I like building huge solar power towers (200+ solar panels) that track the sun for my bases (Tower of Power!) usually quite far away from the base. I first put down blocks on the surface and count them all the way to where I want to build the tower, often more than 1km away on top of a mountain or high hill (to maximize solar exposure). Then I dig a tunnel from the base to the build site while putting blocks down as I counted them on the surface. That way I emerge exactly where I wanted to build the tower and have a connection to the base via the blocks I put down in the tunnel.
Another tip to help drill the tunnel straight is to create and use a blueprint of what you want underground (of perhaps a long row of unbuilt frames). Then use a projector to display the blueprint as a guide of where to drill.
PAM’s auto miner is still a viable option, I just used it yesterday and it worked really well. I’ve never tested it in atmosphere though. I’d just make sure that the reverse thrusters can support the ship against gravity even when full, Pam also works if you just set the ship to mine at an angle. You just park the ship facing the direction you want it to mine in and it’ll mine there
@nickforgie4290 You're right that it hasn't been updated in a long while, but it still works just fine. Once you get PAM set up you can also use your base to monitor what they are ding as well as issue commands
Every playthrough I do inevitably ends up with a fleet of in-atmo PAM drones set up to collect every ore I can find. My only problem is that I inevitably forget the pathing of one or two near the base and accidentally build in its way. “Why did my ice drone crash? Oh, because I’m an idiot. That’s why.”
I bought space engineers two weeks ago and have 100 hours in it now 😂 Thank you for explaining things for a new player like me. Helpful little hints are awesome. I learn by watching and not a fan of tutorials so glad I can enjoy the series and get little tid bits of info while enjoying your playthrough. 🎉
Everyone has their own pref for how to mine. :D I don't mind flying a mining ship for quick jobs, but I personally detest hand mining. With the shaft you've already begun, you could possibly start with a large grid drill setup with piston, rotor, hinge, etc. keeping with one thing you mentioned about a strip mining ship, one of my last builds I did was a large grid flying mining platform. Land and lock it with landing gear, set the drills, pistons, and rotors to work. Periodically empty the cargo and fly a load back to base with a separate cargo hauler docking on top of the platform. Once the deposit is mostly clear, relocate the platform to another ore deposit. Lets the game refresh the depleted ore deposit once all grids are sufficiently far away. Initial construction and setup is more involved than a simple mining ship, but once the platform is deployed there's no risk of operator error in flying and crashing a ship inside the mine/tunnel (which is all too common for me). :D Later, I upgraded the platform to also act as a field refinery, sorting stone and the common ores for quick but less efficient refining, just to cut down volume and make my trips higher value.
37:36 Actually the person to ask or specifically to watch doing it would be "The Garage Gamer" @TheGarageGamer86 as he does some of the most in-depth and detailed builds of anyone I've ever seen... the man is a freakin genius. I mean you're no slouch to be sure.. I've been thoroughly impressed by some of your series but this guy is on another level. The way he uses projectors underground so that he can follow a near perfect line had my mind blown the first time I saw him do it and had me thinking "why the hell I hadn't thought of that considering the thousands of hours I've spent in this game...lol"
Andrew actually used a projector in his last series to make a straight line underground. It's honestly amazing the things people do in this game that are incredibly simple, but you just never think about actually doing something that way for some reason, like using a projector to make a straight line for mining
for you mining under the coffee shop, you can add a collector and mine going up at an angle without picking up the materials so that they roll down towards the collector ^^
PAM is still functional, I'm currently using it on an earthlike too, so well able for atmosphere. Just make sure the landing/ docking pad has room for the drone to spin round and back up if the connector is on the back
Also, do you know that any block with the + sign in the top right corner can cycle through different blocks? For example, the gatling turret is able to cycle through all the different turrets using the scroll wheel. And the solar panel scrolls through all the solar panels and wind turbines. And you can see the different blocks that it can cycle through on the right where it shows the components needed. 40:57 is a good example because you were hovering over the gatling turret for a few seconds and can clearly see the list on the side.
@@AndrewmanGaming That makes sense. I just hate having to go back into the block menu often so I try to find the block I'm looking for in a block that has the + sign. Just in case I want to use a different block in that same set. That and to keep my hotbar from being so cluttered.
For airlocks there's a simple & small design I like to use. Stick 2 sliding doors against eachother. Attach a sensor on the outside, configured to covers about a full block between the two doors. Have the enter trigger close both doors. Have the leave trigger activate a timer block that closes the door after a second. There's a negligible amount of air for every time you pass through, but that's well worth it considering how easy and fast it is to use. (Iirc breathing for 5s uses more oxygen)
An even simpler airlock is just two doors facing inward with a single space between them, and a vent in the floor/wall/ceiling of that block always set to depressurize. It’ll depressurize almost immediately when the inner & outer doors are closed, but won’t be able to deplete the atmosphere in the base when the inner door is open so long as you’re actively pressurized inside. Feed the vent from the airlock straight to a vent pressurizing into the base, and at worst you’ll circularly feed air.
Instead of having a timer delay the doors closing when you leave, you can have the sensor's area expand when a character enters. The expanded area should cover both doors so the payer will be clear of the door when they leave the sensor's area. That way you don't ever have a door slam in your face.
@Vessekx That's not simpler. First it does not close the doors automatically. Second, it adds an air vent. That air vent is unnecessary imo, as the amount of oxygen it collects is negligible. @@jamesmcdonald3054 Then both doors would be open at the same time when walking through them. Or you have to turn around and close them manually, which defeats the purpose. One second is more than enough time to pass through the door. I would put the delay lower, but the game won't let me.
Have a suggestion for the Cofini shop, especially regarding its walls. One could be to use armour pannels, windows, and bridge windows for the walls. It'll be alot cheaper, and won't be as chunky looking from the outside, and also won't have you needing to move thr mocha parking spot. It would also make alot more sense, especially when you have those half block to pannel sized corner block things. You could also use the non-grated catwalk blocks upside down as floor blocks, instead of full block interior blocks, it'll be cheaper and I am pretty sure they use interior plates and not steel plates. (though whether they are air tight or not I am not completely sure)
Never get tired of your videos! Also for the staircase instead of using lights for a connection point you can also use the neon tube corner pieces as to not use pcu...and generally if your digging in voxels, the more you do it burns up the pcu...however you dug to the core so it shouldn't be a problem to dig a tunnel. All my bases are almost always underground (inside voxels.) My recent playthrough I got a little trigger happy with warheads and opened up a cavern to build it. It destroyed my pcu and I wasn't even halfway through my pcu count. Finally had abandon the save. But it was mostly complete anyways lol.
38:58 cool thing to do about the build planner is always put it into production before removing, that way you always replenish stock without needing any scripts in vanilla
Something I'd recommend when using lots of timers like that is to put them on a small grid rotor, saves a whole ton of space. Also, something I like to do when possible is add a separate camera near connectors so I can dock things more easily
If you want more interactive design, you could build the solar towers on the hill as a separate structure, build a couple of "power containers" (something like 20 small grid batteries with a merge block) and an off-road forklift, and just hot-swap the battery packs between the base and the solar tower with a forklift :) Maybe even setup something like a red light with event controller to indicate when the charge drops below 10% And just hope you won't run out of power during a fight at your base :D Or some battery drones and automate them to fly to the solar tower, recharge for 10 minutes, then fly to the base and discharge everything except one battery so they can fly back to the solar tower and recharge... but that's getting quite complicated
That is strikingly similar to what we ended up doing in the Pertam series with the Dune Powerbank! The problem was that I wasnt on top of trucking the power back and fourth all the time. But it's a really cool way to do power I think!
I like to use timers and event controllers and programable blocks to automate a lot of stuff like airlocks and mining rigs and the like but rather than build an entire bank of large grid blocks, I put them on a rotor or a hinge that's attached to the base so I can have a whole bank of computers in small grid without taking up half the planet. 37:24 Since the blocks have an infinite tensile strength they don't bend with the curve of the planet so as you get further from your base everything you build gets less and less aligned with the surface and thus gravity. The best thing to do is to use subgrids and connect them with hinges (and/or rotors). So, build your solar plant and then using a pair of hinges, or a hinge and a rotor, build a conduit of blocks from the solar plant to the other base structures. That way you can connect the grids without trying to keep everything aligned. I did this to connect a bunch of oxy farms to an asteroid base on the other side of the asteroid, and I occasionally do the same on planets when I use mods that make huge ore deposits that are rare which encourages you to build dedicated mining facilities. Splitsie also did this in one of his builds (I think it was Survival Impossible) where he raised conveyors up over his base on pylons to connect all his buildings to the same network without obstructing his vehicles' paths.
29:00 The idea of baiting reavers to their doom, but away from your primary point of operations, actually makes a whole lot of sense. I approve. Also, if you make it into a combat base, it could still be considered a form of 'grinder', because it would be there to GRIND enemies into SCRAP! (~_^)-b
For the programmable blocks in the hangar i think you can add an antenna to the rovers and set up a button on the hotbar to trigger the open/close sequences so you dont have to get in and out of the rovers
37:30 Game physics pays absolutely no attention to length or distance. If you build it 1 block, 100 blocks, of 1,000,000 blocks, especially in the voxel, it transfers all your power the same. They did not incorporate resistance, any more than they incorporated wire. And even the wire mod that Kanajashi used, did not have anything like voltage drop. So, just as long as you connect the solar panels to the main grid with a long line of blocks, you will get 100% power at any and all distances in game.
@@AndrewmanGaming Lag would mainly be something based on how many grids are in place, instead of what dimensions they have. So a ten kilometer steel grid of blocks would have the same lag spike as a 10x10x10 meter cube of blocks.
Build a Mining drone because, with that, they can mind stuff. While you build stuff that you need and then you can make that stuff into a factory where you can build ships and maybe some drone ships.
Early on I always built big garages with pistons to lift rovers up. Mayne an A-rotor that can spin it around for departure…rovers were trash back then so never refined it.
You can set Isy's Inventory Manager Guide to auto produce stuff until you reach a certain amount so you don't have to spam klick any production and still always have a reserve at hand.
I thought build planner was a vanilla thing (hence why it has a tutorial) and build vision was the mod. I may be wrong as I've only been playing/watching SE in the last few years.
you could put sensors on the outside of base door, and interior door that trigger on player only which will open and close your doors and start sequences automatically
For a Mining ship/drone you could build it tall and thin. Drills on the bottom and build everything upward allowing you to put good amount of thrust to keep you up. Call it "The Straw" sucking up whatever resources its sunken into. Edit: "Short Straw" smaller mining drone for quick sips of ore. "Bendy Straw" Hinged Drills. "Environmentally Unfriendly Straw" has guns and is purely (Hate) Hydrogen based.
I would have raised the rover with the suspension from the start, because that ensures that the connector is firmly mounted to and in line with the cargo container. Also, it looks better with all of it lined up.
PAM is awesome and it still works! And get Isys inventory to solve your production (and deconstruction)! Dunno if you already solved that though, haven't watched the whole series yet :).
They are pretty big. Some commenters mentioned that you can use small grid timers on a piston with a small head and that will work the same and save a bunch of space.
The new ones at least look cool; same with event blocks…so if you build bases as large as I tend to do it let’s you actually make big blank walls look useful.
Andrew (or his awesome followers), I am new to this game and I am completely stumped on the tiny reactor. I have 5 units of Uranium from the turrets in the "Escape from Mars" scenario, but for some weird reason, I can NOT for the LIFE OF ME, get the Uranium to GET INTO THE Reactor! "It's your HOME! Go in your HOME!" (Bonus points for whoever gets the movie quote;) Any assistance would be great! Thanks in advance, Sgt Charlie
Temporally lay down a long line of blocks. copy to clip board and then project them to create an underground reference to follow when digging your tunnel.
Lunar kolony is doing a series and is using some mod that he has for an auto miner. It seems to work really well with very little oversight once you set it up.
yes i was wondering what is build planner and how to use it, i am re-installing the game because i wanted to try it again after 2 or 3 years of absence, so thank you
A problem that your mining outposts are going to have is resource depletion. I forget the name of it but there is a mod that allows you gain the ore from a given deposit without depleting it. You could use it to get the ore and maybe have some cargo drones (maybe one per ore) transport the to common facility for processing!
I think I'm ok with the resource depletion. The idea being that the processing facility would remain in the same place, and the drones can be re-deployed whenever their node runs out of stuff. It's a little more work, but I think it's a little more realistic.
Gravity is an issue with long grids. Only the first block is aligned to gravity and the rest will continually be further from the center of the planet and not level with gravity
35:00 A very long line of suppliable supplies... So you NEVER EVER EVER run out... Because... Running out TOTALLY SUX!!! And you can quote me on that. [HOP HOP HOP!] 🐰🐇
How many have made airlocks? I know you made a nice one (or two) with button control. I remember from a game a while back I created an airlock with no buttons using sensors and I used the events in the air vent to trigger when it finished pressurizing or depressurizing.
its been so long I should catch up the last episode I watched was after you launched the rigatoni rocket in 2021, I'm currently catching up on this series, but realistically I should be starting from where I left off.
36:30 I LOVE THAT FIGHTING SPIRIT!!! NEVER LET THE MUNDANE DEFEAT YOU!!! MAKE THE UNIVERSE COMPLY!!! BUILD SO MUCH THAT THE UNIVERSE REPENTS OF DEPRIVING YOU!!! [but do keep in mind, most people are not like me, who mines and manufactures...many people depend on people LIKE me, to provide them with what they need...thus...they lack the will or power to make their own...while I, on the other hand, SPECIALIZE in making my own] But its still cool to see people THINK that way. (~_^)-b
You should be able to invite people on the scenario. It uses the default settings I had when I published the world, but if you save, go to your saves, and click "edit settings" or whatever it's called, you should be able to change anything. Set the world from Offline to Online or Friends and you'll be able to invite people.
Depends on your pc. To big of a tunnel in one base can cause lag spikes. Any more than a 4,000 8 by 8 tunnel will cause my pc lag. But I do also host a server now.
Andrew, you did a whole playthrough only using economy, yet you did not consider using its features to acquire uranium ingots? Alternatively, you might find some aboard the sandstorm if it had some in storage...
Add a solar panel or 2 at CoFiNi to allow it to generate power on its own so you can recharge a rover if you ever need to. Keep a basic assembler, refinery, and survival kit there too, in case of excrement hitting the fan at the main base. As for the solar tower planned: conveyored tower with oxygen farms, and conveyor it underground. Saves you the ice mining to keep breathing, allowing you to use it more as feul than anything. H2O2 gens produce 2 hydrogen units or 1 oxygen unit, they only produce one at a time so there isn't much use in building both tanks at the same time. As for the Sprite, it could use an upgrade. I do have a small drone design that does essentially the same in the same 5x5 footprint if you are interrested. Vehicle suggestion, small flyer consisting of: Cab cockpit, large battery, O2H2 generator, single gyroscope, thrust at your choice. Note, the flat thrusters are a lot weaker than normal ones, should you make a heavy flyer you might need to either use a lot more or you'd be better off using the standard/sci-fi ones
Heh... Your iron mine kinda makes me think of a Speakeasy from the days of prohibition. Not sure why, but it just makes me think that its a hidden place where people can do things away from the eyes of "THUH LAW" Maybe that is where you serve IRISH coffee! (~_^)-b [HOP HOP HOP!] 🐰🐇
I like building huge solar power towers (200+ solar panels) that track the sun for my bases (Tower of Power!) usually quite far away from the base. I first put down blocks on the surface and count them all the way to where I want to build the tower, often more than 1km away on top of a mountain or high hill (to maximize solar exposure). Then I dig a tunnel from the base to the build site while putting blocks down as I counted them on the surface. That way I emerge exactly where I wanted to build the tower and have a connection to the base via the blocks I put down in the tunnel.
Another tip to help drill the tunnel straight is to create and use a blueprint of what you want underground (of perhaps a long row of unbuilt frames). Then use a projector to display the blueprint as a guide of where to drill.
PAM’s auto miner is still a viable option, I just used it yesterday and it worked really well. I’ve never tested it in atmosphere though. I’d just make sure that the reverse thrusters can support the ship against gravity even when full, Pam also works if you just set the ship to mine at an angle. You just park the ship facing the direction you want it to mine in and it’ll mine there
Yeah, despite Pam being technically dead, the thing it uses hasn’t been messed with in a long time
@nickforgie4290 You're right that it hasn't been updated in a long while, but it still works just fine.
Once you get PAM set up you can also use your base to monitor what they are ding as well as issue commands
Every playthrough I do inevitably ends up with a fleet of in-atmo PAM drones set up to collect every ore I can find. My only problem is that I inevitably forget the pathing of one or two near the base and accidentally build in its way. “Why did my ice drone crash? Oh, because I’m an idiot. That’s why.”
I bought space engineers two weeks ago and have 100 hours in it now 😂
Thank you for explaining things for a new player like me. Helpful little hints are awesome. I learn by watching and not a fan of tutorials so glad I can enjoy the series and get little tid bits of info while enjoying your playthrough. 🎉
Everyone has their own pref for how to mine. :D I don't mind flying a mining ship for quick jobs, but I personally detest hand mining.
With the shaft you've already begun, you could possibly start with a large grid drill setup with piston, rotor, hinge, etc.
keeping with one thing you mentioned about a strip mining ship, one of my last builds I did was a large grid flying mining platform. Land and lock it with landing gear, set the drills, pistons, and rotors to work. Periodically empty the cargo and fly a load back to base with a separate cargo hauler docking on top of the platform. Once the deposit is mostly clear, relocate the platform to another ore deposit. Lets the game refresh the depleted ore deposit once all grids are sufficiently far away.
Initial construction and setup is more involved than a simple mining ship, but once the platform is deployed there's no risk of operator error in flying and crashing a ship inside the mine/tunnel (which is all too common for me). :D
Later, I upgraded the platform to also act as a field refinery, sorting stone and the common ores for quick but less efficient refining, just to cut down volume and make my trips higher value.
MOCHA with PLENNY o' CREAM!
And some RICH, DARK cocoa!
YUMM!!!
37:36 Actually the person to ask or specifically to watch doing it would be "The Garage Gamer" @TheGarageGamer86 as he does some of the most in-depth and detailed builds of anyone I've ever seen... the man is a freakin genius. I mean you're no slouch to be sure.. I've been thoroughly impressed by some of your series but this guy is on another level. The way he uses projectors underground so that he can follow a near perfect line had my mind blown the first time I saw him do it and had me thinking "why the hell I hadn't thought of that considering the thousands of hours I've spent in this game...lol"
Andrew actually used a projector in his last series to make a straight line underground. It's honestly amazing the things people do in this game that are incredibly simple, but you just never think about actually doing something that way for some reason, like using a projector to make a straight line for mining
link for the video for making a tunnel using a projector?
@@eThan3631-k1t place like 30 blocks in a straight line, make a "ship" with it and then use the projector to show it, and just follow it
for you mining under the coffee shop, you can add a collector and mine going up at an angle without picking up the materials so that they roll down towards the collector ^^
Ooooo that's a good idea!
PAM is still functional, I'm currently using it on an earthlike too, so well able for atmosphere. Just make sure the landing/ docking pad has room for the drone to spin round and back up if the connector is on the back
Good info, maybe that’s why my darn miners always fail at the dock. Always off by like 1-2 blocks when attempts to connect at home. 😂
"A hallway that goes 'OHH THE SUN!' "
That would INDEED be a rather UNIQUE hallway, to be SURE!
Fave part here.
Finding the Sandstorm, fixing it, & using it to get off-moon, would make either a good ending, or a good plotpoint.
YESSSS
Also, do you know that any block with the + sign in the top right corner can cycle through different blocks? For example, the gatling turret is able to cycle through all the different turrets using the scroll wheel. And the solar panel scrolls through all the solar panels and wind turbines. And you can see the different blocks that it can cycle through on the right where it shows the components needed. 40:57 is a good example because you were hovering over the gatling turret for a few seconds and can clearly see the list on the side.
Yes! It's very helpful and I use it with blocks I'm familiar with, but some I don't use as often I don't think to use the group block.
@@AndrewmanGaming That makes sense. I just hate having to go back into the block menu often so I try to find the block I'm looking for in a block that has the + sign. Just in case I want to use a different block in that same set. That and to keep my hotbar from being so cluttered.
For airlocks there's a simple & small design I like to use. Stick 2 sliding doors against eachother. Attach a sensor on the outside, configured to covers about a full block between the two doors. Have the enter trigger close both doors. Have the leave trigger activate a timer block that closes the door after a second.
There's a negligible amount of air for every time you pass through, but that's well worth it considering how easy and fast it is to use. (Iirc breathing for 5s uses more oxygen)
That is a nice simple design! I'll probably use something like that for smaller exits to the base.
An even simpler airlock is just two doors facing inward with a single space between them, and a vent in the floor/wall/ceiling of that block always set to depressurize.
It’ll depressurize almost immediately when the inner & outer doors are closed, but won’t be able to deplete the atmosphere in the base when the inner door is open so long as you’re actively pressurized inside.
Feed the vent from the airlock straight to a vent pressurizing into the base, and at worst you’ll circularly feed air.
Instead of having a timer delay the doors closing when you leave, you can have the sensor's area expand when a character enters. The expanded area should cover both doors so the payer will be clear of the door when they leave the sensor's area. That way you don't ever have a door slam in your face.
@Vessekx That's not simpler. First it does not close the doors automatically. Second, it adds an air vent. That air vent is unnecessary imo, as the amount of oxygen it collects is negligible.
@@jamesmcdonald3054 Then both doors would be open at the same time when walking through them. Or you have to turn around and close them manually, which defeats the purpose. One second is more than enough time to pass through the door. I would put the delay lower, but the game won't let me.
Have a suggestion for the Cofini shop, especially regarding its walls.
One could be to use armour pannels, windows, and bridge windows for the walls. It'll be alot cheaper, and won't be as chunky looking from the outside, and also won't have you needing to move thr mocha parking spot. It would also make alot more sense, especially when you have those half block to pannel sized corner block things.
You could also use the non-grated catwalk blocks upside down as floor blocks, instead of full block interior blocks, it'll be cheaper and I am pretty sure they use interior plates and not steel plates. (though whether they are air tight or not I am not completely sure)
Never get tired of your videos!
Also for the staircase instead of using lights for a connection point you can also use the neon tube corner pieces as to not use pcu...and generally if your digging in voxels, the more you do it burns up the pcu...however you dug to the core so it shouldn't be a problem to dig a tunnel.
All my bases are almost always underground (inside voxels.)
My recent playthrough I got a little trigger happy with warheads and opened up a cavern to build it.
It destroyed my pcu and I wasn't even halfway through my pcu count.
Finally had abandon the save.
But it was mostly complete anyways lol.
You've gotta be careful removing large amounts of voxels! I broke a Space Busters save once voxel handing out a big hole through the planet.
@AndrewmanGaming indeed...I'm on Xbox so I really gotta be that much more careful...otherwise I'm good.
38:20 useful build planner tips.
And if you have a defensive drone, it can be called the "Espresso Escort".
why have you commented 15 times or more on this video already?
@@NoahDaun-yd2ep Why do you care?
38:58 cool thing to do about the build planner is always put it into production before removing, that way you always replenish stock without needing any scripts in vanilla
Something I'd recommend when using lots of timers like that is to put them on a small grid rotor, saves a whole ton of space.
Also, something I like to do when possible is add a separate camera near connectors so I can dock things more easily
If you want more interactive design, you could build the solar towers on the hill as a separate structure, build a couple of "power containers" (something like 20 small grid batteries with a merge block) and an off-road forklift, and just hot-swap the battery packs between the base and the solar tower with a forklift :) Maybe even setup something like a red light with event controller to indicate when the charge drops below 10%
And just hope you won't run out of power during a fight at your base :D
Or some battery drones and automate them to fly to the solar tower, recharge for 10 minutes, then fly to the base and discharge everything except one battery so they can fly back to the solar tower and recharge... but that's getting quite complicated
That is strikingly similar to what we ended up doing in the Pertam series with the Dune Powerbank! The problem was that I wasnt on top of trucking the power back and fourth all the time. But it's a really cool way to do power I think!
I like to use timers and event controllers and programable blocks to automate a lot of stuff like airlocks and mining rigs and the like but rather than build an entire bank of large grid blocks, I put them on a rotor or a hinge that's attached to the base so I can have a whole bank of computers in small grid without taking up half the planet.
37:24 Since the blocks have an infinite tensile strength they don't bend with the curve of the planet so as you get further from your base everything you build gets less and less aligned with the surface and thus gravity. The best thing to do is to use subgrids and connect them with hinges (and/or rotors). So, build your solar plant and then using a pair of hinges, or a hinge and a rotor, build a conduit of blocks from the solar plant to the other base structures. That way you can connect the grids without trying to keep everything aligned. I did this to connect a bunch of oxy farms to an asteroid base on the other side of the asteroid, and I occasionally do the same on planets when I use mods that make huge ore deposits that are rare which encourages you to build dedicated mining facilities. Splitsie also did this in one of his builds (I think it was Survival Impossible) where he raised conveyors up over his base on pylons to connect all his buildings to the same network without obstructing his vehicles' paths.
Thank you for the tips! Using connectors and hinges to connect the bases while keeping them on separate grids is a really good idea!
37:40 I have never used build planner. This was very interesting. Love the series!
29:00 The idea of baiting reavers to their doom, but away from your primary point of operations, actually makes a whole lot of sense.
I approve.
Also, if you make it into a combat base, it could still be considered a form of 'grinder', because it would be there to GRIND enemies into SCRAP! (~_^)-b
One idea for the hangar, let the vehicle drive straight in, and then lower the floor in the middle instead so you can still gain access from below.
14:14 milk in there is crazy ngl😂
Hilariously, im the one person who has never used build planner, thank you for the in depth tutorial! XD
Good episode! I enjoy the vehicle upgrades and the base building. Fun stuff!
The cut at 1:22 was smooth.
For the programmable blocks in the hangar i think you can add an antenna to the rovers and set up a button on the hotbar to trigger the open/close sequences so you dont have to get in and out of the rovers
You can place a Defensive AI Block on the grid of the base and the turrets should be able to start targeting from farther away
Love the series ❤
Good idea!
17:35 yeah that would be really cool. You can do automated mining via the PAM script. It is still a viable thing!
37:30 Game physics pays absolutely no attention to length or distance.
If you build it 1 block, 100 blocks, of 1,000,000 blocks, especially in the voxel, it transfers all your power the same.
They did not incorporate resistance, any more than they incorporated wire.
And even the wire mod that Kanajashi used, did not have anything like voltage drop.
So, just as long as you connect the solar panels to the main grid with a long line of blocks, you will get 100% power at any and all distances in game.
Thanks! I was worried more with if a loooong base would cause more lag eventually, but it should only be 300 blocks or so, so that's not too crazy
@@AndrewmanGaming Lag would mainly be something based on how many grids are in place, instead of what dimensions they have.
So a ten kilometer steel grid of blocks would have the same lag spike as a 10x10x10 meter cube of blocks.
BUSY BUSY BUSY!!!
EXCELLENT WORK!!!
I’m the guy that didn’t know about build planner so thank you 😂 I was getting so annoyed with grabbing everything manually
Build planner makes everything so much quicker! You won't go back once you get used to it :)
Build a Mining drone because, with that, they can mind stuff. While you build stuff that you need and then you can make that stuff into a factory where you can build ships and maybe some drone ships.
Add a defensive AI block to the base to let your defenses reach maximum range.
Moving the rover connections to the front or making it something you drive under to remove the need to reverse would be cool. Imo.
Early on I always built big garages with pistons to lift rovers up. Mayne an A-rotor that can spin it around for departure…rovers were trash back then so never refined it.
You can set Isy's Inventory Manager Guide to auto produce stuff until you reach a certain amount so you don't have to spam klick any production and still always have a reserve at hand.
I thought build planner was a vanilla thing (hence why it has a tutorial) and build vision was the mod. I may be wrong as I've only been playing/watching SE in the last few years.
This is accurate.
you could put sensors on the outside of base door, and interior door that trigger on player only which will open and close your doors and start sequences automatically
For a Mining ship/drone you could build it tall and thin. Drills on the bottom and build everything upward allowing you to put good amount of thrust to keep you up.
Call it "The Straw" sucking up whatever resources its sunken into.
Edit: "Short Straw" smaller mining drone for quick sips of ore. "Bendy Straw" Hinged Drills. "Environmentally Unfriendly Straw" has guns and is purely (Hate) Hydrogen based.
I would have raised the rover with the suspension from the start, because that ensures that the connector is firmly mounted to and in line with the cargo container.
Also, it looks better with all of it lined up.
thanks for telling about build planer :D i havent been playing this game sins 2015 so i dident know about it :)
32:30 Greater guns and lesser guns...
Such depth...
[pondering deeply now]
PAM is awesome and it still works! And get Isys inventory to solve your production (and deconstruction)! Dunno if you already solved that though, haven't watched the whole series yet :).
Isys inv will also unload your truck for you. And if you set it up as special, you can also load it automatically with some construction components.
37:35 Andrew! YOU're the one who built a conveyor TO THE MOON
You know, you're right! I did run into some problems with that, but that only started at like 40km, so I think we might be fine with a 600m tunnel!
thanks for the buildplanner tutorial. i was planning to look up how to use it after this video but guess i dont need to now.
You should put a door in your tank room leading to the hallway. It’ll even go under the pipes and look kinda cool!
You should get the Static drill mod to do the mining for you, without draining the ore deposit! Kanajashi is using it in current run!
The airlock are cool, but the timers are ridiculously large.
They are pretty big. Some commenters mentioned that you can use small grid timers on a piston with a small head and that will work the same and save a bunch of space.
The new ones at least look cool; same with event blocks…so if you build bases as large as I tend to do it let’s you actually make big blank walls look useful.
Silicone in space engineers:😐
Silicone in mindustry:🫥
Andrew (or his awesome followers), I am new to this game and I am completely stumped on the tiny reactor. I have 5 units of Uranium from the turrets in the "Escape from Mars" scenario, but for some weird reason, I can NOT for the LIFE OF ME, get the Uranium to GET INTO THE Reactor! "It's your HOME! Go in your HOME!" (Bonus points for whoever gets the movie quote;) Any assistance would be great! Thanks in advance, Sgt Charlie
I've built longer tunnels. No issues but its easy for the tunnel to go off course. Use GPS way points to keep your way underground.
Temporally lay down a long line of blocks. copy to clip board and then project them to create an underground reference to follow when digging your tunnel.
Call your captured base "The Coffee Grinder" [keeping to the theme].
You can use a plugin to fix the camera too. i think its called No Forced Camera Zoom
Lunar kolony is doing a series and is using some mod that he has for an auto miner. It seems to work really well with very little oversight once you set it up.
If you build a massive attack ship, you could call it the "Bean Bomber" keeping in the coffee theme. ~( 'w')/
😂or a mean bean
Gotta love how it has gone from the pasta ships last series, to now coffee themed
14.00 you should put another set of wheels in the back, cuz with that cargo is gonna be pretty heavy
i can't seem to find the block weapons tab as he does when placing the turrets, can anyone assist? is it a mod or dlc ?
Drill will be good too
Hey logo idea for the CoFiNi shop. A Jawa with a coffee cup, saying COFINI!
Build stair case to avoid using jetpack. *Uses jetpack to fly up stairs.
Loving the show. I'm inspured
ua-cam.com/video/5vzWTnwVHTw/v-deo.htmlsi=tEE7zIPZ9W3n3zCh
I would make sure you can safely weld guns from below, so you don't get shot while repairing the guns during combat.
yes i was wondering what is build planner and how to use it, i am re-installing the game because i wanted to try it again after 2 or 3 years of absence, so thank you
13:11 Why not put a drill on the drone for mining and also the rover for a massive ore collection
have an auto miner and automated transporter to bring stuff to a shipyard
A problem that your mining outposts are going to have is resource depletion. I forget the name of it but there is a mod that allows you gain the ore from a given deposit without depleting it. You could use it to get the ore and maybe have some cargo drones (maybe one per ore) transport the to common facility for processing!
I think I'm ok with the resource depletion. The idea being that the processing facility would remain in the same place, and the drones can be re-deployed whenever their node runs out of stuff. It's a little more work, but I think it's a little more realistic.
Gravity is an issue with long grids. Only the first block is aligned to gravity and the rest will continually be further from the center of the planet and not level with gravity
Any depressurized areas should switch to red lighting. Back to normal lighting when pressurized.
i tend to use a projector and a 100 block long template
that is, if i am not using the "drill and fill" mod :)
35:00 A very long line of suppliable supplies...
So you NEVER EVER EVER run out...
Because...
Running out TOTALLY SUX!!!
And you can quote me on that.
[HOP HOP HOP!] 🐰🐇
I didn't know how to use build planner, now i know.
How many have made airlocks? I know you made a nice one (or two) with button control.
I remember from a game a while back I created an airlock with no buttons using sensors and I used the events in the air vent to trigger when it finished pressurizing or depressurizing.
its been so long
I should catch up
the last episode I watched was after you launched the rigatoni rocket in 2021, I'm currently catching up on this series, but realistically I should be starting from where I left off.
36:30 I LOVE THAT FIGHTING SPIRIT!!!
NEVER LET THE MUNDANE DEFEAT YOU!!!
MAKE THE UNIVERSE COMPLY!!!
BUILD SO MUCH THAT THE UNIVERSE REPENTS OF DEPRIVING YOU!!!
[but do keep in mind, most people are not like me, who mines and manufactures...many people depend on people LIKE me, to provide them with what they need...thus...they lack the will or power to make their own...while I, on the other hand, SPECIALIZE in making my own]
But its still cool to see people THINK that way. (~_^)-b
Andrew if you read this can you please make it so we can play with friends on your scenario i would greatly appreciate it.
You should be able to invite people on the scenario. It uses the default settings I had when I published the world, but if you save, go to your saves, and click "edit settings" or whatever it's called, you should be able to change anything. Set the world from Offline to Online or Friends and you'll be able to invite people.
Thank you I tried this already but now it works thanks for the help😁
You probably know about this by now but "Tethers - Power Poles".
18:04 Your ai can but its funky just have to set tire friction to 0 and add thrusters
Depends on your pc. To big of a tunnel in one base can cause lag spikes. Any more than a 4,000 8 by 8 tunnel will cause my pc lag. But I do also host a server now.
Also could be because I disabled pcu limits.
Ok, thank you for the info! If I do a tunnel to the top of that mountain, it will be about 300 blocks away from the main base.
Probably need a platform on all 4 sides of your base, since they could approach from any direction.
True. We'll atleast need another one on the opposite side. I think two platforms can handle anything that approaches from their left or right as well.
@@AndrewmanGaming As long as they have enough radius to not accidentally shoot the base, 2 works fine, yes. ~( 'w')/
Love it
Andrew it would be cool if there was LCDs with Buttons that you can order resources with.
I'd love to have little amazon 1-click resource delivery buttons!
And I was thinking to myself WHY THE HELL does the Build Planer not work. Thanks Mate!
How about naming some of the drinks you can get at the cafe after your patrons?
welp now i know how to use the buildplaner :D
Too bad they don't offer a pool table.
But I know they do have a juke box, planters and fish...
Various things to decorate a coffee shop.
why would you not just adjust the suspension to the right height?
Hello i'm french, i like your video and your language , thx.
Merci beaucoup :)
do a to do list on a lcd somewhere its cool to keep a list for doing stuff !
Thats a good idea!
I'm surprised you don't use the actions in the vent to do the doors
Andrew, you did a whole playthrough only using economy, yet you did not consider using its features to acquire uranium ingots? Alternatively, you might find some aboard the sandstorm if it had some in storage...
Add a solar panel or 2 at CoFiNi to allow it to generate power on its own so you can recharge a rover if you ever need to. Keep a basic assembler, refinery, and survival kit there too, in case of excrement hitting the fan at the main base.
As for the solar tower planned: conveyored tower with oxygen farms, and conveyor it underground. Saves you the ice mining to keep breathing, allowing you to use it more as feul than anything. H2O2 gens produce 2 hydrogen units or 1 oxygen unit, they only produce one at a time so there isn't much use in building both tanks at the same time.
As for the Sprite, it could use an upgrade. I do have a small drone design that does essentially the same in the same 5x5 footprint if you are interrested.
Vehicle suggestion, small flyer consisting of: Cab cockpit, large battery, O2H2 generator, single gyroscope, thrust at your choice. Note, the flat thrusters are a lot weaker than normal ones, should you make a heavy flyer you might need to either use a lot more or you'd be better off using the standard/sci-fi ones
omg i love this game
U should use brown color and light brown color for the mocha mobile, since mocha has a brown color not black and gray
Looking like the wheels could impact the armor & O2/H2 gen, It probably doesn't but looks it's very close...
It's definitely a bit risky!
P.A.M Auto mining is great i use it still for mining helps alot I recommend it
Thanks for the recommendation! It's the one I've heard about as well. I think I just need to do some testing with it to see how it works.
Make a auto mine with a drone transport to there its closer to the base and under ground pipe line to it
I loved Enders game and was randomly thinking about it today 😂. Would love to see some automated mining drones!
Heh...
Your iron mine kinda makes me think of a Speakeasy from the days of prohibition.
Not sure why, but it just makes me think that its a hidden place where people can do things away from the eyes of "THUH LAW"
Maybe that is where you serve IRISH coffee! (~_^)-b
[HOP HOP HOP!] 🐰🐇
That's actually a really funny idea! We could have a little speakeasy down there that sells all sorts of banned coffee types