanus...
Cliff explosives, speed and productivity 3 - Factorio 2.0 Space Age EP17
Переглядів 859День тому
Unlocking productivity 3 and speed 3 modules for factory optimization and prepping for Fulgora. 🔥 Check out the full playlist here: ua-cam.com/play/PLMqK6Kw2nv39Nb8AEBUpHMV2iPq1tfeJA.html 🔥 Check out the original factorio let's play: ua-cam.com/play/PLMqK6Kw2nv3-Kti4kDdm3q4Lj2rfasmRw.html In episode 17, we’re reaping the rewards of our interplanetary setup by researching productivity 3 and spee...
A space age worth science lab block - Factorio 2.0 Space Age EP16
Переглядів 2,8 тис.День тому
A space age worth science lab block - Factorio 2.0 Space Age EP16
Simple BLUEPRINT for VULCANUS - Metallurgic Science Fully Automated - Factorio 2.0 Space Age
Переглядів 6 тис.День тому
Simple BLUEPRINT for VULCANUS - Metallurgic Science Fully Automated - Factorio 2.0 Space Age
METALLURGIC science acquired! - Factorio 2.0 Space Age EP15
Переглядів 474День тому
METALLURGIC science acquired! - Factorio 2.0 Space Age EP15
Learning basics of VULCANUS - Factorio 2.0 Space Age EP14
Переглядів 2,9 тис.14 днів тому
Learning basics of VULCANUS - Factorio 2.0 Space Age EP14
Touchdown on Vulcanus - Factorio 2.0 Space Age EP13
Переглядів 98714 днів тому
Touchdown on Vulcanus - Factorio 2.0 Space Age EP13
Scaling up on Nauvis - Factorio 2.0 Space Age EP12
Переглядів 1,1 тис.14 днів тому
Scaling up on Nauvis - Factorio 2.0 Space Age EP12
Finally... SPIDERTRON! - Factorio 2.0 Space Age EP11
Переглядів 1,3 тис.14 днів тому
Finally... SPIDERTRON! - Factorio 2.0 Space Age EP11
Completing Gleba - Factorio 2.0 Space Age EP10
Переглядів 1,3 тис.14 днів тому
Completing Gleba - Factorio 2.0 Space Age EP10
Beat GLEBA with this BLUEPRINT - Agricultural Science Pack Fully Automated - Factorio 2.0 Space Age
Переглядів 24 тис.14 днів тому
Beat GLEBA with this BLUEPRINT - Agricultural Science Pack Fully Automated - Factorio 2.0 Space Age
Gleba stable and and progress at last - Factorio 2.0 Space Age EP09
Переглядів 1,5 тис.14 днів тому
Gleba stable and and progress at last - Factorio 2.0 Space Age EP09
Gleba smelting, main bus and shopping mall - Factorio 2.0 Space Age EP08
Переглядів 1,4 тис.14 днів тому
Gleba smelting, main bus and shopping mall - Factorio 2.0 Space Age EP08
Fully automated iron and copper on Gleba - Factorio 2.0 Space Age Tips & Tricks
Переглядів 13 тис.21 день тому
Fully automated iron and copper on Gleba - Factorio 2.0 Space Age Tips & Tricks
Understanding the biochemistry of GLEBA - Factorio 2.0 Space Age EP07
Переглядів 1,7 тис.21 день тому
Understanding the biochemistry of GLEBA - Factorio 2.0 Space Age EP07
Navigating Gleba's biochemical chaos - Factorio 2.0 Space Age EP06
Переглядів 1,3 тис.21 день тому
Navigating Gleba's biochemical chaos - Factorio 2.0 Space Age EP06
Lost in space - Factorio 2.0 Space Age EP05
Переглядів 1,1 тис.21 день тому
Lost in space - Factorio 2.0 Space Age EP05
Your asteroid collector logic is pretty bad. Connect the belt to 3 decider combinators. Each decider combinators says if the amount of one type of asteroid on the belt is less than a given value, then output that asteroid type. Connect the output to the asteroid collector and set it to set filter. This will make the collector only collect the type that is needed, and you only need one arm moving from the collector to the belt, and it doesn't need a filter. A lot more simple and compact
@@14768 so many people have suggested this. I don't like it. If my belts run out of ice asteroids, it's too late to collect ice asteroids as my whole power system is at risk of shutting down. I want a bank of asteroids in each collector hence the messy circuitry
@@DataEngineerPlays Your logic is flawed. You're using the collector as a buffer chest, just make your sushi belt bigger and you'd get the same effect. Also if your entire collector fills with a different type of asteroid then you STILL would not immediately get ice asteroids. You have zero control over it. You could also end up with a situation where all of your collectors are full of two types of asteroids but you run out of the 3rd type and can not collect any, which would be pretty catastrophic. All in all just a bad design.
You’re wasting ammo on the big asteroids. The best way to conserve ammo is to have your gun turrets ONLY target small asteroids (you can set what they target) and have rocket turrets only target big asteroids. That makes it so they are both only shooting the things that they are made for.
@@stephenmcorby if I'm not already doing that by this episode then I probably missed it, but yes I do eventually filter each gun to shoot specific asteroids
those rocket launches make me happy.. very happy
Small channel with good content and good audio, about Factorio? That's an easy like/subscribe/comment from me. Good luck with your future growth!
@@thethubbedone aw thank you! Still new and learning myself. Will try to continue to improve and iterate
It's probably better if you use foundry in gleba for the copper/iron 50% productivity and will require less machines
Great idea
I spent 2 days on Gleba beating my head against a wall. Routing spoilage to the heating tower and jump-starting with mash just wasn't obvious. I kept running out of nutrients and had an assembler set up to make them because the labs kept shutting down on me. I might not have to drop tactical negotiation tools on my neighbors now.
What I’ve found is, lasers handle small asteroids and you have excess energy from the nuclear. So you set their filters to small. Medium I handle with gun turrets filtered for medium. Large and huge are rocket turrets. I never even SWEAT with my ammo cause I have an insane stockpile left after like 6 back to back runs. Given how much electricity I have, my next ship will use extensive use of rare speed 3 modules in rare beacons. I set up my fulgora quality farm for it.
Thanks for the tip, very handy about the laser turrets
There are so many great bits in this video I've picked up, 1. adding those grabbers inbetween a pair of labs to make things like nutrients or metal-bacteria more robust are great, but for expanding after the first pair or two it seems removing them in favour of a more compact system is fine, allowing the more robust system fill in the gaps at the start of the line. 2. I really appreciated the burning spoilage tip, it's so much free power. And you can burn almost anything, which not only gets rid of things but also means you maintain maximal freshness, which is especially important for science. 3. The nutrients from yumako are neat for sure, Even just two so that the factory never dies is great. It's like a backup generator.
Episode 27.... I thought my head would explode ! I guess everything was fine. HOWEVER the video title is wrong, this should be episode 28. The thumbnail is fine.
Yes okay that sounds like a fitting conclusion
what i did was set my pumps to come on whenever the speed is between 110km/h and 120 km/h (only need 1 decider combinator) this way it will stay between 90% and 100% efficiency and with each trip the fuel in the tanks only go down by a bit less then 5k. Note if you want this to work you will have to have some fuel in the thrusters before your first flight so i just made it so it had 300 fuel in the first flight to get to that speed and every flight after that there will still be fuel in there from the last flight and enough to get back up to the desired speed. Also the reason i set a minimum speed is because that way it doesn't fill up when the ship is stationary or fill up whenever the ship is still accelerating to the desired speed.
17:20 I think you could have put an upcycler for the uncommon (green) stone and gotten rare (blue) stone and then smelted them into blue bricks using a smelter.
Why do I want blue bricks though?
The quality steam turbines are good for space constrained power generation, like if you wanted full use of a nuclear reactor it'd normally take 7 turbines but only 5.4 uncommon, 4.4 ish rare, 3.6 epic or 2.8 legendary. You could make a platform to get the full 40MW out of a single common nuclear reactor with 2 heat exchangers (1 leg, 1 rare) and 3 leg turbines. Could make a nuclear powered ship with laser defenses, doesn't matter medium asteroids have 90% laser resistance you can power 40 laser turrets off a 6 piece nuclear reactor.
Yeah good for space platforms, I use them in episode 31 for our epic spaceship
The thumbnail has a mistake
No, it's the video title that has a mistake.
They both have mistake "Fulogra", thanks for letting me know I've fixed both
I really appreciate how clearly you explained everything. Spaceship circuit logic has been a bit confusing to me, and most contact creators just show us the designs or briefly blow through things. This step-by-step approach is really helpful!
I got you!
Every extra cargo bay you add to the landing pad adds an extra payload slot so the white science wont bottleneck you. You could also put a bulk inserter on the space platform and set it to only turn on if the belt has at least 12 white sciences on it which will then batch them up a bit more
@@TheSmiddy is there really no way to stock 1000 items into the hub and transport it in 1 go?
@DataEngineerPlays other option would be to have the platform generate the science in orbit at another planet and then fly back to Nauvis when it has 1000. Or setup a circuit condition on the landing pad to only request it when you're low. But I think that's all over engineering, I just added 4 cargo bays to my landing pad so I can accept 15 payloads at once so the constant trickle of white science doesn't bother me.
@@DataEngineerPlays If you are determined to ensure it doesn't drip drop then this would be my suggestion (NOT TESTED, only a napkin design in my head). Tell your landing pad to set requests via circuit and attach it to a radar. Then attach your space platform to a combinator which is attached to a radar. The combinator can then set the request for science on the landing pad once the space platform has X amount in it.
@jzahnen4753 that's actually clever but insane you need to resort to that
@@jzahnen4753 isn't the radar per "platform" where nauvis and space platform are separate and can't communicate
Thank you
The ratios of stone furnaces to get a full belt are wrong. For instance, you need 48 Stone furnaces not 47. I guess this errors comes because now Factorio 2.0 shows the productivity on all machines, including stone furnaces, using units / per second, but unfortunately not using enough decimal places and rounding down. On the game you see only 0.31 but the real value is 0.3125 (60 seconds, divided by 3.2 of recipe time is 18.75 units per minute. Then divided by 60 seconds in a minute, is 0.3125 units per second). I dont know if you created that table or you got that table from somewhere but it is unfortunately wrong. Regards
It's probably an old table. Hopefully maxrate is all correctly updated because around 10-15 episodes in when we get to more complex builds I switch to max rate mod to calculate machine ratios
My guess for spoilage in labs can't move since the lab is 'full', no empty slots. Perhaps in your test you didn't have all kinds?
I think I just didn't test thouroughly enough in my testing play and they never actually moved spoilage? It's okay I just now know I need to handle spoilage in my biolab setup
What a great tip at 24:57. I built an electric pole to open the electricity menu.
omg that's so clever lol
Thanks! Good explanation. When I landed on Gleba I despaired I would ever figure it out. Two videos later (this was one) and it makes sense- got a nice colony going and used your blueprint to expand the science. Appreciate you!
i add a tank after the pump and have the pump read the tanks value, keeping the tank below 500 roughly halved my thrust, its a little bumpy because the pump tends to turn on and off in 0.5-2 second bursts, but I'm not riding the spaceship so lurching faster and slower doesn't bother me, as long as she burns fuel efficiently and doesn't ram 2000 asteroids that's a win
I kill those worms, using vulcanus stuff armor piercing rounds with 300 gun turrets are the way those uranium shells deal too much dmg imo
Bots on Aquillo uses 5x power, which would make them seem slower.
Thanks, You can dispose/throw away extras by simply an inserter pointing out of void in the edges, just throw the used fuel cells into space.. Another thing is filtering just depending on belt contents is enough. So 3 deciders connected to all collectors will ensure belt is filled as u desire.
Adding bioflux to the gleba export could be really nice bc once you export ag science, bioflux becomes needed on navis
Yes definitely, and eventually you'll have to export carbon fiber either to nauvis or aquilo too
You can massively cut down on the number of combinators by having the wire travel via lamps, they can carry signals like power poles. Place lamps inbetween collectors 1 & 2 and so on. You could also colour your lamps and add a 125 clock combinator and have the lamps light up from top to bottom in a series for a cool effect like you'd see on starships in movies, e.g. L> 25, L>50 L>75 and L>100
@@saltywagyu haha cool tip. But each set of combinator is just checking its own asteroid collector would it work aggregating it all together? I suppose it doesn't matter which collector collects which asteroid as long as overall there's 1/3 of each asteroid in the bank?
@@DataEngineerPlays Good point, it would aggregate which would be undesirable I guess... I've not had a chance to try your method of storing in collectors yet, I currently read the number of asteroid materials on a large round belt and they set filters on all the collectors when the numbers drop.
@@saltywagyu That's what seems to be the consensus, I think I've just been paranoid from my crappy earlier non circuited asteroid collectors never having the right amount of asteroids I need, now I feel like I always been a "bank" of asteroids. But seems like a lot of you just read the belt and when the belt's out of asteroids then you tell your collectors to go grab that asteroid. I feel like that's "too late" if you know what I mean For example if you've run out of ice asteroid on your belt, and you're stationary at nauvis... and you ask your asteroid collectors to at that point find and collect some ice asteroids.. surely... you'll run out of power before getting 1
Your bacteria lines are backed up because you have 3 bulk inserters unloading the assembler but only a fast inserter moving bacteria off the belt into the box where it spoils into ore. also, you may want to set your rocket launchers to filter only targeting the larger pentapod variants. let lasers handle the little ones. you could do the same wiht rocket launchers on space platforms, filtering to only target the medium and large rocks.
@@habaz7838 thanks. Yes I've fixed the inserter in a couple episodes. I might do the rocket logic on every second rocket. I don't trust my laser turrets on gleba
Comments part 2... 4) Seeing you just realized what quality Steam Turbines do AFTER you've already crafted them, reminds me of something said by Jamie Hyneman from Mythbusters: "You need to think first, THEN you act. Not the opposite" 😇5) Quality products can make your head explode. Right now you're like a little kid in a candy shop. Concentrate on just a few products. Make a list but keep it small. Quality products are important where SPACE is limited: in your armor's equipment grid, and on space platforms. 6) You ask the question, "What would bring a satisfying conclusion to the game (this playthru). The goal is to reach the outer limits of this solar system. I'm suspecting more and more than you haven't opened the space map panel yet. Allright talk to you later.
@@power2084 no I have not opened the space map yet. Yeah I haven't really made a plan on what quality stuff I need yet. I have 2 rough ideas in my head. First to reach solar system edge I need a better ship, an epic ship probably. And second one day I want to me a super condensed "legendary" factory for science
@@DataEngineerPlays epic ship sounds...well, epic ! However I think a Rare-quality ship is sufficient, although it's just a feeling, I haven't researched it.
@power2084 we will see if my fulgora farm has stocked enough material for epic ship. I'm thinking of making a fulgoran upcycler that only focus on epic legendary stuff
There's a map of the solar system in the top left menu. That'll give you a visual of the available space routes. Click "space map" :)
@@VoidMusic824 I can't believe I've never noticed there's a map..
Hey you actually provided a blueprint. Giving you a like.
Why does everyone make a fuss about me providing blueprints... it doesn't cost me anything lol
@ Because most creators weirdly don’t / refuse to. It’s like the one thing most people want so they can try something out but so many won’t provide it.
Episode 27... Comments ! Part 1... 1) 8:46 You mention that the main issue at this moment with SS Chillyboi is the lack of Rockets. This is ironic because in the previous episode, I mentioned it would worth stopping the rear Rocket Turrets from firing unless you're in orbit around a planet. I understand it takes a few episodes to catch up from the viewers comments. 2) At 22:30 you talk about having a "mental image" of the space map, but it's a lot simpler to SEE the space map by clicking "Space Map" in the top left corner. You've never shown the space map to us viewers. Somehow I think you're not aware of that option. 3) At 23:29 One Asteroid Collector got destroyed. That's because the platform is moving slightly too fast at the moment. You need to add an ADDITIONAL condition (with operator AND) to the fuel injectors where they inject fuel only if Current Platform Speed < x.
@@power2084 I don't want to limit my speed. I think if I upgrade all my gun turrets to have more range it can handle the max speed of 250. Just haven't got around to it
@@DataEngineerPlays that would work too.
47:18 End of series = get to the Edge (Look at the space map, and review ahead of time... you will need to).
For limiting the one-off quality makers having the inserter (or machine) set to enable/disable [Rare Pipe < 50] using either the circuit network or Logistic network would allow the chest more slots for the random higher qualities while still limiting the target output [Rare Pipe].
Good idea
27:56 I'm glad you didn't try to Speed Beacon the Quality Making Quality Module EM Plants, Speed Modules have a negative Quality modifier so if you were to Speed Beacon Quality Makers without much thought your Speed would increase but your Quality could drop to 0 (which is the minimum) and prevent your Quality Makers from producing Quality Resources and Machines despite having Quality Modules (that get you Quality Resources) in them. Edit: I realize you know already 1:19:38 I remember seeing a video of someone taking the Speed modules out of Beacons with inserters on a circuit timer to make it run fast until it is 98% complete (before it is done crafting) then the last 2% is without the Speed Beacons allowing Quality crafts without sacrificing the Speed. I've implemented this for my own Quality Making Builds and it seems to work just fine. I've got a lot of Modules with Quality before even going to Fulgora (Although, I put quality modules in practically everything). There really need to be better terms for distinguishing between Modules with Quality and Quality Modules that get you Quality Resources, I feel like I'm dancing on eggshells of misunderstanding saying "Quality" this many times.
@@PatientEscape38 wow that speed beacon trick is crazy. So it would work off a timer?
@@DataEngineerPlays yeah, the timer is a bit tricky and you’d need to adjust the timer for each item’s effective crafting time, but it is very strong. The best use cases I can think of is for items, or rather, machines and modules with long base crafting time. Few hints if you try to make one, there is timer that increases while the crafter/machine is running, inserters that put the modules in the beacons while below the target time, inserters that take the module out once at/above the target time. This is the general logic behind it
Speed beacon trick has been patched and will no longer work (as soon as experimental releases go stable, you'll see that)
@@nahblue good to know
i notice that you overlook things very easily, you dont take time to slow down and actually look at your menus and screens as well as you should, at 50:50 you only look for a new suit of armor Specifically called power armor mark 3 and don't even consider that there could be a new armor under a different name and then additionally fail to notice it when highlighting armor components in the crafting menu where it clearly shows a new armor in the box that indicates what things the components can be equipped into. Not trying to harp, just wanted to point it out as this isn't the first time this could have saved you some headaches and this will help you in the future for Factorio as well as other games/situations
Yeah I think the biggest challenge in making a factorio series, is that when I play normally I would stop and carefully read everything and test every system I build thoroughly, but unfortunately in making the series I don't have the luxury of infinite time, especially trying to release 1 episode a day. At this complex point in the game I'm already condensing 3-4 hours of game footage into 1 episode. So I apologize if its a bit frustrating to watch me do dumb stuff or self inflict pain.
21:10 You can replace modules in a machine using the ghost cursor ('q' key which is the pipet tool to select the hovered item in the Remote View/Map), once you have the item in the ghost cursor you can replace it as if you were there then the construction bots would take care of it (sadly there were no construction bots in that Logistic System on Fulgora). If there are modules in the machine already, it shows the red X when you try to replace the modules, signaling to the bots to replace them. (note: Bots will only replace machines/modules if there is a replacement available, even if the modules look like big red X's). Alternatively, you could use an Upgrade Planner to replace the modules and machine quality (if you don't want to replace the machine just select the same machine, the replacement is where you select modules).
Haha yes I do realize the issue is no bots in the actual logistics network... oops
Fuel efficiency be damned, i ain't doin all that BS. Max consumption it is.
47:30 yes, there is indeed a victory screen, IIRC you have to reach the edge of space and that is the "end" of the game. Edit: Oh also, regarding the space map that @kapitencraft8823 mentioned, it is there in the remote view window, top left corner of the screen, surfaces category, above the planets section.
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)
yeah feel free to modify the blueprint, it's just a starting point, I'm sure the community can enhance it much more
quality is definitely a great addition to the game. The more I look into it the more I can apply it to things I'm already doing, and it doesn't feel overbearing.
wait till you start actually building a proper quality farm to be "efficient", the logistics can get pretty complex
22:45 you know there's a "Space Map" which graphically shows where the planets are?
@@kapitencraft8823 no I did not....
When you are on your space platform, you have the planet menu on the top left. At the top of it, there is a button called space map. It shows all the planets, the path between them and where your space platforms are
My main problem was getting power poles set up. Landfill works on the ground? 5:21 seems to have landfill placed down.
@@andreashabermas7964 yes landfill works on gleba
The striders can out range normal turrets and a lot of the mobs on Gleba have laser resistance, so you may want to consider upgrading the defenses as your spores/evolution goes up
@@DavidHely ya 100% need rocket turrets
@@DataEngineerPlays Don't do what I did and use explosive rockets lol
@DavidHely yes yellow rockets definitely
Why not produce ammo on ship?
This was incredibly helpful! Preciate ya!
Thank you!
I found way to shut off pump before it fills thrusters. You need to connect timer Decider combinator to "Space platform Hub" and select "Read speed" then on decider combinator add AND condition of V >= 100.
@@CJfoks clever!
Foundry to make homium plates is rather a must here
@@silvk1000 yeah I will gut and upgrade this whole farm at one point. This farm is a learning farm. In the next few episodes you'll see it start constantly jamming because I haven't dealt with any green quality items
My goofy goober brain decided the best way to do this was to have a single iron ore on a belt loop and activating the pump whenever the ore was on one of the belts
@@wewladstbh that's creative! Hey if it works it works is my motto
Yellow ammos work fine