Rate calc has been available since 2.0 launch (I used it on day1, atleast until I remembered steam achievements gets disabled with mods). I know, there are executables out there that allows picking any, or all, achievements in steam to unlock, but that's not what achievements are there for, imo.
oh man there's nothing more satisfying than watching the large-scale factories come online with a single click. loving these builds! can't wait until i get my grubby lil mitts on space age myself haha
6 Legendary spideys filled with repair packs and rockets, my Gleba has been safe for quite a while 🤣 Love those big Arachnids. Haven't tried them on Aquilo yet, not sure if they freeze like most other machines do 😅
There has got to be a way to have the inserter willingly insert blue chips into the rocket. Maybe a circuit signal overrides the insert location? If not, then that would be a great automation QOL change to be made.
As of this episode, there is no way to force inserters to fill rocket cargo, only the production inventory of silos. Would love a QoL update on this, though. Would simplify the process on several planets (LDS and Blues on Vulcanus, Fuel on Gleba, aswell as all three on Nauvis, in my case)
You may want to focus on upcycling the base intermediates (iron/copper/steel plates, stone bricks, plastic, yumako mash, jelly, tungsten ore, holmium plate, biter eggs, pentapod eggs) and just using those to produce everything else, probably less complicated than doing it later in the production chain.
Recycling the base components means you need far more recyclers, as well as sacrificing some of the sheer throughput that you can get get out of direct foundry to EM plant builds (which also takes up more space than Nilaus prefers with his standardized block builds)
I haven't done the math, but on average a recycler gives you 25% of the product, so that's 1.25 per recycle a second. Recycle time on LDS is .533... The base crafting time is .63, but more than that, it takes 2 plastic to produce an LDS. I'm sure with enough productivity you can make it a positive, but that seems like a hell of a lot more infrastructure to make more of something you need to ship in regardless.
@@dfueinvisibleninja8920without oil or another viable plastic source you’d have to do coal liquefaction. That can work for awhile, but you will run out of coal eventually. There’s no reason to do that when you can make unlimited plastic on gleba with completely renewable resources.
how are you using the things you made on fulgora and all the others on other planets? in my playthrough it has the limits of a 99% magnetic field or 4000 pressure but I don't see that on yours
As other's said, you can ship buildings around. However, there are a few recipes that you can only do on a respective planet. Usually creating the planet-specific building is one of those, as is green belts.
Oh yeah, keep an eye on gleba. While i was away on aquilo, the whole base shut down on me. Don't know what happened but looks like it just puttered out.
Unsure if bacteria gives qyality ores, but with quality they do take longer to break down into the ores. As for molten, yes. You can get quality stones from lava+calcite, and then quality plates (and all other non-liquids, e.g cables and pipes) from foundries. Only thing foundries can't increase quality of, is liquids, as in molten iron and copper.
@Nilaus could you possibly add in some more info about setting up Space Platform speed and setting that speed depending on where are you are traveling? Having a hard time figuring this out. Say I want to go a different speed between the inner planets and then slower beyond the edge of the system?
A pump with automation towards the thrusters will let you set the speed (use the graph on thrusters in the factoriopedia). Setting up different speeds depending on location, don't think that's possible, as I don't believe there's a way to read celestial location in a meaningful way towards your intended question (can read starting point and travelling destination, but not sure if I'd be able to explain how those signals can be pushed to automate a pump). *Edit: Built a new ship, and remembered this question, so did some testing: using decider and arithmetic combinators, you can read both the start point and travel destination from the Space Platform HUB, and push different signals into a pump that is then told to pump fuel/oxidizer into your thrusters, dependant on your preset signals and requirements (don't place a tank after the pumps, as then the automation might get issues, atleast I did). With this, atleast you know where to start by experimenting, which is one way to learn. Another way would, ofc, be a video. There are tutorials on Factorio automation somewhere on the channel.* Nilaus uses different speed settings on different ships, but (according to current BPs) not different speeds based on location or destination, just a preset signal to pumps.
Maybe place buffer chests instead of storage chests at the train station where you unload the blue chips, as far as i can tell the rocket silos request from buffer chests. It's not a big difference but that will guarantee that the blue chips are closest to the rocket silo and it won't try to pull them from elsewhere if the bots unload the chips into some other random storage chest
Yes, they do pull from buffer chests! I love that, because you can utilize your logistics groups to keep everything in range for loading and also organized and in sync with your platforms :D
Storage chests work just as buffer chests, but only one filtered item at a time. Bots will always fill filters first, before searching for a different available drop-off location. Unless you want several different items in one chest, filtered storage chest is enough. In the case of this episode, one chest to fill up with one type of item that's brought in by train, buffer isn't needed. Personally, I ferry all my Nauvis science to Gleba, so I don't have to deal with science spoiling either in orbit or in transit. I do use buffer chests to load rockets with science, but filtered storage chests on Gleba. Only issues I've had have been forgetting to push the science vials out from the HUB (inventory fills quite fast), but after fixing that issue, smooth sailing
He does typically, but he didn't use mods for this playthrough. Could be because he started it before public release and mods wouldn't work, could be by choice. If you look at his previous videos, he used the calculator all the time
#14!!!! Can you put blue circuits in the rocket inventory manually and then right-click it to force the inventory. Then have inverters put them in manually?????
As soon as something is being done manyally, it's no longer automated and thus a moot point, really. But, once an inserter is to put something into a silo, normal quality blues, LDS or fuel will never go into rocket cargo, only silo production inventory.
I believe it was because early Fulgora required a denser blanket of Lightning Rods than just big poles could cover, so he just put a full Lightning Rod/Substation/Roboport grid down and then culled the rods for later planets. Most builds have been able to comfortably fit in the smaller slots just fine.
Nauvis has lots of open space to work in, you can build anywhere. Everywhere but Gleba is a puzzle trying to find a place to build, so the usual 100x100 city blocks are way too big to make builds in. Also you really don't need much space to build things for a reasonable playthrough, so substation blocks give you just enough production. Especially with quality buildings as you see in this episode, really makes builds small for a lot of output. usual Cityblocks would be a massive waste of space.
Nauvis is still a City-Block grid layout, as seen in episode #1. It's just the other planets that have the smaller Sub-Block grid, caused by early-game constraints in available building area.
The devs put out in the FFF's that you can't surpass the 1-1 ratio for balance reasons. They didn't want a situation where you could just print resources out for free
Your are correct in that recyclers have the productivity research, but it only works up till a certain point. Recycling will never give more than what's been put into an entity being recycled. Base recycling gives 25% of resources back, with prod.research, you can get 100% back, but not more than.
Trains transport down to primary storage, bots take it from there (from picking up from train unloading, moving to storage, and hauling into the rockets)
With enough research productivity it would be easy (as far as I understand the 300% cap only applies to things with output goods and not research as it won't break recycling, but I may be wrong there) But even before that you can probably take things to absurd levels, especially if you can reliably produce high quality science. One legendary science pack in a biolab is 12 science before productivity, at 300% productivity that is 48 per pack so you only need a little over 200,000 packs per minute. Ridiculous, but probably possible with the new goodies in Space Age. I will not try it, but I am sure someone has some ideas for getting there. And, if you haven't already, the switch to biolabs is crazy for science.
If you have uncommon rocket silos, will they require uncommon processing units for rocket parts? And if so, would you then be able to load normal processing units into cargo?
Interesting thought, however I just tested this and found that an uncommon silo still takes regular circuits, lds and fuel for rocket parts :( however! You can direct insert uncommon or greater circuits, lds and fuel for loading
My legendary rocket silo uses normal quality Blues, LDS and Fuel, but complete the task of building a new rocket before the animation of raising the replacement rocket is finished. Quality silos only increase crafting speed, nothing else, as rockets themselves don't get quality.
I might have something cool you could test someday. The infinite research for recycling productivity theoretically allows you to get more items out of the recyclers than you put in, (around lvl 30+). this means that if you get that research to around level 40-50, you could theoretically just create any base resource of any quality out of thin air, by just recycling it into itself (like iron plates and such). this wouldn't even mess up any fulgora setup, because you could just use the same principle to create any of the items that you need on there. Ofcourse the problem would be even getting to that point, but once you're there, your science production would skyrocket
And to kill the buzzkill; devs said in FFF that recyclers are capped at 100% recycling inputs (something costing 100 iron to make, will never give more than 100 iron out)
I recently learned that you can pass the sulfuric through the machines by flipping half of them with "H". Such a cool feature!
This works with chem plants, oil refineries, almost everything. Not thrusters though 😢
11:19 after a lot of calculations I personally was happy to find out the update for the Rate Calculator mod came out
Rate calc has been available since 2.0 launch (I used it on day1, atleast until I remembered steam achievements gets disabled with mods).
I know, there are executables out there that allows picking any, or all, achievements in steam to unlock, but that's not what achievements are there for, imo.
The right iron plate maker in each column still had a speed module in it.
The right iron plate in the wrong assembler can make all the difference in the world
@@MrTomyCJSo wake up Mr foundry, wake up and smell the volcanic fumes
oh man there's nothing more satisfying than watching the large-scale factories come online with a single click. loving these builds! can't wait until i get my grubby lil mitts on space age myself haha
The last 3 episodes is what I am going to work on today in my game. So many good designs! Great series, thanks!
Gleba mentioned, best planet
You’ve made me a believer of Max Rate Calculator and at 11:20 I thought you might actually break down and install the mod.
Installed it on Twitch, but I want to keep my YT series free of mods for the first series
if you haven't, spidertrons are fantastic for clearing Gleba, they aren't automated so less great on defense but highly recommended for clearing.
6 Legendary spideys filled with repair packs and rockets, my Gleba has been safe for quite a while 🤣
Love those big Arachnids. Haven't tried them on Aquilo yet, not sure if they freeze like most other machines do 😅
There has got to be a way to have the inserter willingly insert blue chips into the rocket. Maybe a circuit signal overrides the insert location? If not, then that would be a great automation QOL change to be made.
As of this episode, there is no way to force inserters to fill rocket cargo, only the production inventory of silos.
Would love a QoL update on this, though. Would simplify the process on several planets (LDS and Blues on Vulcanus, Fuel on Gleba, aswell as all three on Nauvis, in my case)
Your videos are amazing. Learn a lot of belt management and distribution thanks to them
I beat “Express Delivery” achievement just to start watching Nilaus designs. There is no way back once you’ve seen his videos 😄
I haven't subscribed to many channels in the last years, but yours has been a great find for me. Thanks for your content.
19:52 "one L coming out", weird I saw nothing but W's
🤣🤣🤣🤣
if you want to use stack inserters instead of the long one, you can have one stack load into a box and another then on the belt
For gleba, make the turret rectangle bigger than the spore cloud. No more attacks.
Can you load higher quality blues directly to rockets?
I just tested this. yes, you can direct load uncommon and greater blue circuits, lds, and fuel!
big if true
It works this way because the rocket parts can't be higher quality, so hopefully they don't change that
Max Rate Calcualtor is released for 2.0, install it for easier showcase of ratio
loving the videos
You may want to focus on upcycling the base intermediates (iron/copper/steel plates, stone bricks, plastic, yumako mash, jelly, tungsten ore, holmium plate, biter eggs, pentapod eggs) and just using those to produce everything else, probably less complicated than doing it later in the production chain.
Upcycling Blues will be free with 300% Prod. though and you can Recycle legendary ones for the parts to make other stuff.
@@DenenFX
Sure, but the same applies for anything, it's just easier to do it for the base intermediates instead of all possible end products.
@@jaspervaneck3258 it doesn't. You can only get that high productivity for a few things: steel, LDS, processing units, rocket fuel, and plastic
Recycling the base components means you need far more recyclers, as well as sacrificing some of the sheer throughput that you can get get out of direct foundry to EM plant builds (which also takes up more space than Nilaus prefers with his standardized block builds)
And the red circuit build, still have those two machines not working at the ending of each line, on the left
You can also produce iron, copper, and plastic just by recycling the low-density structures that can be created in a foundry
I haven't done the math, but on average a recycler gives you 25% of the product, so that's 1.25 per recycle a second. Recycle time on LDS is .533... The base crafting time is .63, but more than that, it takes 2 plastic to produce an LDS. I'm sure with enough productivity you can make it a positive, but that seems like a hell of a lot more infrastructure to make more of something you need to ship in regardless.
@@stephenmcorby Why do people ship in plastic I've seen a lot of people saying that but for me that seems to make no sense on why you would?
moreover, you can produce legendary iron and copper by recycling legendary LDS that you make just from legendary plastic
@@dfueinvisibleninja8920without oil or another viable plastic source you’d have to do coal liquefaction. That can work for awhile, but you will run out of coal eventually. There’s no reason to do that when you can make unlimited plastic on gleba with completely renewable resources.
how are you using the things you made on fulgora and all the others on other planets? in my playthrough it has the limits of a 99% magnetic field or 4000 pressure but I don't see that on yours
You can only fabricate the buildings on their respective planets, but you can place them everywhere you want
You can transport them by rocket
As other's said, you can ship buildings around. However, there are a few recipes that you can only do on a respective planet. Usually creating the planet-specific building is one of those, as is green belts.
You create foundries on vulcanus but export them everywhere, you create EM facility on fulgora but export them
Oh yeah, keep an eye on gleba. While i was away on aquilo, the whole base shut down on me. Don't know what happened but looks like it just puttered out.
Maybe i don't get something but can't you just cast molten metals into legendary plates directly,
or decay legendary bacteria into legendary ore?
Unsure if bacteria gives qyality ores, but with quality they do take longer to break down into the ores.
As for molten, yes. You can get quality stones from lava+calcite, and then quality plates (and all other non-liquids, e.g cables and pipes) from foundries. Only thing foundries can't increase quality of, is liquids, as in molten iron and copper.
@Nilaus could you possibly add in some more info about setting up Space Platform speed and setting that speed depending on where are you are traveling? Having a hard time figuring this out. Say I want to go a different speed between the inner planets and then slower beyond the edge of the system?
A pump with automation towards the thrusters will let you set the speed (use the graph on thrusters in the factoriopedia). Setting up different speeds depending on location, don't think that's possible, as I don't believe there's a way to read celestial location in a meaningful way towards your intended question (can read starting point and travelling destination, but not sure if I'd be able to explain how those signals can be pushed to automate a pump).
*Edit: Built a new ship, and remembered this question, so did some testing: using decider and arithmetic combinators, you can read both the start point and travel destination from the Space Platform HUB, and push different signals into a pump that is then told to pump fuel/oxidizer into your thrusters, dependant on your preset signals and requirements (don't place a tank after the pumps, as then the automation might get issues, atleast I did). With this, atleast you know where to start by experimenting, which is one way to learn. Another way would, ofc, be a video. There are tutorials on Factorio automation somewhere on the channel.*
Nilaus uses different speed settings on different ships, but (according to current BPs) not different speeds based on location or destination, just a preset signal to pumps.
Maybe place buffer chests instead of storage chests at the train station where you unload the blue chips, as far as i can tell the rocket silos request from buffer chests. It's not a big difference but that will guarantee that the blue chips are closest to the rocket silo and it won't try to pull them from elsewhere if the bots unload the chips into some other random storage chest
Yes, they do pull from buffer chests! I love that, because you can utilize your logistics groups to keep everything in range for loading and also organized and in sync with your platforms :D
I just started using them for planet specific science and building exports so that the moment a rocket launches, the next is being loaded
Storage chests work just as buffer chests, but only one filtered item at a time. Bots will always fill filters first, before searching for a different available drop-off location.
Unless you want several different items in one chest, filtered storage chest is enough. In the case of this episode, one chest to fill up with one type of item that's brought in by train, buffer isn't needed.
Personally, I ferry all my Nauvis science to Gleba, so I don't have to deal with science spoiling either in orbit or in transit. I do use buffer chests to load rockets with science, but filtered storage chests on Gleba. Only issues I've had have been forgetting to push the science vials out from the HUB (inventory fills quite fast), but after fixing that issue, smooth sailing
I'm surprised you still don't use the rate calculator mod. It's very useful for me when i'm messing with my own configurations
I dont think he is using any mods, just for this playthrough
He does typically, but he didn't use mods for this playthrough. Could be because he started it before public release and mods wouldn't work, could be by choice. If you look at his previous videos, he used the calculator all the time
No mods for first playthrough here on yt, but I just added it to Twitch
Why dont you use the legendary coal method to get infinite legendary copper and iron?
why dont u do the upcycling at least to uncommon or rare on vulcanus? u will still lose chips when upcycling right?
Also, if he did that he could direct insert them into rockets as only common quality cannot be directly inserted
#14!!!! Can you put blue circuits in the rocket inventory manually and then right-click it to force the inventory. Then have inverters put them in manually?????
As soon as something is being done manyally, it's no longer automated and thus a moot point, really.
But, once an inserter is to put something into a silo, normal quality blues, LDS or fuel will never go into rocket cargo, only silo production inventory.
Why did you change city blocks? 🤔
I mean using only substations instead of powerpoles?
I believe it was because early Fulgora required a denser blanket of Lightning Rods than just big poles could cover, so he just put a full Lightning Rod/Substation/Roboport grid down and then culled the rods for later planets. Most builds have been able to comfortably fit in the smaller slots just fine.
To be fair, with the new machines and quality, builds are much more compact now
Nauvis has lots of open space to work in, you can build anywhere. Everywhere but Gleba is a puzzle trying to find a place to build, so the usual 100x100 city blocks are way too big to make builds in. Also you really don't need much space to build things for a reasonable playthrough, so substation blocks give you just enough production. Especially with quality buildings as you see in this episode, really makes builds small for a lot of output. usual Cityblocks would be a massive waste of space.
@@Blaust_ just wondering for Megabase and Optimising for FPS
Nauvis is still a City-Block grid layout, as seen in episode #1. It's just the other planets that have the smaller Sub-Block grid, caused by early-game constraints in available building area.
Probably you get even more that 1 to1 rate for the legy blues as the recyclers also have a productivity research or am i missing something?
The devs put out in the FFF's that you can't surpass the 1-1 ratio for balance reasons. They didn't want a situation where you could just print resources out for free
Your are correct in that recyclers have the productivity research, but it only works up till a certain point. Recycling will never give more than what's been put into an entity being recycled. Base recycling gives 25% of resources back, with prod.research, you can get 100% back, but not more than.
fix the red circuits !!! up left of each column ... i think the machine don't have plastic inbound
I'm sorry but how do you get blue circuits on a rocket as cargo? I kinda missed that...
via logistic bots
Trains transport down to primary storage, bots take it from there (from picking up from train unloading, moving to storage, and hauling into the rockets)
aaaah i cant wait for 10m science per hour video, is it actually possible? 😅😅
With enough research productivity it would be easy (as far as I understand the 300% cap only applies to things with output goods and not research as it won't break recycling, but I may be wrong there)
But even before that you can probably take things to absurd levels, especially if you can reliably produce high quality science. One legendary science pack in a biolab is 12 science before productivity, at 300% productivity that is 48 per pack so you only need a little over 200,000 packs per minute. Ridiculous, but probably possible with the new goodies in Space Age.
I will not try it, but I am sure someone has some ideas for getting there. And, if you haven't already, the switch to biolabs is crazy for science.
if you own a supercomputer....
@@mrShift_0044 with modern CPU’s it’s pretty much possible
Hi bro i follow ur blueprint many years ago. What use mod this season pls write
It's in the title of the video, and it's not a mod. It's an official expansion that costs $35.
It's a mod-free playthrough using the new dlc that came October 21st.
0:06-0:15 xDDDDDDD
If you have uncommon rocket silos, will they require uncommon processing units for rocket parts? And if so, would you then be able to load normal processing units into cargo?
Interesting thought, however I just tested this and found that an uncommon silo still takes regular circuits, lds and fuel for rocket parts :( however! You can direct insert uncommon or greater circuits, lds and fuel for loading
the quality of the rocket silo only affects its crafting speed
My legendary rocket silo uses normal quality Blues, LDS and Fuel, but complete the task of building a new rocket before the animation of raising the replacement rocket is finished.
Quality silos only increase crafting speed, nothing else, as rockets themselves don't get quality.
I might have something cool you could test someday. The infinite research for recycling productivity theoretically allows you to get more items out of the recyclers than you put in, (around lvl 30+). this means that if you get that research to around level 40-50, you could theoretically just create any base resource of any quality out of thin air, by just recycling it into itself (like iron plates and such). this wouldn't even mess up any fulgora setup, because you could just use the same principle to create any of the items that you need on there. Ofcourse the problem would be even getting to that point, but once you're there, your science production would skyrocket
Productivity for items is specifically capped at 300% to prevent this.
recycling productivity only applies to scrap from fulgora, not all recycling
Sorry to be a buzzkill but the technology is "Scrap recycling productivity". It only works on scrap. And all productivity has a cap of 300%
And to kill the buzzkill; devs said in FFF that recyclers are capped at 100% recycling inputs (something costing 100 iron to make, will never give more than 100 iron out)