There is a rocket condition called "Any Request Zero" which means that if it has run out of anything the rocket is *providing from other planets*, then it counts as a fulfilled condition. I use it a lot on my delivery ships, they just sit in the desired orbit until they run out of something they bring in. Hope that helps with the delivery ship to Aquilo!
@@MadSandman I use it as a regular condition in the schedule and don't use any interrupts, but I also have a specific ship for between each planet, so in a different setup your mileage may vary
@@Tobiassaufus Pretty much, yeah, but it just saves you from having to create a gigantic block of conditions for each item and neatly sets them all into one block.
@nilaus, if you build the quantum processors in orbit, not only will you save on heating pipes, circuits are also craftable. Additionally, the ship can just fly around all the planets to pick up the inputs, and dropping quantum processors were needed, saving on rockets.
30:30 use an inactivity filter instead of time passed for unloading, it will keep resetting every time it launches something down so it will only leave once the planet no longer requests anything.
I love how your player character is bobbing up and down on the bottom left of the screen while youre explaining stuff at 11:00 it made me expel air through my nose two times
11:30 There is one issue with this circuit setup which is that sometimes signals from the roboport network go negative, and then they get multiplied by -1 which causes them to be positive and those items get requested. You need to filter out negative signals first. The negative amount thing seems to happen when you have a lot of active provider chests.
for people that didnt understand the logistics signal part at 11:30 you have items you want, lets call them x, y and z we want 200x , 100y and 10z the logistics network see its has 250X, 50Y and 10Z locally then he multiples all the network values by -1 so we have -250X -50Y and -10Z it then adds them to the requested amount, so we have 200x + (-250X) = -50x ; 100y + (-50Y) = 50y ; 10z + (-10Z) =0z ; then it only sends the outputs of totals that are greater than zero therefore positive only. so only 50y will get requested.
I found that a simpler and more reliable way is to use the fact we can select red or green wire as the input, and then simple do e.g. for each green (logistics network) < each red (requested amount) output each. This allows you to control the amount you want requested instead of the difference. Since things are dropped in stacks anyway, it's not like requesting the exact amount makes a big difference. You can also make it output one then multiply by stack size to always only request one stack until it is fulfilled, but now it's more complex and his solution is simpler. You should also do first "if each > 0" on the logistics network, in both versions. Otherwise local negative requests will be sent, unless you want that. (e.g. in his system, if -5X, this becomes +5X, so even though he is not requesting any X, it becomes 0+5X = 5X. Without this, you can sometimes get a feedback loop if something is not being produced but you have a small amount that's requested, with it being sent up, then dropped, then sent up, then dropped.
Or both, connected via "OR" - because when the landing pad is already saturated (i.e. all its request fulfilled), but some items are consumed in small quantities and re-trigger requests (e.g. the ship sends another 5 blue circuits down), it would also reset the inactivity condition.
@@danielh.9010 That's why I simply use if logistics < requested then request full amount, usually a rocket stack instead of his method (requested - logistics). It buffers the drops and prevents small requests. You can request a few stacks for high usage items, Also simpler circuit with one less combinator.
The last part is why i do my planet reqests as Inactivity rather than time passed. They won't move if stuff is on the way, so using something like 10 seconds ensures they can get everything up and down and only move if something stops flowing
There is a part of me that wants to barrel Fluoroketone and send it all to Nauvis with the rest of the stuff to make foundations at home. :D I have no idea why; I’ve always liked barreling even after it was heavily nerfed early on.
5:27 Why use bricks instead of concrete? You get 1 brick per 2 stone but 2 concrete per 2 stone. You also get slightly faster movement all for the additional cost of 1 iron ore per 10 concrete.
30:14 why not set the reprocessing if asteroids with circuit conditions? You can use three decidors with two conditions that send the reprocessing signal. Example would if ice>metallic & ice>carbon output reprocess ice.
If i may suggest one upgrade to the planetary logistics, you should add one decider combinator to the roboport input as there is this really odd feature that sometimes the roboport values are negative for some random stuff. -> This would cause temporaly items to be added to the request. For example if oyu pase 11:40 you can see there is carbon -> this could cause random carbon to be inserted from planets and fill up the rocket with some useless stuff. If you make the first decider to cut any negative inputs from roboport this problem seems to go way (atleast in my play throughs it seems so)
Very sad that the fusion reactor doesn’t provide any heat. I thought my heating/power struggles were finally over, but I guess it’s only power that I don’t have to worry about anymore…
I've just dotted a few heating towers with a rocket fuel supply set to only insert when less than 60 degrees, keeps everything hot enough to run without consuming much fuel
Gleba is center of all the planets, Would it not be more efficient to have all science dropped off at a science center on gleba? Then you would only need 4 ships for all the science and the ship could be smaller and faster because they are only getting one science.
The Natural Selection's launch condition can be edited to Circuit green = 4 AND (All requests satisfied OR 300 seconds have passed). since the circuit green condition exists in both sides of the OR. If I remember my logical conditions correctly, of course.
Nilaus, you should add a circuit to auto change the astroid processors. That’s what I did and it works great. When one is low it will switch and continue to switch to the next one.
@@Dlord-100 I haven't perfected it but it can get you there. 0eNrtWU1v4zgM/SuGLnuxi1iO84XZBea4970VgSHbTCLUljyS3E5Q5L8vJcfONHESJ9Oiu5hBioJyKJLio5/I9pWkRQ2V4sKQxSvJQWeKV4ZLQRbkby3+MF4FagWZ8dLaeBkT3hqMt5W1p2UJLxtQQHzCMyk0WTy+Es3XghXWltlWgEYUZLyyOoKVdl2CYUXBs4BpA0ryPFDoX2agNRdrskNjIofvZBHu/AHmMqZSKQaYo4PMye88h6u2ot3SJyAMNxyaY7vFNhF1mYLC2A/xYWIMEybIZJlywYxU6K2SmjdJfiX2qPFD7JMtWQQhfYjRD+4yShZJChv2zHEL6mkEgbs0/yij7zZfPlnxAgM/fno28dmmFk8YzbeaFRg96gipSsyPDaCsmHLRLsif7kFtSySMRzaPbU4vwPDTxqNzoNxpeYkfTG1VsC2o5G2l/7MBj5VW15X2CwLmGek9AVRei6AnhZdCYR6IDfII8EMmNEZSBAUrqx6cJwNwzrjKam4SECwtICcLo2rwu8e4Je9srrjSJjmp6meuTO0S0gblNAImtmazL+X2WGQxOsrbX83XhVRJKXNwb2Kzti6a6l67ban7zaxGT06iYTmZ/ko5GQ/LyexXykl8YBFVa7xRThNCwwH0aJI9m7tMWLY2UO7JMLcqey+wWvGMg8i2AcZdFxBQctC2/JNw8YxBSrXdU2m3QvwwG9kTHqihqp5vQks0y56DTrqDmhrpMjCKCV1JZQLLKz2njo7KIOeqIX5012N/2tkvpFgHG4ZEmgdcaFCmN6u0sx+d2L9cdG+q67gq+kCedbGldfE0LKiTQ4f0A++4d7/X3vcusy1HrSHpzt8U+Umi57cW2fh8vmc99sPR/Q5Oqmx2ucoUsDyxZWzrzWAguofl3PNGtaEh2ld/4aFIcmSJHNTljuxwU4dnCGdv5vAq6OZdOKweT4n3Sp2iK2zt0MRNW47eP/+N10SAeZHqyUWn7D2xYoXGFK4VgOi48o3b0z1N1vdbnIGdLUhZm6o279b5Z7LaJq5lS1ZKlkjDaL31t+zllZDehuv0Q3E9RxcXcL2w5X+C6/UR7B5co9twnX0orr2sfQHUc/qfg2jrF5I9gsio5GaYr4zG92A8vm1M/uEmGf0ekz9hTP6qjTXtxmDP/emnD9X4qEGoMVC1Vugiv94ihD0twr4gm4rq8zi5u/GdvVvf+6W/7w2nd7dLs0/slmY/geH8PIQN4fRiOB8+BU5vGQLb5bX2o9VMet6X/9ogSUd3T5LTIYMkDW+f1qa/h7XbhzVK72aH6ZBhjUZ325+c2sdDveDawvkY+vjBn6X/SH1qxTGKkRWpE8dWjJwYW93Ij1px7raFzgRtZbeRNnJkZatuv7Zbw0Z2FmkjR63J0Dmd4vNl8+7Zqu3+qeGTZwTAHSCe0Pl4Po/H49E4iie73b/Ud4F2
A single normal, unbonused reactor puts out 40MW. 1 rare is 64MW. That's a ton of materials to have to roll up to get +24MW. You're much better off adding a 2nd normal if you need it, that would give you 160MW after neighbor bonuses, for a slight space tradeoff.
Its a little upsetting that machines that provide heat like the heating tower dont have a radius that they heat up when powered, wouldve been cooler if they expanded on the heating aspect and maybe made spaceships freeze on certain planets/as an event while transporting
#29!!!!! Why not have nuclear power and heat??? Lorem ipsum dolor sit amet, consectetur adipiscing elit. Curabitur lacinia ipsum id odio dictum, luctus ornare erat pharetra. Duis venenatis congue dolor ac fringilla. Quisque molestie sollicitudin lectus viverra malesuada. Vivamus at lorem vitae turpis consectetur volutpat. Sed quis feugiat neque. Duis eu feugiat sapien. Nunc placerat ultrices lorem id venenatis. Praesent dignissim diam bibendum tincidunt pharetra. Etiam est sem, pellentesque ac gravida ac, bibendum et libero. Donec vel scelerisque arcu, vitae semper diam. Aenean pellentesque in elit sed aliquet. Donec at maximus dui. Nam pharetra hendrerit erat.
Two notes for you Nilaus. 1. The combinator * -1 trick is NOT needed. The orbital drop to the cargo landing pad is already the exact amount required to meet the request. e.g ; If the landing pad is asking for 100 of an item, and you have 81 on planet, the ship will drop exactly 19 of that item. There's no need to manipulate the requests to make that happen. 2. Every time a Space Platform Hub launches or receives cargo, it resets the inactivity timer. You can use this to determine if it's done dropping everything being requested. ( Circuit = FOO AND All requests satisfied AND Inactivity Timer BAR ).
regarding 1. does that mean you just have to hook up the constant combinator with the requests to the cargo landing pad and change it to set requests? i was under the impression it would just drop down that amount no matter what is the cargo landing pad already reading your logistics network?
for 1: the request only looks at what is IN the landing pad, logistics networks can acces the landing pad, but the landing pad's requests satisfy the internal inventory, not the network
@@flowless899 When you place a cargo landing pad down, it creates a logistics network that it is part of. As long as the landing pad is part of the rest of your logi network on that planet, it will see everything you have. Think of it as just a bigger buffer chest that can only request from space platforms, but can provide to the rest of the planet.If you have multiple logi networks, the pad only sees the contents of the logi network that it's a part of. Circuit network juju comes in handy for more complex decisions, like if you want to get a large delivery instead of maintain a minimum stock , like "If I fall below 100 of FOO , drop off 1000". But for the common use of maintaining minimum stock levels , combinators to request the deficit aren't needed.
@@PyroYeet Yes. This is (IMO) a big mistake that Nilaus makes in this series. There's no need to pull everything out of the landing pad like he does; it's a passive provider to the logi network. Let the landing pad store the things you're importing, and distribute from there. Then you don't need the combinator logic to rescan your entire network and send those values back in.
There is a rocket condition called "Any Request Zero" which means that if it has run out of anything the rocket is *providing from other planets*, then it counts as a fulfilled condition. I use it a lot on my delivery ships, they just sit in the desired orbit until they run out of something they bring in.
Hope that helps with the delivery ship to Aquilo!
Do you use that condition in an interrupt or just in the regular schedule?
So it's a simpler "item count x=0" version?
@@MadSandman I use it as a regular condition in the schedule and don't use any interrupts, but I also have a specific ship for between each planet, so in a different setup your mileage may vary
@@Tobiassaufus Pretty much, yeah, but it just saves you from having to create a gigantic block of conditions for each item and neatly sets them all into one block.
Nilaus explains and uses this condition in an earlier video in the series, the tutorial one about interplanetary logistics
@nilaus, if you build the quantum processors in orbit, not only will you save on heating pipes, circuits are also craftable. Additionally, the ship can just fly around all the planets to pick up the inputs, and dropping quantum processors were needed, saving on rockets.
30:30 use an inactivity filter instead of time passed for unloading, it will keep resetting every time it launches something down so it will only leave once the planet no longer requests anything.
I love how your player character is bobbing up and down on the bottom left of the screen while youre explaining stuff at 11:00 it made me expel air through my nose two times
“Blue Space & Natural Selection ”
Dark Forest/ Deaths End references?
Edit. Yeah, definitely a reference after that exchange
11:30 There is one issue with this circuit setup which is that sometimes signals from the roboport network go negative, and then they get multiplied by -1 which causes them to be positive and those items get requested. You need to filter out negative signals first.
The negative amount thing seems to happen when you have a lot of active provider chests.
Thanks, I had this issue and I was scratching my head. I now know why it is happening !
for people that didnt understand the logistics signal part at 11:30
you have items you want, lets call them x, y and z
we want 200x , 100y and 10z
the logistics network see its has 250X, 50Y and 10Z locally
then he multiples all the network values by -1
so we have -250X -50Y and -10Z
it then adds them to the requested amount, so we have
200x + (-250X) = -50x ;
100y + (-50Y) = 50y ;
10z + (-10Z) =0z ;
then it only sends the outputs of totals that are greater than zero therefore positive only.
so only 50y will get requested.
That made it click in my head, thank you.
I found that a simpler and more reliable way is to use the fact we can select red or green wire as the input, and then simple do e.g. for each green (logistics network) < each red (requested amount) output each. This allows you to control the amount you want requested instead of the difference. Since things are dropped in stacks anyway, it's not like requesting the exact amount makes a big difference. You can also make it output one then multiply by stack size to always only request one stack until it is fulfilled, but now it's more complex and his solution is simpler.
You should also do first "if each > 0" on the logistics network, in both versions. Otherwise local negative requests will be sent, unless you want that. (e.g. in his system, if -5X, this becomes +5X, so even though he is not requesting any X, it becomes 0+5X = 5X.
Without this, you can sometimes get a feedback loop if something is not being produced but you have a small amount that's requested, with it being sent up, then dropped, then sent up, then dropped.
@@owlman145 his way reminds me of LTN, maybe its just a habit of his.
Instead of using time passed you can use inactivity. Works a lot better
Or both, connected via "OR" - because when the landing pad is already saturated (i.e. all its request fulfilled), but some items are consumed in small quantities and re-trigger requests (e.g. the ship sends another 5 blue circuits down), it would also reset the inactivity condition.
@@danielh.9010 That's why I simply use if logistics < requested then request full amount, usually a rocket stack instead of his method (requested - logistics). It buffers the drops and prevents small requests. You can request a few stacks for high usage items, Also simpler circuit with one less combinator.
There is an inverse of "all requests satisfied" and that is "any request zero". You can also wait for inactivity instead of a static amount of time
Sweet Three Body Problem reference 3:40
I have been absolutely loving this series so far. Thanks Nilaus.
Love the ship names, especially blue space and natural selection!
The last part is why i do my planet reqests as Inactivity rather than time passed. They won't move if stuff is on the way, so using something like 10 seconds ensures they can get everything up and down and only move if something stops flowing
Hi, Cecilia here. It’s great to meet you!
don't forget to set up a uranium resupply for the orbital drop ship. Its a long way from Nauvis.
There is a part of me that wants to barrel Fluoroketone and send it all to Nauvis with the rest of the stuff to make foundations at home. :D I have no idea why; I’ve always liked barreling even after it was heavily nerfed early on.
Me too. Between playthroughs I forget the nausea of managing the empty barrels, though.
Hopefully you noticed the electricity issue right at the end there. Great series, thanks!
Is it time for a combined fluids/heat bus on Aquilo?
5:27 Why use bricks instead of concrete? You get 1 brick per 2 stone but 2 concrete per 2 stone. You also get slightly faster movement all for the additional cost of 1 iron ore per 10 concrete.
All provides satisfied can also be read as "15 seconds of inactivity"
I would like to see you do a play through with someone who is new to factorio and how well they pick up on your tips and tricks
Sauceman is doing an entire series where he takes a bunch of Factorio noobs through the game if you want something similar
30:14 why not set the reprocessing if asteroids with circuit conditions? You can use three decidors with two conditions that send the reprocessing signal. Example would if ice>metallic & ice>carbon output reprocess ice.
If i may suggest one upgrade to the planetary logistics, you should add one decider combinator to the roboport input as there is this really odd feature that sometimes the roboport values are negative for some random stuff. -> This would cause temporaly items to be added to the request. For example if oyu pase 11:40 you can see there is carbon -> this could cause random carbon to be inserted from planets and fill up the rocket with some useless stuff. If you make the first decider to cut any negative inputs from roboport this problem seems to go way (atleast in my play throughs it seems so)
Thank you for explaining that roboport request thing again. I was about to ask in your discord about it :D
Very sad that the fusion reactor doesn’t provide any heat. I thought my heating/power struggles were finally over, but I guess it’s only power that I don’t have to worry about anymore…
Use regular reactor
@ that’s what I’m currently doing
I've just dotted a few heating towers with a rocket fuel supply set to only insert when less than 60 degrees, keeps everything hot enough to run without consuming much fuel
do you mind explaining the combinator+lamp setups of "How To Build SPACESHIPS For All Planets"? ty
I believe the condition you want for platforms could be "Any planet import"
Gleba is center of all the planets, Would it not be more efficient to have all science dropped off at a science center on gleba? Then you would only need 4 ships for all the science and the ship could be smaller and faster because they are only getting one science.
As far as i know you can only place biolabs on nauvis so that idea wouldn't work
The Natural Selection's launch condition can be edited to Circuit green = 4 AND (All requests satisfied OR 300 seconds have passed). since the circuit green condition exists in both sides of the OR. If I remember my logical conditions correctly, of course.
Nilaus, you should add a circuit to auto change the astroid processors. That’s what I did and it works great. When one is low it will switch and continue to switch to the next one.
would you mind sharing a blueprint for that?
@@Dlord-100 I haven't perfected it but it can get you there.
0eNrtWU1v4zgM/SuGLnuxi1iO84XZBea4970VgSHbTCLUljyS3E5Q5L8vJcfONHESJ9Oiu5hBioJyKJLio5/I9pWkRQ2V4sKQxSvJQWeKV4ZLQRbkby3+MF4FagWZ8dLaeBkT3hqMt5W1p2UJLxtQQHzCMyk0WTy+Es3XghXWltlWgEYUZLyyOoKVdl2CYUXBs4BpA0ryPFDoX2agNRdrskNjIofvZBHu/AHmMqZSKQaYo4PMye88h6u2ot3SJyAMNxyaY7vFNhF1mYLC2A/xYWIMEybIZJlywYxU6K2SmjdJfiX2qPFD7JMtWQQhfYjRD+4yShZJChv2zHEL6mkEgbs0/yij7zZfPlnxAgM/fno28dmmFk8YzbeaFRg96gipSsyPDaCsmHLRLsif7kFtSySMRzaPbU4vwPDTxqNzoNxpeYkfTG1VsC2o5G2l/7MBj5VW15X2CwLmGek9AVRei6AnhZdCYR6IDfII8EMmNEZSBAUrqx6cJwNwzrjKam4SECwtICcLo2rwu8e4Je9srrjSJjmp6meuTO0S0gblNAImtmazL+X2WGQxOsrbX83XhVRJKXNwb2Kzti6a6l67ban7zaxGT06iYTmZ/ko5GQ/LyexXykl8YBFVa7xRThNCwwH0aJI9m7tMWLY2UO7JMLcqey+wWvGMg8i2AcZdFxBQctC2/JNw8YxBSrXdU2m3QvwwG9kTHqihqp5vQks0y56DTrqDmhrpMjCKCV1JZQLLKz2njo7KIOeqIX5012N/2tkvpFgHG4ZEmgdcaFCmN6u0sx+d2L9cdG+q67gq+kCedbGldfE0LKiTQ4f0A++4d7/X3vcusy1HrSHpzt8U+Umi57cW2fh8vmc99sPR/Q5Oqmx2ucoUsDyxZWzrzWAguofl3PNGtaEh2ld/4aFIcmSJHNTljuxwU4dnCGdv5vAq6OZdOKweT4n3Sp2iK2zt0MRNW47eP/+N10SAeZHqyUWn7D2xYoXGFK4VgOi48o3b0z1N1vdbnIGdLUhZm6o279b5Z7LaJq5lS1ZKlkjDaL31t+zllZDehuv0Q3E9RxcXcL2w5X+C6/UR7B5co9twnX0orr2sfQHUc/qfg2jrF5I9gsio5GaYr4zG92A8vm1M/uEmGf0ekz9hTP6qjTXtxmDP/emnD9X4qEGoMVC1Vugiv94ihD0twr4gm4rq8zi5u/GdvVvf+6W/7w2nd7dLs0/slmY/geH8PIQN4fRiOB8+BU5vGQLb5bX2o9VMet6X/9ogSUd3T5LTIYMkDW+f1qa/h7XbhzVK72aH6ZBhjUZ325+c2sdDveDawvkY+vjBn6X/SH1qxTGKkRWpE8dWjJwYW93Ij1px7raFzgRtZbeRNnJkZatuv7Zbw0Z2FmkjR63J0Dmd4vNl8+7Zqu3+qeGTZwTAHSCe0Pl4Po/H49E4iie73b/Ud4F2
At 19:55 how do you do the thing where you just increase the size of the landfill youre placing, that would be super nice for spaceship design
I bet someone will come up with a mod to make concrete with underfloor heating.
Nice!
Hey i was trying to create the Parameter 0 assembler Blueprint. I am unable to select the Parameter as the recepie.
You dont use rare reactors on your ships, is there any reason? Or it's just enough power with the normal one?
Normal ones are way more than enough. Infact they are barely being used.
A single normal, unbonused reactor puts out 40MW. 1 rare is 64MW. That's a ton of materials to have to roll up to get +24MW. You're much better off adding a 2nd normal if you need it, that would give you 160MW after neighbor bonuses, for a slight space tradeoff.
I love you
those poor robots 😢
I haven't even gone to gleba yet :(
I'm on fulgoria and why is scrap processing so annoying
3 body meme lol😂
Its a little upsetting that machines that provide heat like the heating tower dont have a radius that they heat up when powered, wouldve been cooler if they expanded on the heating aspect and maybe made spaceships freeze on certain planets/as an event while transporting
Heating towers kind of have a radius around them, but its very small
ew, three body problem references
Hey jump back into techtonica. Needs more content creators and feedback from people who actually understand this style of game.
#29!!!!! Why not have nuclear power and heat??? Lorem ipsum dolor sit amet, consectetur adipiscing elit. Curabitur lacinia ipsum id odio dictum, luctus ornare erat pharetra. Duis venenatis congue dolor ac fringilla. Quisque molestie sollicitudin lectus viverra malesuada. Vivamus at lorem vitae turpis consectetur volutpat. Sed quis feugiat neque. Duis eu feugiat sapien. Nunc placerat ultrices lorem id venenatis. Praesent dignissim diam bibendum tincidunt pharetra. Etiam est sem, pellentesque ac gravida ac, bibendum et libero. Donec vel scelerisque arcu, vitae semper diam. Aenean pellentesque in elit sed aliquet. Donec at maximus dui. Nam pharetra hendrerit erat.
Two notes for you Nilaus.
1. The combinator * -1 trick is NOT needed. The orbital drop to the cargo landing pad is already the exact amount required to meet the request. e.g ; If the landing pad is asking for 100 of an item, and you have 81 on planet, the ship will drop exactly 19 of that item. There's no need to manipulate the requests to make that happen.
2. Every time a Space Platform Hub launches or receives cargo, it resets the inactivity timer. You can use this to determine if it's done dropping everything being requested. ( Circuit = FOO AND All requests satisfied AND Inactivity Timer BAR ).
regarding 1. does that mean you just have to hook up the constant combinator with the requests to the cargo landing pad and change it to set requests? i was under the impression it would just drop down that amount no matter what is the cargo landing pad already reading your logistics network?
for 1: the request only looks at what is IN the landing pad, logistics networks can acces the landing pad, but the landing pad's requests satisfy the internal inventory, not the network
@@flowless899 When you place a cargo landing pad down, it creates a logistics network that it is part of. As long as the landing pad is part of the rest of your logi network on that planet, it will see everything you have. Think of it as just a bigger buffer chest that can only request from space platforms, but can provide to the rest of the planet.If you have multiple logi networks, the pad only sees the contents of the logi network that it's a part of.
Circuit network juju comes in handy for more complex decisions, like if you want to get a large delivery instead of maintain a minimum stock , like "If I fall below 100 of FOO , drop off 1000".
But for the common use of maintaining minimum stock levels , combinators to request the deficit aren't needed.
@@PyroYeet Yes. This is (IMO) a big mistake that Nilaus makes in this series. There's no need to pull everything out of the landing pad like he does; it's a passive provider to the logi network. Let the landing pad store the things you're importing, and distribute from there. Then you don't need the combinator logic to rescan your entire network and send those values back in.
@@PyroYeet Cant you just connect it to the network through the ui or something?