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Yeah @nilaus, the upper left quarter of the tungsten is not getting the outer liquid input because you overwrote an underground pipe when dragging it up past the roboport I think. You can see the pipes are empty.
So cool that you define the logistic groups once and can reuse them everywhere. Can't wait to play it myself. Feel like a little boy one day before Christmas 🎉
I really like the circuit networks in this game. They're brilliant. I especially like the circuits on the space platforms that are connected to the asteroid collection. Each collector can gather anything that is needed. 😊🚀🌌
Honestly, it's super worth to make blue circuits on vulcanus. Greens are just iron and copper, reds only add plastic, which is trivial with liquefaction on vulcanus, and blues only add sulfuric acid, which you pump
You can put another "each greater than zero, output each" decider combinator between the roboport and the arithmetic combinator, and that'll get rid of most of the flicker in the requests.
Hey Nilaus! Great video as always. About your circuits for requesting the exports, if you pass the signals from that first constant combinator to another decider combinator outputing everything as 1, then send it in a red wire to multiply it with the results of the green wire after the subtraction from the logistics requests, you should get a signal that filters out all those small flickering requests from the network itself! :)
@@theendofthestart8179 If Vulcanus is providing calcite to the spaceship, the flickering calcite request could keep a spaceship there, sending a stack up and down indefinitely (given enough calcite is being requested by the logi network).
A tip from Space Exploration: stats from the Roboport will routinely be *negative* when there is a single item being moved by a bot. Then when you negate this non-requested item and add to the requests combinatorial you’ll add a spurious request. Easily fixable with a decider combinator after reading network stats.
@@theendofthestart8179 The logistic network will often display negative values when something is reserved for pickup before it's actually available. Those negative singals then get inverted to be positive and become requests to the rocket even if they aren't in the constant combinator.
You accidentally changed underground pipes to decider combinators when correcting the requests on Vulcanus export. Also the tungsten production is missing underground pipes near the roboport
25:58 The cargo landing pad acts as a provider chest and does not need circuit conditions to enable requests as long as the total requested fits inside the inventory space. I do not know if it is the priority of yellow or red chests.
The problem with that is once the inventory of the landing pad is dumped out into the storage chests it thinks it's missing those items and requests them again, over and over. You can't insert into the landing pad so unfortunately the only way I think to automate this is through combinators.
@@Seananigans13 It's exactly like a passive provider, probably slightly lower priority. It will keep that number of items in the landing pad, but they won't get taken out unless something requests them with nothing else providing them. At worst you end up with a few extra items available than you need, but you're already trying to buffer items that you'll _probably_ need, so it's really not that different.
I added the 'Any request zero' condition at the offload destination. That way it only flys back if something is empty instead of flying back and forth continuously. Worked for the few trips it made. Something will probably go wrong eventually though
Fulgora will be in the frame soon. I can see how giving each planet its own "ice-cream van" platform will work - the difference between space logistics and planet-side trains is that you can have a practically infinite number of platforms in any given orbit - there are no stations to get filled.
The circuit logic is requesting things the ship doesn't have meaning you can't use the requests fulfilled condition for it to move to the next stop. I wanted to use that so I added an extra decider with inputs from the previous one and the constant on different colour wires, had the decider check if each from the constant are >0 then output the other colour. Result is only things in the logi request held in the constant are > 0 so only their numbers get output and then that goes into the landing pad meaning you aren't requesting 2 stone or random stuff like that. Might be a better way to do it and Nilaus might address this later although he might not be using the requests fulfilled condition so it might not matter.
27:30 i know im late to the party here, but i can already see the issue with the resupply. Nauvis wont automatically resupply everything if they dont completely fill a rocket. Take refineries for instance. You have 6 onboard, no rocket will launch with only 14 of them. I think if you set minimum custom payload to 1, it would launch but it may also launch 14 rockets worst case
Not sure if you do this in a later episode but when I have the ship wait for 30 seconds it will elave before delivering all the requested items to Vulcanus. Setting it to 30 seconds of inactivity seems to do the trick, launching a payload resets the timer.
Hmmm. It would also mean that the lubricant demand on Vulcanus would be greatly reduced. However, we're only looking at a two-way interplanetary trade at the moment. You probably don't want to be building the green belts on every planet, better to export finished goods if possible.
It seems a little "wasteful" (if anything can be in a game with infinite resources) to have all the spaceships fly empty half of the time. Wouldn't it be possible to do a Nauvis-Vulcanus route that both exports and imports to both planets?
This was my first thought but I think the plan here is to make each ship into a multi-planet courier that makes deliveries to every planet as needed before returning to Vulcanus to resupply.
Your entire fleet will stop if a hiccup happens on one planet and rockets aren't launching fast enough to reload quickly. Personally I will probably do something similar to what Nilhaus seems to be planning, each ship loads only at one planet, then goes to the others to offload. If I need more speed....I actually just need more ships.
good catch! I was wondering why he had to set the planet twice, because he double clicked (clicked again after selecting a planet which changed the pipes to combinator)
They’re free on fulgora. Not expensive on vulcanis either, I set up a small production for them just to offset, but I also was bringing over like.. 9k of them at a time for a while from nauvis. Once you go to fulgora, circuits basically are free everywhere though, rockets are free on there and so are the circuits. Easier to just have a dedicated circuit ship delivering them than scaling vulcanis up enough to produce enough for large scale rocket and belt production.
@@wittyharp2869 I disagree, once you have some tier 3 speeds going, you really only need 2 or 3 EMplants to get enough going for upwards of 10 launch pads, the plates and wires are basically free on vulcanis and the acid neutralization for power makes it WAY WAY WAY easier to get a massive base going. And sure after you have foundations fulgora may be an easier way to get massive amounts of blue and red chips, but honestly by that point I want to already have massive amounts you know?
When sent to pick up objects, bots reserve items from whatever container they're picking up from, even if there isn't that much in the chest at that moment. This will cause negative quantities in the logistics network when boxes are under capacity.
It means that it allocated those items to requesters when they didn't actually exist in the network. It means they need to be requested from outside the network, which is exactly what you're using the signal for.
Great video as always!! I have a question about the spaceship schedule. Isn't it possible to outsource the spaceship conditions for fuel and ammo to the spaceship itself and only integrate a query into the schedule? If everything is ready, then let's go. That way, you don't have to set all the conditions individually each time and it would be in the blueprint.
Do you need a circuit condition on number of robots on the planet? It looks like every delivery from the ice cream truck brings additional robots because the outpost demands it. When delivery comes, the robots fly away, resetting how many are in the outpost.
you still need to fix the tungsten pipe on the left side >.< question... can signals be sent from planet to planet or platforms in other orbits ? i dont want to have a platform to always go to vulcanus if vulcanus doesnt need stuff..
Do we think the export economics work for interplanetary logistics? For the science packs and for items only available on a specific planet, it definitely makes sense - but given the cost of a rocket, particularly blue circuits - it doesn’t seem like the payload size is worth it for shipping either circuits, belts etc vs making locally
treat rockets as free. They basically are. 40 of each of the 3 products and they are very easy to make now. I am sitting on 85k Blue Circuits on Fulgora
@ makes sense. I was thinking about 40 investment to carry a 300 stack of blues from Fulgora to Vulcanus and the reverse trip to ship low density structure. So maybe waiting until you’re setup on Fulgora to add scale to logistics might be better than starting it after Vulcanus and having to build blue circuit production there?
I got rid of the flickering (eg requesting 3 stone on-and-off) by filtering the content of the logistics network by > 0. Sometimes the logistic networks display negative numbers when items are just being picked up (or some other reason)
17:48 you use a splitter here to merge the two output lines of low density structures, but I think it's better to load the left belt onto the left side of the right belt so that it uses both sides (or even better, balance the output here)
Adressing the situation on Vulcanus and future planets with missing rocket parts. Cant you just get a ice cream truck just for rocket parts? ik is a bit wasteful but would help with throughput i think(more deliveries=more throughput no?)
Ive got a theory that im definantly not smart enough to implement. But could you do interplanetary request based logistics by having a fleet of ships with memory cells that essentially take a snap shot of each of the planets requests, that then set what they themselves would ask for to then go deliver?? Tho i feel that may be far to much work for what the ice cream truck is already capable of lol
@@Nilaus hes suggesting that a ship would go to a planet, i.e vulcanus, read what the the cargo landing pad is requesting, store in a memory cell, then return back to nauvis, get those items, go back to vulcanus and repeat
Quick question: You set the Nauvis landing pad to 'set requests'. Currently the only requests are Vulcanus export. Will it stop requesting space science packs unless added?
I thought it was obvious from the video. There were 3 separate groups, one for "requested by logistics", one for space science, and one for vulcanus science. In the past, when there were only 2 groups, the items in both were requested. The "requested by logistics" is just a special group that automatically updates according to the incoming signals. So it would make logical sense that it will now request from all 3 groups.
Was a good question, but it seems the opposite happened. You see at 30:29, when he changed from 'read contents' to 'set requests', it is now also requesting the science packs (background went yellow), even though it has enough, as it is no longer reading the contents, just keep requesting. Will now have to add the science packs to some logic circuits also.
Thanks for the video. 15:27 I don't understand when Nilaus copy/paste, when I do it there is inserters everywhere, here its snapping properly like a blueprint. How do you do this ?
make sure the machine you are pasting them to is included in the copy (or temporary blueprint), then it will only paste when the machine is there. If you only copy the inserters, you'll get the inserter-galore you've been experiencing.
@@nevosis Happy building! I get the same sorta brain-fog when I see him scroll through blueprints, I figured out it only works for the last used ones... and hold shift whilst scrolling 😆 Handy when plopping down a rail- network
I have done exactly as shown in the video. Green wire from Roboport to Arithmetic to Decider to Cargo landing pad. Also green from Constant to Decider Roboport is set to read Logistic network contents Arithmetic input is set to Star * -1 and output is set to star (Green signal lights up and everything looks fine.) Decider input is set to Star > 0 and output to Star (Input Count is checked) However: The signal my Arithmetic Combiator is correct in negative numbers (eg. Assemblers -602) But the signal my Decider Combinator is etting are all positive numbers (eg. Assemblers 602) That causes my network to request everything, as everything is above 0. Can someone help?
Why bother taking the items out of Volcanus cargo landing pads at all once you have the planet set up? They already act as a provider chest. Just leave the items you want to request to the planet in the landing pads.
Oh gosh, it took way too short amount of time to get there. Even the make-anything-machine in Shapez 2 seemed to take a lot longer for him to post. I hope this doesn't mean that Factorio Space Age has low complexity and can be maxed out fast 🙈
i think it depends on how many spoilers do you get befor you play. imagnine we had to explore everything by ourselfes... if you are watching here, then a big amount of the "fun" is going away because you will have some ideas in mind to get go fast... especialy if you use Robots very extensive. on aquili, where robots have 5X energy cost it will be a diffrent story.
Well, Nilaus also has a massive amount of time in game, and you can see how quikcly he hotkeys everything. Plus he has time in space exploration, so he probably already had some work method for the space platform mechanics already in his head, and just needed to tweak them for Space age
Reminder that the creators had access since before they started posting, but were under NDA, and NDA passed and that's why posting started, that said; It'd be relatively low complexity to build a minimalist facility, but it's going to be relatively high complexity to get everything running in a way that is efficient. For example, it's pretty simple to do what is done here and make 1 platform for every item your going to need to request, but it's probably not super efficient in terms of getting things where they need to go the second you have more then 2 planets. I think the beauty in this is going to be once you have to organize things in 3+ planets and generally prefer to not produce things where they are less efficient (Nauvis) in will turn into an interesting logistical problem.
It doesn't exactly take long to beat the base game. Just remember how Nilaus is doing things isn't how most people are going to do things, especially for a first playthrough. I figure if he wasn't doing videos for this stuff he likely wouldn't be doing things quite the same way as he is either, but I dunno
Rant negative add, Ah, Vulcanus can mass produce everything... It's only an exporter... You can make 2000green chips a minute with just a few Furnaces... With the free Lava... I never mega base anything and still churns out non stop ...Why import logi chest when you can produce 10,000 of them infinitely from one tiny lava pool... Don't understand the logic there
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Made all the upgrades to tungsten, still did not notice quarter not working because of pipes :D
Yeah @nilaus, the upper left quarter of the tungsten is not getting the outer liquid input because you overwrote an underground pipe when dragging it up past the roboport I think. You can see the pipes are empty.
Maybe it’s on purpose to get more interactions and comments 😂
as soon as the video started, I hit pause and looked just for this, my OCD is killing me on this one.
@@SM26 So did I LOL. And then my heart sank when I saw it wasn't fixed. 🙃
On the other hand, the belts are full, so he isn't missing the ¼ of production that's stalled.
oh no he still didn't fix the tungsten production
So cool that you define the logistic groups once and can reuse them everywhere. Can't wait to play it myself. Feel like a little boy one day before Christmas 🎉
I really like the circuit networks in this game. They're brilliant. I especially like the circuits on the space platforms that are connected to the asteroid collection. Each collector can gather anything that is needed. 😊🚀🌌
Cant wait for another episode! As a 5+ year UA-cam watcher I’ve started going to the streams now! Keep up the amazing work @nilaus
Honestly, it's super worth to make blue circuits on vulcanus. Greens are just iron and copper, reds only add plastic, which is trivial with liquefaction on vulcanus, and blues only add sulfuric acid, which you pump
You can put another "each greater than zero, output each" decider combinator between the roboport and the arithmetic combinator, and that'll get rid of most of the flicker in the requests.
Really excited to get my hands on this expansion tomorrow. Great series!
Hey Nilaus! Great video as always.
About your circuits for requesting the exports, if you pass the signals from that first constant combinator to another decider combinator outputing everything as 1, then send it in a red wire to multiply it with the results of the green wire after the subtraction from the logistics requests, you should get a signal that filters out all those small flickering requests from the network itself! :)
why is that needed? does the flickering cause problems?
@@theendofthestart8179 If Vulcanus is providing calcite to the spaceship, the flickering calcite request could keep a spaceship there, sending a stack up and down indefinitely (given enough calcite is being requested by the logi network).
Alternatively he could put a decider between the network input and the multiplier which filters for positive values.
yep I did this, thanks for the step by step
Can you explain how to connect wires? Im having problem multiplying wire with results after substraction and wire with requests set as 1.
A tip from Space Exploration: stats from the Roboport will routinely be *negative* when there is a single item being moved by a bot. Then when you negate this non-requested item and add to the requests combinatorial you’ll add a spurious request. Easily fixable with a decider combinator after reading network stats.
what are you on about?
Can a (decider) combinator read a logistic network without cables or does it need to be cabled into roboport?
@@theendofthestart8179 The logistic network will often display negative values when something is reserved for pickup before it's actually available. Those negative singals then get inverted to be positive and become requests to the rocket even if they aren't in the constant combinator.
Is it really spurious, or is it just something that does need to be requested but you just didn't define an amount to stockpile?
Man the difficulty of setting up space ship transports is a step up from railways for sure
You accidentally changed underground pipes to decider combinators when correcting the requests on Vulcanus export. Also the tungsten production is missing underground pipes near the roboport
Good sense-making for the interplanetary logistics. Each planet gets a mule to pack cargo on and rides around looking for people to sell it to.
Red belts be like:
Nilaus - I don’t want to play with you anymore!
25:58 The cargo landing pad acts as a provider chest and does not need circuit conditions to enable requests as long as the total requested fits inside the inventory space. I do not know if it is the priority of yellow or red chests.
The problem with that is once the inventory of the landing pad is dumped out into the storage chests it thinks it's missing those items and requests them again, over and over. You can't insert into the landing pad so unfortunately the only way I think to automate this is through combinators.
@@Seananigans13 It's exactly like a passive provider, probably slightly lower priority. It will keep that number of items in the landing pad, but they won't get taken out unless something requests them with nothing else providing them. At worst you end up with a few extra items available than you need, but you're already trying to buffer items that you'll _probably_ need, so it's really not that different.
At the landing pad circuit constant, you can add a category with negative values for items you don't want on that planet.
Actually genius
Lovely automated shipping! Great series, thanks!
I added the 'Any request zero' condition at the offload destination. That way it only flys back if something is empty instead of flying back and forth continuously. Worked for the few trips it made. Something will probably go wrong eventually though
The space platform hub has the ""moving from" and "moving to" signals which could probably be used to make the platform work both ways
Fulgora will be in the frame soon. I can see how giving each planet its own "ice-cream van" platform will work - the difference between space logistics and planet-side trains is that you can have a practically infinite number of platforms in any given orbit - there are no stations to get filled.
Its too bad though since seeing giant platforms smashing into each other would be awesome @jonathanrichards593
If I will do only 10% of yours, I will be very proud. Great work!
The circuit logic is requesting things the ship doesn't have meaning you can't use the requests fulfilled condition for it to move to the next stop. I wanted to use that so I added an extra decider with inputs from the previous one and the constant on different colour wires, had the decider check if each from the constant are >0 then output the other colour. Result is only things in the logi request held in the constant are > 0 so only their numbers get output and then that goes into the landing pad meaning you aren't requesting 2 stone or random stuff like that. Might be a better way to do it and Nilaus might address this later although he might not be using the requests fulfilled condition so it might not matter.
loving this series ❤
Absolutely loving the videos of the DLC, can't wait for more 😍
27:30 i know im late to the party here, but i can already see the issue with the resupply. Nauvis wont automatically resupply everything if they dont completely fill a rocket. Take refineries for instance. You have 6 onboard, no rocket will launch with only 14 of them. I think if you set minimum custom payload to 1, it would launch but it may also launch 14 rockets worst case
@00:00 - there is a missing under ground pipe on left near roboport, for the the pink steel looking item. (Vulcanus)
Why not build blue chips on Vulcanis? You have iron, copper, plastic and sulfuric acid...
Not sure if you do this in a later episode but when I have the ship wait for 30 seconds it will elave before delivering all the requested items to Vulcanus. Setting it to 30 seconds of inactivity seems to do the trick, launching a payload resets the timer.
Only s few hours left my fellow engineers and spaghetti connisuers.
Given how inefficient green belts are as rocket cargo, would it not be better to export the tungsten and make the green belts on Nauvis?
Hmmm. It would also mean that the lubricant demand on Vulcanus would be greatly reduced. However, we're only looking at a two-way interplanetary trade at the moment. You probably don't want to be building the green belts on every planet, better to export finished goods if possible.
Can’t make them anywhere else. Same with big miners and foundries. Gravity is wrong. Have to export
It seems a little "wasteful" (if anything can be in a game with infinite resources) to have all the spaceships fly empty half of the time. Wouldn't it be possible to do a Nauvis-Vulcanus route that both exports and imports to both planets?
maybe the icecream truck could pick up the garbage while it is near, so it doesn't drive empty.
@@Nilaus LOL!
This was my first thought but I think the plan here is to make each ship into a multi-planet courier that makes deliveries to every planet as needed before returning to Vulcanus to resupply.
Your entire fleet will stop if a hiccup happens on one planet and rockets aren't launching fast enough to reload quickly. Personally I will probably do something similar to what Nilhaus seems to be planning, each ship loads only at one planet, then goes to the others to offload. If I need more speed....I actually just need more ships.
youd be halving your inventory for any trip that doesnt deposit every single item every time wouldnt you?
32:02 you accidentally clicked combinator instead of pipes
good catch! I was wondering why he had to set the planet twice, because he double clicked (clicked again after selecting a planet which changed the pipes to combinator)
"good thing we found that" 😂
Another episode, another dose of ocd hell
Why dont you make blue circuits on vulcanis?
ew
They’re free on fulgora. Not expensive on vulcanis either, I set up a small production for them just to offset, but I also was bringing over like.. 9k of them at a time for a while from nauvis. Once you go to fulgora, circuits basically are free everywhere though, rockets are free on there and so are the circuits. Easier to just have a dedicated circuit ship delivering them than scaling vulcanis up enough to produce enough for large scale rocket and belt production.
@@wittyharp2869 I disagree, once you have some tier 3 speeds going, you really only need 2 or 3 EMplants to get enough going for upwards of 10 launch pads, the plates and wires are basically free on vulcanis and the acid neutralization for power makes it WAY WAY WAY easier to get a massive base going.
And sure after you have foundations fulgora may be an easier way to get massive amounts of blue and red chips, but honestly by that point I want to already have massive amounts you know?
Why does roboport outputs stone and calcite as negative numbers? That's strange and can break requests actually.
When sent to pick up objects, bots reserve items from whatever container they're picking up from, even if there isn't that much in the chest at that moment. This will cause negative quantities in the logistics network when boxes are under capacity.
It means that it allocated those items to requesters when they didn't actually exist in the network. It means they need to be requested from outside the network, which is exactly what you're using the signal for.
Great video as always!!
I have a question about the spaceship schedule. Isn't it possible to outsource the spaceship conditions for fuel and ammo to the spaceship itself and only integrate a query into the schedule? If everything is ready, then let's go. That way, you don't have to set all the conditions individually each time and it would be in the blueprint.
I wonder how tomorrow's release will affect viewer numbers... Maybe the new Display Panels should had included UA-cam integration😁
Do you need a circuit condition on number of robots on the planet? It looks like every delivery from the ice cream truck brings additional robots because the outpost demands it. When delivery comes, the robots fly away, resetting how many are in the outpost.
Ah. I see you did this later in the video.
Amazing set-ups as always Nilaus, thank man!
you still need to fix the tungsten pipe on the left side >.<
question... can signals be sent from planet to planet or platforms in other orbits ? i dont want to have a platform to always go to vulcanus if vulcanus doesnt need stuff..
Do we think the export economics work for interplanetary logistics? For the science packs and for items only available on a specific planet, it definitely makes sense - but given the cost of a rocket, particularly blue circuits - it doesn’t seem like the payload size is worth it for shipping either circuits, belts etc vs making locally
treat rockets as free. They basically are. 40 of each of the 3 products and they are very easy to make now. I am sitting on 85k Blue Circuits on Fulgora
@ makes sense. I was thinking about 40 investment to carry a 300 stack of blues from Fulgora to Vulcanus and the reverse trip to ship low density structure. So maybe waiting until you’re setup on Fulgora to add scale to logistics might be better than starting it after Vulcanus and having to build blue circuit production there?
The arms at the back-sides of the spaceship do not seem to unload their goods, so they don't work properly.
I got rid of the flickering (eg requesting 3 stone on-and-off) by filtering the content of the logistics network by > 0. Sometimes the logistic networks display negative numbers when items are just being picked up (or some other reason)
Ive got an request in my freight hangar on nauvis based on circuit network, but its not sended to the ship in orbit, what am i missing?
17:48 you use a splitter here to merge the two output lines of low density structures, but I think it's better to load the left belt onto the left side of the right belt so that it uses both sides (or even better, balance the output here)
comments made me realize tungsten isn't working properly
oh the agony
Adressing the situation on Vulcanus and future planets with missing rocket parts. Cant you just get a ice cream truck just for rocket parts? ik is a bit wasteful but would help with throughput i think(more deliveries=more throughput no?)
Are we gonna have space elevators in dlc? If not hopefully there’s mod for that.
no, eh maybe there will be a mod for it? launching rockets is cool idk why you want to stop.
Ive got a theory that im definantly not smart enough to implement.
But could you do interplanetary request based logistics by having a fleet of ships with memory cells that essentially take a snap shot of each of the planets requests, that then set what they themselves would ask for to then go deliver?? Tho i feel that may be far to much work for what the ice cream truck is already capable of lol
Agree
no way send signals between planets and space
@@Nilaus hes suggesting that a ship would go to a planet, i.e vulcanus, read what the the cargo landing pad is requesting, store in a memory cell, then return back to nauvis, get those items, go back to vulcanus and repeat
@@azzzertyy "read what the cargo landing pad is requesting" is answer by "no way to send signals between planets and space" my guy.
Maybe you could "code" it by sending up junk items representing the requests?
This is fun :)
Huh. Wasn't there an interplanetary logistics signal relay in the mod? Wonder why they didn't carry that over.
What about tanks? Where are tanks in Novice express?
i still dont understand how this Fully Automated Interplanetary works. can you do a tutorial about if for beginners ? like with a very basic setup
24:00 no need really to remove negative numbers, the game ignores negative numbers for filters and requests
Quick question: You set the Nauvis landing pad to 'set requests'.
Currently the only requests are Vulcanus export.
Will it stop requesting space science packs unless added?
I thought it was obvious from the video. There were 3 separate groups, one for "requested by logistics", one for space science, and one for vulcanus science. In the past, when there were only 2 groups, the items in both were requested. The "requested by logistics" is just a special group that automatically updates according to the incoming signals. So it would make logical sense that it will now request from all 3 groups.
Was a good question, but it seems the opposite happened. You see at 30:29, when he changed from 'read contents' to 'set requests', it is now also requesting the science packs (background went yellow), even though it has enough, as it is no longer reading the contents, just keep requesting. Will now have to add the science packs to some logic circuits also.
Why aren't you adding a few of the normal pipes to the Vulcanus esport as well?
"Density", I guess. Pipe is just single iron sheet, you can make that anywhere locally for cheap.
better question, why WOULD you??
Thanks for the video.
15:27 I don't understand when Nilaus copy/paste, when I do it there is inserters everywhere, here its snapping properly like a blueprint. How do you do this ?
make sure the machine you are pasting them to is included in the copy (or temporary blueprint), then it will only paste when the machine is there. If you only copy the inserters, you'll get the inserter-galore you've been experiencing.
Also; only hold the mouse-button when dragging/pasting, don't hold shift.
@@dewd1 that's this second point ! I'm so used to hold shift every time I paste anything.
So simple, thanks !
@@nevosis Happy building! I get the same sorta brain-fog when I see him scroll through blueprints, I figured out it only works for the last used ones... and hold shift whilst scrolling 😆 Handy when plopping down a rail-
network
There is an entire section titled "exporting from VOLCANOES" - not sure if you use some AI generation or a simple typo, but it's not correct.
Sushi Spaceship
I have done exactly as shown in the video.
Green wire from Roboport to Arithmetic to Decider to Cargo landing pad. Also green from Constant to Decider
Roboport is set to read Logistic network contents
Arithmetic input is set to Star * -1 and output is set to star (Green signal lights up and everything looks fine.)
Decider input is set to Star > 0 and output to Star (Input Count is checked)
However:
The signal my Arithmetic Combiator is correct in negative numbers (eg. Assemblers -602)
But the signal my Decider Combinator is etting are all positive numbers (eg. Assemblers 602)
That causes my network to request everything, as everything is above 0.
Can someone help?
Why bother taking the items out of Volcanus cargo landing pads at all once you have the planet set up? They already act as a provider chest. Just leave the items you want to request to the planet in the landing pads.
Did anybody else play this on 0.75 speed?
How do we get the blueprints?
become a patron (and have the updated game, of course)
build them yourself.
why am i even watching this as a non supporter.. bai
1 day
11.33 hours
Without disabling achviements can you play passive and with infinite resources? I know last time I played you couldn't.
you can do anything.
Oh gosh, it took way too short amount of time to get there. Even the make-anything-machine in Shapez 2 seemed to take a lot longer for him to post. I hope this doesn't mean that Factorio Space Age has low complexity and can be maxed out fast 🙈
i think it depends on how many spoilers do you get befor you play.
imagnine we had to explore everything by ourselfes... if you are watching here, then a big amount of the "fun" is going away because you will have some ideas in mind to get go fast...
especialy if you use Robots very extensive.
on aquili, where robots have 5X energy cost it will be a diffrent story.
Well, Nilaus also has a massive amount of time in game, and you can see how quikcly he hotkeys everything. Plus he has time in space exploration, so he probably already had some work method for the space platform mechanics already in his head, and just needed to tweak them for Space age
Reminder that the creators had access since before they started posting, but were under NDA, and NDA passed and that's why posting started, that said;
It'd be relatively low complexity to build a minimalist facility, but it's going to be relatively high complexity to get everything running in a way that is efficient.
For example, it's pretty simple to do what is done here and make 1 platform for every item your going to need to request, but it's probably not super efficient in terms of getting things where they need to go the second you have more then 2 planets.
I think the beauty in this is going to be once you have to organize things in 3+ planets and generally prefer to not produce things where they are less efficient (Nauvis) in will turn into an interesting logistical problem.
It doesn't exactly take long to beat the base game. Just remember how Nilaus is doing things isn't how most people are going to do things, especially for a first playthrough. I figure if he wasn't doing videos for this stuff he likely wouldn't be doing things quite the same way as he is either, but I dunno
Do you live your entire life with this pessimistic outlook? I feel really sorry for you, but even more so for the people who love you.
Rant negative add, Ah, Vulcanus can mass produce everything... It's only an exporter... You can make 2000green chips a minute with just a few Furnaces... With the free Lava... I never mega base anything and still churns out non stop
...Why import logi chest when you can produce 10,000 of them infinitely from one tiny lava pool... Don't understand the logic there
Next ep hurry please