Thanks for the content. Completly agree with you thoughts about the rockets system and your evolution. The space base looks great too, compact and organized. Tip for the planets list to find the planets that you have interest: you can put a relevance level to the planets and sort by it. By default Nauvis has relevance 1 and the others 0. For this, in the Universe Explorer window, select the planet which relevance you want to change, and at the top right you have a laurel crown, a input box and up/down arrows, that is the relevance. For sorting, like with a lot of tables, click in the laurel icon of the header (right most column). I usually put relevance 9 nauvis, 8 norbit, 7 planets I have built thing on, 6-1 planets that I may be interested on (for your uranium scarcity, there are uranium planets for instance with tons of uranium and don't remember if even uranium core fragments). With the extra sand after fuel (if any) you can make glass, which stacks to 200, doesn't need anything else and is used in circuits, and export it. You can make silicon too but it needs water. From the 4 space science packs I usually start with astro science to make rockets cheaper too. With 20 in reusability launching rockets only costs the fuel. Take a carrefull look at the needs for the science tier 2 to 4 as I think they may depend on having some of the other 3 types too. You may need things that are researched with combinations of space science packs (I'm thinking on holmium cable now but not sure). The better recipes of science is for things like significant data (which is needed by all of them), and it is A LOT more optimal to make with the things from the 4 science packs at the same time. At the end it is something in the order of tens of times better. From my terrible memory for example: once you have astro and energy science at tier 1, you get the recipe that makes significant data with the 2 of them, and it changes from 32 astro for 1 significant, to 16 astro and 16 energy for 4 significant data. With tier 2 you obtain the one with 3 types of science and with tier 3 the one that uses the 4 types of science that takes 4 of each type to generate 32 significant data.
Love the work u put in these videos! I actually started alongside for my second playthrough of SE, with K2 this time. 100h in with a nice nauvis and space megabase. Some tips, tricks, spoilers... Regarding the tiers of space sciences, it takes some getting used to how the catalogues, glob things and significant data works. But once u see the pattern it will be 'easy' to build for all tier 4 sciences at once. I would recommend rushing early energy science 1, 2 and astro 1 for some juicy upgrades with pylons and wide area beacons. With that you'll be able to make a more permanent base and start planning out all the science layouts tier 1 to 4 all at once. Going for 1 science/s or less is more than fine considering the time this mod takes. Last thing i do is building all the intermediates like holmium cable, solenoids, etc on nauvis for the productivity bonus and shipping those parts with rockets straight to the sciences. Takes a bit to buffer, but it decreases spaghetti and gives u loads more out of the precious higher tier metals. Compartmentalising the cooling, advanced fluids and scrap (with room to expand) elsewhere in space also makes it a lot easier to set everything up. Thats probably enough said, good luck!
This episode: ☑ Snowballs ☑ Standardize ☑ There's no such thing as too much rocket fuel ☑ Snowball Looking forward to seeing this new strategy play out.
Nice to see the Kovarex process journey finish up. Sandwise, It might be helpful to consider doing middling refining on excess. That surplus sand-per-rocket could easily instead be Glass/Silicone/Quartz supply instead, rather than comparing solely Landfill vs Fuel. (and, different planets have different fuel values to travel between, so doing the math on one planet could be wrong on another - leading to unplanned fuel surplus/deficit).
If you are playing K2SE yourselves, spoilers ahead For astronomics the biggest thing is that you can combine seven different observation data to make the fourth tier 1 data card. Usually people rebuild in SE because they get better modules and wide area beacons. You are not using those so no worries. The ultra fast belts are so late that no one uses (which is a crying shame). Regarding the cryonite slush, you can set up the pipes and connect it later. The other thing is with significant data and insights. On the ground side, K2 adds very fast and powerful buildings, but they are late and the only difference in your play style would be fewer buildings. Normally you can pack more of them in wide area beacon coverage or put more modules in them, but those cases are moot here. I think the playthrough will take you around 1000 hours with your slower more methodical gameplay
1000 hours doesn't bode well for the DLC, I was kinda hoping I'd be able to do it in 800, even that might be a push in the 10 or so weeks I've got left. Hmm, food for thought. Other than that it feels like you've got me pretty well sussed
The annoying thing about SE is that it dissuades megabases and instead people usually eek out the last of the research, win and never reopen that save. On the other hand, vanilla or even K2 is much nicer to make big eternal bases.
Don't try to instantly go for tier 4 of one. Get to like tier 2/3 of 3 sciences then finish them and then biological. Why? Long range beacons, pylons Also you will need to use at one point spaceships. They are cool because they are cheap to maintain
As I recall, even with all the research on a cargo rocket, they won't be 100% reliable. Perhaps a better approach would be too rush to the spaceships. They are fully reusable, customizable, can transport fluids, 100% reliable and can handle more complex instructions (E.g., planet 1 -> station -> planet 2 -> planet 1). As a downside, they use more rocket fuel. But it might be better to stick with the current plan. Because you have already decided and have already built this image in your mind. The Cargo Rocket plan is sure to deliver results. And the spaceship can be another distraction from the goal, and this requires a more advanced knowledge of the circuit network.
Quite an underrated channel, but you do a great job, I like the videos, keep it up!
Thanks for the content. Completly agree with you thoughts about the rockets system and your evolution. The space base looks great too, compact and organized.
Tip for the planets list to find the planets that you have interest: you can put a relevance level to the planets and sort by it. By default Nauvis has relevance 1 and the others 0. For this, in the Universe Explorer window, select the planet which relevance you want to change, and at the top right you have a laurel crown, a input box and up/down arrows, that is the relevance. For sorting, like with a lot of tables, click in the laurel icon of the header (right most column).
I usually put relevance 9 nauvis, 8 norbit, 7 planets I have built thing on, 6-1 planets that I may be interested on (for your uranium scarcity, there are uranium planets for instance with tons of uranium and don't remember if even uranium core fragments).
With the extra sand after fuel (if any) you can make glass, which stacks to 200, doesn't need anything else and is used in circuits, and export it. You can make silicon too but it needs water.
From the 4 space science packs I usually start with astro science to make rockets cheaper too. With 20 in reusability launching rockets only costs the fuel.
Take a carrefull look at the needs for the science tier 2 to 4 as I think they may depend on having some of the other 3 types too. You may need things that are researched with combinations of space science packs (I'm thinking on holmium cable now but not sure).
The better recipes of science is for things like significant data (which is needed by all of them), and it is A LOT more optimal to make with the things from the 4 science packs at the same time. At the end it is something in the order of tens of times better. From my terrible memory for example: once you have astro and energy science at tier 1, you get the recipe that makes significant data with the 2 of them, and it changes from 32 astro for 1 significant, to 16 astro and 16 energy for 4 significant data. With tier 2 you obtain the one with 3 types of science and with tier 3 the one that uses the 4 types of science that takes 4 of each type to generate 32 significant data.
Love the work u put in these videos! I actually started alongside for my second playthrough of SE, with K2 this time. 100h in with a nice nauvis and space megabase. Some tips, tricks, spoilers...
Regarding the tiers of space sciences, it takes some getting used to how the catalogues, glob things and significant data works. But once u see the pattern it will be 'easy' to build for all tier 4 sciences at once.
I would recommend rushing early energy science 1, 2 and astro 1 for some juicy upgrades with pylons and wide area beacons. With that you'll be able to make a more permanent base and start planning out all the science layouts tier 1 to 4 all at once. Going for 1 science/s or less is more than fine considering the time this mod takes.
Last thing i do is building all the intermediates like holmium cable, solenoids, etc on nauvis for the productivity bonus and shipping those parts with rockets straight to the sciences. Takes a bit to buffer, but it decreases spaghetti and gives u loads more out of the precious higher tier metals.
Compartmentalising the cooling, advanced fluids and scrap (with room to expand) elsewhere in space also makes it a lot easier to set everything up.
Thats probably enough said, good luck!
This episode:
☑ Snowballs
☑ Standardize
☑ There's no such thing as too much rocket fuel
☑ Snowball
Looking forward to seeing this new strategy play out.
Nice to see the Kovarex process journey finish up. Sandwise, It might be helpful to consider doing middling refining on excess. That surplus sand-per-rocket could easily instead be Glass/Silicone/Quartz supply instead, rather than comparing solely Landfill vs Fuel. (and, different planets have different fuel values to travel between, so doing the math on one planet could be wrong on another - leading to unplanned fuel surplus/deficit).
wow, lotta progress this episode! I look forward to seeing the space science setups
If you are playing K2SE yourselves, spoilers ahead
For astronomics the biggest thing is that you can combine seven different observation data to make the fourth tier 1 data card. Usually people rebuild in SE because they get better modules and wide area beacons. You are not using those so no worries. The ultra fast belts are so late that no one uses (which is a crying shame). Regarding the cryonite slush, you can set up the pipes and connect it later. The other thing is with significant data and insights.
On the ground side, K2 adds very fast and powerful buildings, but they are late and the only difference in your play style would be fewer buildings. Normally you can pack more of them in wide area beacon coverage or put more modules in them, but those cases are moot here.
I think the playthrough will take you around 1000 hours with your slower more methodical gameplay
1000 hours doesn't bode well for the DLC, I was kinda hoping I'd be able to do it in 800, even that might be a push in the 10 or so weeks I've got left. Hmm, food for thought.
Other than that it feels like you've got me pretty well sussed
The annoying thing about SE is that it dissuades megabases and instead people usually eek out the last of the research, win and never reopen that save. On the other hand, vanilla or even K2 is much nicer to make big eternal bases.
Don't try to instantly go for tier 4 of one. Get to like tier 2/3 of 3 sciences then finish them and then biological. Why? Long range beacons, pylons
Also you will need to use at one point spaceships. They are cool because they are cheap to maintain
As I recall, even with all the research on a cargo rocket, they won't be 100% reliable.
Perhaps a better approach would be too rush to the spaceships. They are fully reusable, customizable, can transport fluids, 100% reliable and can handle more complex instructions (E.g., planet 1 -> station -> planet 2 -> planet 1). As a downside, they use more rocket fuel.
But it might be better to stick with the current plan. Because you have already decided and have already built this image in your mind. The Cargo Rocket plan is sure to deliver results. And the spaceship can be another distraction from the goal, and this requires a more advanced knowledge of the circuit network.
One tip. Do biological science after you do astro, production and energy. Trust me. Biter meteors and worst planet is not worth +10% crafting speed.
If you came to the comments to tell him about pulverizers, use this thread.
PLEASE balance the volume of the music and your voice over, the sudden change when your listening on headphones is a bit of a shock.
I did... I do. I watched the video back before I uploaded it, I thought it was ok. Sorry about that.
UPDATE: I am now paying very close attention to volume levels. This shouldn't happen again.