At 27:00 when you asked for a faster way to set quality: you can use alt + shift + scroll wheel to change quality of the item in your cursor. So you could place down all the splitters beforehand. Pick an item. Then set each splitter, scrolling through the quality tiers in between each one. It’s still tedious but it’s a lot less clicks
Ya I'm working on vulcanus atm to set up production of foundries and mining drills, T4 logistics, etc etc for export. My vulcanus isn't exactly working atm haha
build more storage extension in the planet base, so you can receive drop faster, ideally same number on each platform. place a inserter on each of the research building to remove spoilage, since the gleba science can rot and they cannot be removed with daisy chaining, this can bog the whole research. on folgora you can chug any excess items into the sea like in space.
[27:00] The best solution would have been to place a belt divider in front of each product array to sort all products of a certain quality. In the product array, you could then have sorted only by the respective product and simply copied the whole array.
Weight doesn't even matter for spacecraft until it's massive. I don't remember how much exactly is added to every spacecraft, but it's either 1,000 or 10,000, so cutting off a few tons doesn't change the speed very much. What does matter is how wide it is, not length, but width. You can have craft weighing hundreds (maybe thousands) of tons more with the same number of engines and move quicker than lighter craft as long as it's narrower.
this is just wrong lol. "Platform weight depends on how many space platform foundation tiles the platform has. Each tile of space platform foundation weighs 200kg or 0.2 tons. The space platform hub itself weighs 20 tons." from the wiki
@@hamster8371 440 km/s at 182 tons and 28 wide. The same ship but with a massive spike on front -> 430 km/s at 583 tons and 28 tiles wide. Now the same ship but wide -> 220 km/s at 220 tons and 88 wide. I think that says everything.
At 51:40, you can filter the train car slot to a specific item, i.e. one for repair packs. Also you can set the wait function to an item count in the cargo, so x number of copper ore rather than full cargo.
I just use robots on fulgora, recyclers spit straight into purple boxes. Upcycling materials are requested by a blue chest and go back on the scrap belt. Every 30 minutes I put down 10 yellow chests
At 11:16, I noticed you are limited in space in your Cargo Landing Bay on Nauvis. You can increase the capacity of the Cargo Landing Bay using the Cargo Bay (the same things you are already doing for the Space Platform Hubs). Granted, you might not have enough space to place the Cargo Bays within your city block design.
Did you know...the Thrusters of the ship of a Efficiency stat? Simply dumping fuel and oxidizer in the engines is nice...go full speed...but that at 51% efficiency. Hook up 2 pumps and connect them to the hub, to read the Velocity, to limit your speed...and efficiency ;) Certainly need that on the last leg to the broken planet.
Hey, you could try to put qualifier modules on your scrap miners. It makes it much easier to get higher quality materials 🤗 Love the content! Keep it up 😁
Episode 25... 1) One of the problems on Nauvis is the large body of water that the bots have to fly over to reach the copper mine. There needs to be some "stepping stones" over the water where the bots can recharge at Roboports. 2) I don't remember you showing the viewers the Space Map ever. You know about it, right ? 3) More labs should be equipped with Productivity Modules, now that the system is handling more and more precious science packs of exotic quality. Allright, talk to you later.
Hello, Just started watching you recently. On Aquilo the bots are slower, since they are effected by a penalty. I do not recall the exact penalty, but there is one.
@@78501 there's modules in the labs that are actually doing research. I didn't have enough at the time I built the lab setup, needed them for the actual builds on my other planets.
At 27:00 when you asked for a faster way to set quality: you can use alt + shift + scroll wheel to change quality of the item in your cursor. So you could place down all the splitters beforehand. Pick an item. Then set each splitter, scrolling through the quality tiers in between each one. It’s still tedious but it’s a lot less clicks
Also this was in the patch notes today: [space-age] Default quality cycling shortcut simplified to alt+scroll
But it’s still alt+shift+scroll for me
@@CashsCoffee alt scroll thank you!+
The bit of the bars in the logic spot that's |||||||||||| should let you click and drag it.
Bro! you need the large mining drills for the scrap. built in productivity and the speed is super nice.
Ya I'm working on vulcanus atm to set up production of foundries and mining drills, T4 logistics, etc etc for export. My vulcanus isn't exactly working atm haha
build more storage extension in the planet base, so you can receive drop faster, ideally same number on each platform. place a inserter on each of the research building to remove spoilage, since the gleba science can rot and they cannot be removed with daisy chaining, this can bog the whole research. on folgora you can chug any excess items into the sea like in space.
[27:00] The best solution would have been to place a belt divider in front of each product array to sort all products of a certain quality. In the product array, you could then have sorted only by the respective product and simply copied the whole array.
Weight doesn't even matter for spacecraft until it's massive. I don't remember how much exactly is added to every spacecraft, but it's either 1,000 or 10,000, so cutting off a few tons doesn't change the speed very much. What does matter is how wide it is, not length, but width. You can have craft weighing hundreds (maybe thousands) of tons more with the same number of engines and move quicker than lighter craft as long as it's narrower.
this is just wrong lol.
"Platform weight depends on how many space platform foundation tiles the platform has. Each tile of space platform foundation weighs 200kg or 0.2 tons. The space platform hub itself weighs 20 tons." from the wiki
@@hamster8371 I'm talking about the speed calculations, not the displayed weight.
@@hamster8371 440 km/s at 182 tons and 28 wide. The same ship but with a massive spike on front -> 430 km/s at 583 tons and 28 tiles wide. Now the same ship but wide -> 220 km/s at 220 tons and 88 wide. I think that says everything.
At 51:40, you can filter the train car slot to a specific item, i.e. one for repair packs. Also you can set the wait function to an item count in the cargo, so x number of copper ore rather than full cargo.
@@keithbeall7981 ah clever!! So I have to count 2 wagons of ore and do item count > x and go! Fantastic.
I just use robots on fulgora, recyclers spit straight into purple boxes. Upcycling materials are requested by a blue chest and go back on the scrap belt. Every 30 minutes I put down 10 yellow chests
At 11:16, I noticed you are limited in space in your Cargo Landing Bay on Nauvis. You can increase the capacity of the Cargo Landing Bay using the Cargo Bay (the same things you are already doing for the Space Platform Hubs). Granted, you might not have enough space to place the Cargo Bays within your city block design.
true I should definitely do that. I'll add it to my to-do list that we all know I'm never going to get to haha
At 27:00, i used a parameterized blueprint. Also it doesn't seem like you can route back excess materials to be recycled. it's gonna jam.
That's why I do my second level recycling on a seperate belt. I do need a better design ultimately I think. Got a few ideas in mind
@@DataEngineerPlays Nice. I'm trying to come up with a train based design, so it can be expanded (unlike a belt based one) but it's not easy.
Did you know...the Thrusters of the ship of a Efficiency stat?
Simply dumping fuel and oxidizer in the engines is nice...go full speed...but that at 51% efficiency.
Hook up 2 pumps and connect them to the hub, to read the Velocity, to limit your speed...and efficiency ;)
Certainly need that on the last leg to the broken planet.
@@CruelViper88 yeah I recently made a guide about it. Will be implemented in the lets play in a couple eps
You can use a foundry for holmium plates as it's already a fluid. Instant 50% productivity.
@@LVRugger yep will definitely do that when I fix vulcanus and start actually producing foundries
Not sire if you know,but when you putting down rails hold the shift key,omg on fulgora it's a lifesaver.
Hey, you could try to put qualifier modules on your scrap miners. It makes it much easier to get higher quality materials 🤗 Love the content! Keep it up 😁
@@Suarez7FOREVER yes that's the priority as soon as I have enough quality modules!
Episode 25... 1) One of the problems on Nauvis is the large body of water that the bots have to fly over to reach the copper mine. There needs to be some "stepping stones" over the water where the bots can recharge at Roboports. 2) I don't remember you showing the viewers the Space Map ever. You know about it, right ? 3) More labs should be equipped with Productivity Modules, now that the system is handling more and more precious science packs of exotic quality. Allright, talk to you later.
@@power2084 haha you from the future? That's implemented next episode
@@DataEngineerPlays cool cool !
The energy drain for bots on Aquilo is 500% 😅
@@KomodoKiller yep it's so uncessary
why don't you feed the recycled LDS and blue-chips back into the main sorter?
you'd save the 2. spagetti mess
@@kapitencraft8823 the main sorters belt starting point is always full though
So... if you put a rocket silo into a recycler..?
Hello, Just started watching you recently.
On Aquilo the bots are slower, since they are effected by a penalty.
I do not recall the exact penalty, but there is one.
If I remember correctly they use 5x energy, so have to recharge often
Someone pointed that in yesterday's episode comments.
wow no prod modules in the labs. also no bio labs?
doing modules in assemblers? u dont like 50 % prod?
@@78501 there's modules in the labs that are actually doing research. I didn't have enough at the time I built the lab setup, needed them for the actual builds on my other planets.