Might not be the most exciting gameplay but seeing you mining and manufacturing parts to make the ship larger on the fly is great to see and makes me want to play this game.
If you have a mining laser and manipulator it usually makes sense to turn off the job for mining and grabbing external items for your crew. The mining laser also strips ships if memory serves.
Im not sure if you figure it out, just want to type it before i forget. To get people to unload from a manufactury you need to designate a stockpile for it to output to, kinda like you can designate stockpiles for workshops in dwarf fortress. You can link stockpiles and manufacturies, in otherwords, both input and output.
For that matter you can link the regular coils output straight to the input of the hyper coils so it just feeds straight in and doesn't worry about over making them and can sort of balance the copper usage automatically
Quill Try to not flag stuff for mining or collecting when you are far away from them, your crew will and do go on suicide missions to try and gather them. i normaly have 3 ships one that is a massive miner/hualer so mostly just mineing lazers and manipulator beams with a metric ton of storage something like a max size room for every item and then several extra overflow. then a factory ship with some decent storage and just factories and then my figers. i normaly park my factory near a station clear and put waypoints for dead ships with my fighters then my hauler goes out to gather resources to the factory and brings back supplies to repair my fighters.
I think the way you are supposed to set up your storages is you set the majority to specifically accept whatever you are producing, and only a small number (or even none, since the factories have an input buffer) to be general/accepting the raw materials and intermediates Also eh, the profit is not that immense. One hyper-coil is made from 2.5 copper (2 coils+0.5 copper), so the raw materials are worth 100, so you only make 50% profit. However, one stack of copper is worth 200, while one stack of hyper-coils is worth 3000, so you get a 30x increase in the value density of your storage - meaning you can earn 30x more per trip for the same amount of cargo storage.
For that factory ship you're looking at building, that's one of those areas I could see banks of capacitors being really useful. Your average power usage would be fairly low, since you'd have lulls in production, but you'd have a spike when you dropped off new resources. While they waited, your crew could be moving power cells to the storage banks near the production buildings to get them ready to run at full speed when you drop off resources.
Thanks, for putting out another great episode, really enjoying this series. I would love to see you build a separate processing facility, just to see how the mechanics of managing multiple ship/stations. Keep up the good work.
if you click the move toggle next to the mirror toggle in the resource management. you can tell the crew to move from one storage to a other, so you can move any output from a factory to a storage, this way it is always empty
For a mining/production ship i can highly recommend a resource collector. Makes picking up resources ALOT faster. Also if you want to use a ship for catching ship debris ( from enemies or allies) it's usefull to build a shallow V shape at the front as you can run into, and thus catch junk.
For some reason mining and fishing in video games are both fun and cathartic. If somebody invented a video game where you mine for fish it would probably sell millions!
I believe that, with a recent update, the factory modules only put their stuff into spots designated for that resource or to a bay that has a transfer command set from the factory to the bay. Also, "Sell surplus" sells anything NOT in a designated space. So you could use a transfer command (under cargo management) to automatically move, say, hypercoils to a bay with no designations, allowing quick sale of them (assuming the station has room/wants them)
I think content creators get a bit tunnel visioned on providing "entertainment", which they see as "action", and often forget that the "slow" or "learning" episodes like this are useful for teaching others about things. Like for example, I never did the processing stuff in the game yet. Seeing the input/output issue in this episode taught me I need to set up processing flows for things to work as originally expected. I also see it's much better just to make a second factory ship than trying to fit everything onto one big megaship. And even livestreams of something like an MMORPG. The streamer doing raid content as a learning experience teaches everyone how to do the fight; to the point I've watched a streamer spend 1-2 hours learning a fight and it caused me to learn it so well I one shot it attempting it myself. Was a bit surreal. These things are very valuable. Not everyone has to emulate PewDiePie or hyperactive streamers farming engagement, nor should they. Despite being diagnosed with ADHD, I can't stand watching any "ADHD" videos, where there's constant cuts or memes every 7 seconds, and very much prefer a normal or slower paced video.. which thankfully most strategy content creators do. Even videos where people cut out the pauses between talking or speed the footage up (like a lot of work videos) bother me. TLDR: Your regular viewers are coming into this expecting a methodical video, not a hyperactive one. Just relax and enjoy yourself, even if the specific game isn't getting many views, as you enjoying yourself makes us enjoy the content more.
Look at the community ship designs to build or for inspiration. Also bigger ships require more crew and crew is locked (sort-of) behind your fame. So you will need to fight enemies to gain fame. A Miner/Processor ship and a combat ship are like minimums. I once captured a pirate station to use as a private processing station. The downside is you can't take it with you to a new system and you can't leave your valuable crew behind. So a mobile processing plant is preferable.
'Sell Surplus' sells all resources not in a designated zone. So if you designate a storage to contain steel plates then collect more steel, sell surplus will only sell the steel not in that storage. This can be good for cargo and mining ships where you want to keep some materials on hand for repairing/upgrading other ships but also want sell all the stuff you loot from enemy pirate ships.
Hey Quill! You really should check out Avorion if you like this. A small voice in my head tells me you did a long time ago but I can’t find any records of it. If you did it have come a long way since. It’s a 3D version of this without the internal room routing part where you instead build ships from kubes with different properties (think Minecraft artsy fartsy). But you still have stations, systems, factions, combats, mining and an economy etc.
I would definitely have a factory/warehouse ship, but I would not make it static. Have it follow you round after you have mined an area or fought an enemy, and then have that ship strip/collect/process resources whilst your warship goes off for another target. Just have masses of storage
For manufacturing i noticed you need to have set cargo space for what your producing, otherwise your crew wont unload from your factory and it will bottleneck you since ore stacks to 5 and produced goods stack to 20. That way you can get more goods per trip
if i remember correctly, because the factory has a 'designated storage' for the output, the crew by default will not move items to general storage. setting a designated space in a cargo space will have a higher storage priority than the output of the factory so the crew will move the stuff out. following that, you can set a supply order out of a factory into a storage and the crew will move items out of the factory output into the storage without having to reserve the space for that resource.
@@Zioxx666 i just checked on my factory ship, and my crew will eventually empty a factory to an a general storage in selected from the supply routes. it could be crew jobs issues. where the crew has more 'important' things to do. also, i think if you have a supply route of the storage supplying a factory, that factory has issues supplying that storage. (important for the factories that uses produced stuff like the hypercoil factory)
@cranberrysauce61 all I know is I linked an empty storage and a steel factory and sat in place on 8x speed for a few minutes and they never unloaded the steel
Another game that scratches the "build ships and stations to process materials" itch is Final Upgrade. its combat is pretty basic, but it makes up for it with Anno-style supply chains.
You don't need doors to engines if they are attached to the power engine, I also have a 12 men mining, manufacturing, hauler ship and a attack ship with 36 men.
Aawww i was looking forward for u to pulverise stuff with that amazing ship full of weaponary. Also why not have both mining and the amazing prowess of the other ship?
Love this game and hope it's a good playthrough!. One question, is the playlist able to be updated please? currently it goes in episode order of 3, 2, 1, 4.
I have played the demo for a couple of hours and I like it. I want the full game, but not sure if it gets too repetetive or if there is decent replay value, so I am currently waiting for a sale.
i would recomend to not allowed the crew to go out and mine or pick up loot becos it slows down the mining and the tractor beam gadders the ore and loot faster and you wont leave crew behind
Please have longer episodes of this game... like 60-90 minutes. Don't worry too much about keeping up with dialogue, just watching the game, with the occasional bit of conversation would be perfect.
Mining Laser is top mounted, so you can put it anywhere in your ship, it doesn't need any open space around it like thrusters or guns.
This.
It will be blocked by itself (So it cannot fire behind itself) and any other top mounted things, like sensor arrays and the really big gun turrets.
Might not be the most exciting gameplay but seeing you mining and manufacturing parts to make the ship larger on the fly is great to see and makes me want to play this game.
If you have a mining laser and manipulator it usually makes sense to turn off the job for mining and grabbing external items for your crew. The mining laser also strips ships if memory serves.
Looting laser? :D
Dont forget the sensory array for the extra vision, makes it much easier to spot the asteroids to mine. And pirate ships hiding in the asteroids.
Im not sure if you figure it out, just want to type it before i forget. To get people to unload from a manufactury you need to designate a stockpile for it to output to, kinda like you can designate stockpiles for workshops in dwarf fortress. You can link stockpiles and manufacturies, in otherwords, both input and output.
For that matter you can link the regular coils output straight to the input of the hyper coils so it just feeds straight in and doesn't worry about over making them and can sort of balance the copper usage automatically
Yep. Resource management. Cube with double arrow
This is a game I need in my life. It looks super chill
Quill Try to not flag stuff for mining or collecting when you are far away from them, your crew will and do go on suicide missions to try and gather them. i normaly have 3 ships one that is a massive miner/hualer so mostly just mineing lazers and manipulator beams with a metric ton of storage something like a max size room for every item and then several extra overflow. then a factory ship with some decent storage and just factories and then my figers. i normaly park my factory near a station clear and put waypoints for dead ships with my fighters then my hauler goes out to gather resources to the factory and brings back supplies to repair my fighters.
Damnit Quill...you've made me buy this.. 😀
Know the feeling, I put it in my cart on steam on the 3rd episode, but wanna keep watching to learn more before buying lol.
Same
I think the way you are supposed to set up your storages is you set the majority to specifically accept whatever you are producing, and only a small number (or even none, since the factories have an input buffer) to be general/accepting the raw materials and intermediates
Also eh, the profit is not that immense. One hyper-coil is made from 2.5 copper (2 coils+0.5 copper), so the raw materials are worth 100, so you only make 50% profit. However, one stack of copper is worth 200, while one stack of hyper-coils is worth 3000, so you get a 30x increase in the value density of your storage - meaning you can earn 30x more per trip for the same amount of cargo storage.
For that factory ship you're looking at building, that's one of those areas I could see banks of capacitors being really useful. Your average power usage would be fairly low, since you'd have lulls in production, but you'd have a spike when you dropped off new resources. While they waited, your crew could be moving power cells to the storage banks near the production buildings to get them ready to run at full speed when you drop off resources.
Thanks, for putting out another great episode, really enjoying this series. I would love to see you build a separate processing facility, just to see how the mechanics of managing multiple ship/stations. Keep up the good work.
Glad to see you continued this series
Francis John did a deep dive into this game a while back, broke it down to the essentials and showed how to do a bunch of stuff
Cool, this episode made me want to build a giant factory ship with no clear front or back. Just gliding around gobeling up asteroids.
I am so happy we are getting more!
Episode 4 here we go!
Awesome another episode! Hardly cant wait for the next one. Hope this becomes a series!
if you click the move toggle next to the mirror toggle in the resource management.
you can tell the crew to move from one storage to a other, so you can move any output from a factory to a storage, this way it is always empty
For a mining/production ship i can highly recommend a resource collector. Makes picking up resources ALOT faster. Also if you want to use a ship for catching ship debris ( from enemies or allies) it's usefull to build a shallow V shape at the front as you can run into, and thus catch junk.
The production gameplay feels so satisfying
For some reason mining and fishing in video games are both fun and cathartic. If somebody invented a video game where you mine for fish it would probably sell millions!
Keep them coming Quill! 😁
I believe that, with a recent update, the factory modules only put their stuff into spots designated for that resource or to a bay that has a transfer command set from the factory to the bay.
Also, "Sell surplus" sells anything NOT in a designated space. So you could use a transfer command (under cargo management) to automatically move, say, hypercoils to a bay with no designations, allowing quick sale of them (assuming the station has room/wants them)
That's very useful information, thank you for sharing it!
Looking forward to seeing what you build next!
I think content creators get a bit tunnel visioned on providing "entertainment", which they see as "action", and often forget that the "slow" or "learning" episodes like this are useful for teaching others about things.
Like for example, I never did the processing stuff in the game yet. Seeing the input/output issue in this episode taught me I need to set up processing flows for things to work as originally expected. I also see it's much better just to make a second factory ship than trying to fit everything onto one big megaship.
And even livestreams of something like an MMORPG. The streamer doing raid content as a learning experience teaches everyone how to do the fight; to the point I've watched a streamer spend 1-2 hours learning a fight and it caused me to learn it so well I one shot it attempting it myself. Was a bit surreal.
These things are very valuable. Not everyone has to emulate PewDiePie or hyperactive streamers farming engagement, nor should they. Despite being diagnosed with ADHD, I can't stand watching any "ADHD" videos, where there's constant cuts or memes every 7 seconds, and very much prefer a normal or slower paced video.. which thankfully most strategy content creators do. Even videos where people cut out the pauses between talking or speed the footage up (like a lot of work videos) bother me.
TLDR: Your regular viewers are coming into this expecting a methodical video, not a hyperactive one. Just relax and enjoy yourself, even if the specific game isn't getting many views, as you enjoying yourself makes us enjoy the content more.
The game is great. Glad youre enjoying it man
I think having 3 ship archetypes is good. Combat, mining, processing.
Look at the community ship designs to build or for inspiration. Also bigger ships require more crew and crew is locked (sort-of) behind your fame. So you will need to fight enemies to gain fame. A Miner/Processor ship and a combat ship are like minimums.
I once captured a pirate station to use as a private processing station. The downside is you can't take it with you to a new system and you can't leave your valuable crew behind. So a mobile processing plant is preferable.
Hi Martin!
This game looks so fun.
'Sell Surplus' sells all resources not in a designated zone. So if you designate a storage to contain steel plates then collect more steel, sell surplus will only sell the steel not in that storage. This can be good for cargo and mining ships where you want to keep some materials on hand for repairing/upgrading other ships but also want sell all the stuff you loot from enemy pirate ships.
Hey Quill! You really should check out Avorion if you like this. A small voice in my head tells me you did a long time ago but I can’t find any records of it. If you did it have come a long way since.
It’s a 3D version of this without the internal room routing part where you instead build ships from kubes with different properties (think Minecraft artsy fartsy). But you still have stations, systems, factions, combats, mining and an economy etc.
I would definitely have a factory/warehouse ship, but I would not make it static. Have it follow you round after you have mined an area or fought an enemy, and then have that ship strip/collect/process resources whilst your warship goes off for another target. Just have masses of storage
Nice, ty for more eps Quill ^^
having your crew go through rooms slows them down, you will want to implement corridoors Edot: A minute in and you say it haha
I think you can have multiple ships in this game. Have a combat ship and a shielded mining factory following it.
I played this game for a bit having separate ships will help in the long run, you need specified ship types
For manufacturing i noticed you need to have set cargo space for what your producing, otherwise your crew wont unload from your factory and it will bottleneck you since ore stacks to 5 and produced goods stack to 20. That way you can get more goods per trip
if i remember correctly, because the factory has a 'designated storage' for the output, the crew by default will not move items to general storage. setting a designated space in a cargo space will have a higher storage priority than the output of the factory so the crew will move the stuff out. following that, you can set a supply order out of a factory into a storage and the crew will move items out of the factory output into the storage without having to reserve the space for that resource.
@cranberrysauce61 iv never been able to get that to work as intended, only manually assigning space for a resource gets crew to unload
@@Zioxx666 i just checked on my factory ship, and my crew will eventually empty a factory to an a general storage in selected from the supply routes. it could be crew jobs issues. where the crew has more 'important' things to do.
also, i think if you have a supply route of the storage supplying a factory, that factory has issues supplying that storage. (important for the factories that uses produced stuff like the hypercoil factory)
@cranberrysauce61 all I know is I linked an empty storage and a steel factory and sat in place on 8x speed for a few minutes and they never unloaded the steel
Love the series hope to see more
Another game that scratches the "build ships and stations to process materials" itch is Final Upgrade. its combat is pretty basic, but it makes up for it with Anno-style supply chains.
Have you played Avorion? You'dprobs enjoy the hell out of that
Yay a new episode!
you can actually fight with mining lasers so if you just have like 2-4 of those you can typically win against the weaker roaming pirates.
Getting a second ship should be a priority, one for shooting and one for mining/factory
You don't need doors to engines if they are attached to the power engine, I also have a 12 men mining, manufacturing, hauler ship and a attack ship with 36 men.
Aawww i was looking forward for u to pulverise stuff with that amazing ship full of weaponary.
Also why not have both mining and the amazing prowess of the other ship?
Like combine both idk
You are missing the “obvious” in and out icon on rhe factory to link to stickpike
should set up supply routes out of the factories for crew to take things out of factories to general storage.
So now we are all just here in suspense about ep5
Love this game and hope it's a good playthrough!. One question, is the playlist able to be updated please? currently it goes in episode order of 3, 2, 1, 4.
I have played the demo for a couple of hours and I like it. I want the full game, but not sure if it gets too repetetive or if there is decent replay value, so I am currently waiting for a sale.
I was hoping Quill would upload more fighting episodes.
I have 4 small minors but thinking of trying one larger minor platform that can just do it all when it comes to production
did you mean miner? minors usually means children (i.e., people who aren't adults, so including teenagers)
@29min couldn't you build an airlock to get to that storage?
Aw.. kinda sad we didn't get to watch the ship expand..
Let’s goooo
You just traded your cool sporty combat ready frigate for a minivan
Try to setup storage filter help with inventory managment
diggy diggy
What do you mean there's only 4 episodes???
i bet the sell excess sells everything that is not a full stack
Fun
no selling ammo is not it XD
i would recomend to not allowed the crew to go out and mine or pick up loot becos it slows down the mining and the tractor beam gadders the ore and loot faster and you wont leave crew behind
Hi
Please have longer episodes of this game... like 60-90 minutes.
Don't worry too much about keeping up with dialogue, just watching the game, with the occasional bit of conversation would be perfect.
rather enjoy your videos when u aint screaming Jesus Christ or GDammit lol ur taste in games is good this is a banger
The first three episodes got amazing views! Let's start heavily cutting away content!
8:25 You could assign a job for one outside, then leave while it is being done. You did that before.
MMM this game seems FIRE.
My only problem is to many games to play. (RGN satisfactory)