Cryonite with beryl, imersite, oil, *and* water is an incredibly good early game roll. Bummer about the biters and no mineral water, but imersite is also a pain to manage if you don't have proper sinks for its byproducts. Eating the transportation cost for a while in order to get speed modules and science and all its other amenities is just good sense. Helmod has a "stacks in storage" tooltip with option to show how many cargo wagons a recipe would fill which is handy when deciding what stage to transport resources. Regarding UPS in this modpack, I've found the worst contributors are biters and bots. If you keep it on belts and keep all your entities powered, it's pretty easy to keep those belts full because most of the time those processes are backed up while you're building the next thing. Overusing warehouses or power switches to try to save power on expensive structures can kill a run too. You can't say you weren't warned about how far requester chests were buried in the tech tree though lol
Someone else has pointed out that it would be more efficient to transport the crushed imersite instead of the ore but, as you point out, managing the sand becomes an issue. Rocket fuel might be the answer to this. I have a lot of potential rockets launching from here, do I need enough rocket fuel to use up all the sand? I guess we're gonna find out. I'm refusing to think about the UPS problem too deeply. I still feel like I'm learning the mod and the recipes, I think it's impossible to manage everything, something has to give. Requester chests shouldn't be much further than koverex. It shouldn't be too far away. But I have been telling myself that for multiple episodes now.
Go go bigfoot. Plenty of surprises in store for ya :D Glad you're enjoying the mod still as a lot of ppl that I enjoy watching stop playing the mod because it gets tedious at some point (about the 3rd/4th SE Science pack because of having to rebuild things mostly)
I don't remember with immersite, but you may want to consider crushing it in site and move the result, as it usualy is more compressed and has a biger stack size, so way less rokets for the same final quantity of imersite crystals and plates. In the case of berillium for instance (that you don't need here but I needed it) it goes from a stack size of 20 of the ore, to I think it was 50 the crushed one, and ratio 2 to 1 from ore to crushed, so 1 roket of crushed berillium was the same as 5 of berillium ore.
Okay so Bigfoot. I the way you play K2SE is NOT optimal. I think you already realised that but just saying. Later you get building that are 8x speed and insanely op beacons (they don't stack) that can make a building WAY faster. They have 12 slots for modules, and with 9 tiers of modules? Yeah you try to futureproof a base but with a 700-1000h mod its impossible to futureproof with all the productivity and speed. Usually in this modpack rushing to get at least t2 of 3 space sciences from SE before building something seriously is the best strategy Edit: You are 420h in and only 2 basic SE science and sauceman with 340h has 4 main SE sciencepacks on t3.. yeah.. at that point when he upgraded his planet bases one or two of upgraded buildings with beacons were enough to replace like 20 normal buildings with t3 modules. Yeah
Imagine spending a couple hours on a single timelapse transition with all the fancy path stuff. Then imagine doing that 20, 30, 40 times over the course of a factory build. The timelapse element has probably added about 100 hours to the game. Am I about to stop doing the timelapsing because it makes me look bad that the game is taking so long? Erm, no
I agree it is not optimal but i respect the way he build this base. I definitely cannot build anything like that. And beside that sauceman is not playing alone
You're telling the guy who will manually deconstruct entire factory processes to move them over one tile multiple times and doesn't turn them on until the entire factory is built that he's playing K2SE suboptimally?
Play the game how you like. Be in your happy place. There are 1000 ways to finish/win/complete the game but only one that you are satisfied with.
Cryonite with beryl, imersite, oil, *and* water is an incredibly good early game roll. Bummer about the biters and no mineral water, but imersite is also a pain to manage if you don't have proper sinks for its byproducts. Eating the transportation cost for a while in order to get speed modules and science and all its other amenities is just good sense.
Helmod has a "stacks in storage" tooltip with option to show how many cargo wagons a recipe would fill which is handy when deciding what stage to transport resources.
Regarding UPS in this modpack, I've found the worst contributors are biters and bots. If you keep it on belts and keep all your entities powered, it's pretty easy to keep those belts full because most of the time those processes are backed up while you're building the next thing. Overusing warehouses or power switches to try to save power on expensive structures can kill a run too.
You can't say you weren't warned about how far requester chests were buried in the tech tree though lol
Someone else has pointed out that it would be more efficient to transport the crushed imersite instead of the ore but, as you point out, managing the sand becomes an issue. Rocket fuel might be the answer to this. I have a lot of potential rockets launching from here, do I need enough rocket fuel to use up all the sand? I guess we're gonna find out.
I'm refusing to think about the UPS problem too deeply. I still feel like I'm learning the mod and the recipes, I think it's impossible to manage everything, something has to give.
Requester chests shouldn't be much further than koverex. It shouldn't be too far away. But I have been telling myself that for multiple episodes now.
@@theotherbigfoot that's the spirit
Go go bigfoot. Plenty of surprises in store for ya :D Glad you're enjoying the mod still as a lot of ppl that I enjoy watching stop playing the mod because it gets tedious at some point (about the 3rd/4th SE Science pack because of having to rebuild things mostly)
I don't remember with immersite, but you may want to consider crushing it in site and move the result, as it usualy is more compressed and has a biger stack size, so way less rokets for the same final quantity of imersite crystals and plates. In the case of berillium for instance (that you don't need here but I needed it) it goes from a stack size of 20 of the ore, to I think it was 50 the crushed one, and ratio 2 to 1 from ore to crushed, so 1 roket of crushed berillium was the same as 5 of berillium ore.
A good point that I will definitely need to look into
i dont want to spoil, but there is a way to reach new planets without a rocket crash ;)
What mod do you use to display the oil level? btw i loved that solar panel grid design
Circuit HUD
Okay so Bigfoot. I the way you play K2SE is NOT optimal. I think you already realised that but just saying. Later you get building that are 8x speed and insanely op beacons (they don't stack) that can make a building WAY faster. They have 12 slots for modules, and with 9 tiers of modules?
Yeah you try to futureproof a base but with a 700-1000h mod its impossible to futureproof with all the productivity and speed. Usually in this modpack rushing to get at least t2 of 3 space sciences from SE before building something seriously is the best strategy
Edit:
You are 420h in and only 2 basic SE science and sauceman with 340h has 4 main SE sciencepacks on t3.. yeah.. at that point when he upgraded his planet bases one or two of upgraded buildings with beacons were enough to replace like 20 normal buildings with t3 modules. Yeah
He sticks to his style, i dont mind the time taken. Its about having fun
Imagine spending a couple hours on a single timelapse transition with all the fancy path stuff. Then imagine doing that 20, 30, 40 times over the course of a factory build. The timelapse element has probably added about 100 hours to the game.
Am I about to stop doing the timelapsing because it makes me look bad that the game is taking so long? Erm, no
I agree it is not optimal but i respect the way he build this base. I definitely cannot build anything like that. And beside that sauceman is not playing alone
You're telling the guy who will manually deconstruct entire factory processes to move them over one tile multiple times and doesn't turn them on until the entire factory is built that he's playing K2SE suboptimally?
@@Sousa22ko his unique style made me sub. i see most use a nilaus bp book or spaghetti, and it doesnt impress