Something I recently found out is that you can hold CTRL+SHIFT+ALT while having an item or a ghost, and scroll wheel up and down to change quality. Very useful for changing on the fly for modules etc. Just Q a building or if you're holding a module and scroll (while holding the buttons down)
If anyone is wondering, at the Asteroid collection section, the whole belt has a yellow graphic around it. It's done by connecting a wire to a single belt piece, and setting the circuit settings to read belt contents AND "Hold (all belts)". After 175 hours, spaceship design was the first scenario where I really needed to start learning circuits. It has quite a learning curve, even after watching a few videos.
For asteroid collectors I actually went with something similar, but more complicated. Asteroid collectors collect in a ratio of 11/11/22 and then inserts read the belt. This way the collectors are a storage container as well.
@@vitaliyvorobyov2942each collector has an output for their contents, and can take an input to set the mirror filters. This is how I did it: Take the content with a wire, pass it through a logic gate (need to do a < operation). For each *, if * < (storage/3) output each *. With this, you can check for every asteroid type with a single combinator. There’s the edge case for when there’s zero asteroids of a type, so you need an additional input for 1,1,1,1 of each type, using a constant; then you use constant/3 + 1 for the condition. You take that output and throw it back to the corresponding collector. You’ll need to fiddle with the cable colors to prevent dirty data from coming in. Red for out, green for in, then green from the constant to the combinator, so it doesn’t go to the collector. With similar tech you could count the contents of all of them and treat it globally, if you don’t want to use so many combinators. Afterwards, you set a similar combinator but to read the contents of the belt, to make sure it doesn’t overflow. Instead if setting the filter for the collectors, you set the filter for the inserters taking stuff out of them. Similar to what Nilaus is doing.
yea did the same though I stayed with a 1:1:1 ratio for everything as you struggle with ice asteroids near aquillo for example. @@vitaliyvorobyov2942 you need a decider combinator for each arm, I put a green wire from the arm to the input of it and a red wire from the output to the arm then you need a signal with the amount of asteroids you want of each type, a constant combinator is easiest, and connect it with a red wire to the input of the decider. Inside the decider you set every field to "each", that yellow asterix symbol, and compare if the red signal is greater than the green. Also don't forget to set the arms on read contents aswell as set filter. Now you'd use Nilaus system but instead of connecting it to the arms you connect it to the inserters and activate "set filters" inside the inserters
@@vitaliyvorobyov2942 I assume the same way I did: with deciders that read contents from the collector, then output a signal if the collector's storage is below those values. You just have to enable "read contents" and "set filters" and use both colors of wires so you don't make a mess of the signals.
@@AshaliNumala I did the same thing by reading the contents of the collector and dividing by -10, then placing a constant combinator that outputs 1 of each asteroid. So when a specific type of asteroid reaches 10, the output becomes -1 and cancels out the constant combinator and stops sending that signal.
I added some circuit logic to my ice crusher that switches it to the advanced recipe only when calcite falls below a threshold. I set a constant combinator to the basic recipe at a value of 2, and a decider that outputs the advanced recipe at 1, and a selector sorted by ascending. When the decider calcite condition is met it switches to calcite, and when it's done it switches back.
I don't think you mentioned this, but thrusters actually have efficiency curves (you can see them in factoriopedia), the ratio of thrust to fuel consumption is highest when they get 6 fuel per second or less, which you can accomplish by having a pump wired to a clock, so it only works some percentage of time
@@Vampandamonium honestly the efficiency matters way less after you unlock the calcite fuel recipe, but before that it's nice to have. also, if you're slower, you encounter less asteroids in a given amount of time (though more of them over the entire trip), whether that's worth it depends on your platform design
Your tutorials are awesome Nilaus. I love how explicit you are about whether you're doing something to be functional, or just simply to look nice. Also your experience with the game really shines through. While I don't use your blueprints (I like building things myself), your tips are so helpful and every video I find myself going, "Oh wow, I didn't even think of that as a possibility!" Thanks so much!
One thing that simplified signals on spaceships for me - you can use electric poles for wires! of course, asteroid chunks should never be in the hub anyways, but just in case they are I never let wires dealing with asteroid signals touch the hub, they go along electric poles. Also makes it possible to place combinators far away from the hub.
@Khaim.m you could make them locally at the start of the build provided you have advanced asteroid processing, but yeah I did largely do this for aesthetic reasons hehe:)
@@Khaim.m sushi that goes around the whole ship is only one of the ways I can think on how to transport stuff around the ship without throwing something away and share belts for things. Poles are just 1 tile in compareson to do everything around one sushi. Circuit logic with assemblers reading contents of itself is so powerfull everyone just by inertia sleeps on them, or it's just a skill issue.
somebody on reddit suggested using lights instead of power poles or belts to relay signals around the ship. I'll definitely try that on my next ship design.
It depends on what we're talking about I think. Quality turrets, cargo bays, solar panels, and asteroid grabbers are just a no brainer imo. Quality crushers are pretty awesome too. And you don't need any of those things in such massive quantities that you can't just overproduce until you get good ones.
@@fang_xianfu I think turrets are better at low quality since they only get more range and range just means you'll shoot more unneccesary asteroids. (Asteroids which won't hit your ship)
ammo can be distrubited by sushi too, and jettisoning trash can also be done by sushi by "digging" a long hole from the edge of the platform to sushi. I would advise going for line balancer on sushi in this case to utilize both lines, tho it will require some circuiting. Also about circuits, along with changing water asteroid recipe, id change foundry recipe too and only use one foundry for all needs - with tanks.
I gotta say, the music in space is probably my favorite, it reminds me of the music in elite dangerous that plays when traveling between planets in a star system
Oh hell yeah. I like your normal videos, don't get me wrong. But building interesting, self-sustaining spacecraft that are both well-defended and actually look like spacecraft? That's the good shit.
I did in fact make a spaceship with only solar power that safely goes to Aquilo and back. It's a lot of them so the spaceship is kind of a big square, and I also used high quality efficiency modules.
Please go through the logic and how you setup the combinators much more slowly. Specifically on how you connect the red and green wires. I'm trying to follow along and am struggling.
I guess he's addressing experienced Factorio players. I'm still quite new to the game and have some experience with circuit logic, but are also struggling to follow. I'm just taking a mental note to research how to e.g. use constant combinators combined with "set filter" later.
Yeah, i too found it difficult to follow, as at times it seemed nilaus had already prebuilt some of the green/or red wire connections, and thus it got glossed over when he was explaining how it worked. I was able to get the ore filters workings, but not the green lights for Thruster fuel/Oxidizer/Ammo. They just stay on all the time on my ship, so one of the wires must be incorrect somewhere, but after re-watching the video, i can't really figure it out. Would be nice if he showed the circuits a bit more clearly in each video.
I ended up making both a central sushi belt and dedicated "buffer" sushi belts which hold ice/carbon on one of them and ice/ore on the other to power each array of chem plants.
I build my shapeships over fulgora because all my quality components are there, and rockets are super cheap there. I ship a lot of repair packs first to repair any damage taken, but that happens rarely anyways so you can skip it if you want.
I just ship up those new burner towers (that burn like a nuclear reactor) and set up a bit of power production fed right from the hub, just 5 rockets for the bits power and a bit of solid fuel, another 1 for an inserter, and then another one for 50 lasers -- and like 5-6 for foundation. Basically just one round of rocket launches, so very quick to set up. Lasers aren't great vs mediums, but if you slap 50 on such a small platform they will melt through mediums quite fine and have nice range since they come in epic quality (because fulgora of course). Then you can just keep expanding the platform as needed over time. Always build a bit further out than intended and slap down lasers as temporary defense. It's ultra safe and only costs some solid fuel upkeep, which is typically clogging up my recyclers anyway, so sending it to space is actually a neat way to get rid of it :) I'm thinking those towers will be quite a good alternative to nuclear reactors, as you can send "free" solid fuel from fulgora as you desire and while in space you can turn any excess carbon rock (of which I usually have a lot of excess) into some additional fuel. Less prone to total failure than nuclear, as you virtually can not run out entirely. I favor efficiency modules on spaceships too, so power demand is quite low for a proper ship, only the starting phase when everything is defended by lasers is fuel intensive, but that doesn't matter as I can restock fuel at will. I find that a lot easier than building a functional ship and flying to fulgora -- there's not a lot going on in orbit around fulgora, but travelling there is dodgy without proper defenses.
Instead of using a decider combinator for each asteroid a very simple way of controlling the asteroid intake is using a single arithmetic combinator + a constant combinator. The arithmetic one will read the belt and multiply each by -1 and output each, the constant combinator will connect to the output and contain the max. positive values. In this case the setting of the filters is the difference while >0. Disposal can be controlled using a decider combinator for items
much appreciated, iam total factorio noob regarding circuits n stuff, iam embarressed to say even with your straight to the point description it took me a while to wrap me head arround this still an implement it X). this was excatly what i needed to make it with the space I had left which felt satisfying after all the squeeze it in my design.just barely. cheers
Do you think you could provide a picture of this? I'm trying to put it together but I'm not sure how I'm supposed to wire the second combinator. Is it to connect from the output of the decider combinator or do you put the second constant combinator as the input for the decider? Either way, I can't get the auto disposal to work.
@@WhiteGinger10000 It sounds like they did the same thing I did, so I'll explain mine to see if that helps. Wire your storage area (belts or main hub, depending how you design your ship) to the input of an arithmatic combinator. Set the math to "each" times -1, and output to "each". Wire the output of that combinator to the grabbers to set their filters. At this point, you'll end up with *everything* on the belt, but negative amounts, so the filters will be blank. Now add a constant combinator and set it up with how many of each thing you wire. Wire this to the *output* of the arithmatic combinator. When a circuit has multiple things providing data, all that data gets added. So the positive number in your constant combinator get added to the negative values coming out of the arithmatic combinator. If your number is higher than the amount stored, that will mean it ends up with a positive value for that item, and it'll show up in the filters of the grabbers. Do *not* wire the storage to the *output* of the arithmatic combinator or you'll have a bad day.
@Raytenecks Ok perfect thank you so much! That makes much clearer. I'm assuming that I shouldn't have to worry about overflow as long as I have the amounts that I want on the belts low enough as to not overfill the storage belt.
@@WhiteGinger10000 Yeah, that's how I keep my item counts low enough. I used the sushi belt for a while, and I've been just using the main storage lately, and it's been working for both with appropriate amounts set. FWIW, I'm probably going back to belts because using main storage for everything seems harder after all, and you have less room for things you're transporting.
Trouble i found with the collectors are that their internal buffers will sometimes fill with too mich of something, so when they dump to the sushi belt theyll block it up, so limiting their inserters ONTO the sushi belt helps mitigate that, or i usually just lower the limit set by the circuits to 15, low and high enough to be able to fly and collect
Since I don't have a patreon membership I just eyeballed it... but I'm happy to say the freighter made it to Fulgora without a dent! It took me awhile to figure out the wiring, never did circuitry before, but funnily enough I gave it a second try after having my ship parked in new orbit and was able to figure it out. Now I can have my ship go on supply runs to grab what things I forgot to pack for the voyage.
One flaw i would point out is having the grabbers wired to the main storage building, as if you get one of the asteroids in there by accident it will always have that filter on as if it sees it as a signal. had this issue for a while before i found out why my belts kept over flowing with something....I made this comment like 2 min before seeing it happen in the video.... but keeping the comment...hook wires up to turrets or something else.
2:50 you can turn that highlight off if you open the edit menu for the pin. (the pencil icon) There's a checkbox at the top. Uncheck that and the pin in no longer visible in remote view.
Using pumps to control the flight speed is brilliant, I will consider this for my next few designs. Haven't finished the vid to see if you've already answered but how do you feel about: loading up enough fuel in storage for a trip vs producing enough fuel while flying to sustain max thrust?
I think in other videos he has his Ships set to fly if the thruster fluid is above a certain level. so he lets the ship stand still and "recharge" their thrust before the next flight.
I am ashamed I never thought of passing ammo directly between turrets. I wouldn't consider it on planets ( I use long handled inserters and a belt at distance to keep the supply out of reach), but in space, its brilliant
Is there any way, or maybe i missed ur video, that you could do a tutorial for the early game and best way to set up before launching your first rocket? Somehow alway still running deficits! Love these videos man, got me back into factorio!
Regarding Nuclear Power - you are wasting fuel with your setup :( A few points: - the temperature threshold should be slightly higher than 500, because there are losses down the pipes - use either a basic or fast inserted and override stack size to 1 because you don't need to insert 12 cells, you need only one - you don't need a filter for nuclear fuel HOWEVER, a cool trick I use is: - connect Power Plant to inserter and select "read fuel" on the Power Plant - on the inserter select "Set Filters" and set the filters to "Blacklist" - this will ensure that you only get 1 Fuel Cell inside the reactor at ALL TIMES if the temperature drops below the threshold
I was worried about how you're keeping the reactor fuelled up, but I did math and 1 stack of uranium fuel cells is good for almost 3 hours, so just reserve 2 slots of ship inventory for it and make sure the ship visits Nauvis at least once in that time and you're golden.
You overcomplicated circuit for filtering asteroid chunks. Just take belt/storage input to the arithmetic combinator with '0 - each', output to the constant combinator with what you want to have, then continue that wire to the grabbers with "filter by signals". Filter only grabs things with signal more than 0, negative values are ignored.
You can hide the pin for the platform. Below the minimap where your pinned stations are listed, click on the little crayon button to edit. There you can hide it being shown.
The Freighter's ammo area, 1 of the crushers doesn't have the recipe for your smelters, but awesome ships - I had planned to build new ones with bigger cargo, so I'll be using some of these concepts for sure :)
Wube, PLEASE, allow us trains on the space platforms! I swear I will not use them for "long chest" method, it's just for how stupid and funny it would be to have a train in space!
@@Dimadoomsday I'm working on just that. Turns out with the productivity upgrades to scrappers from Gleba tech you get A LOT of resources while just flying around the place :) Working on a factory ship to go to aquilo. I'm sure my current main ship can get there just fine if I add a little rocket production modules, but I want something that is able to produce all the necessities in space and just drop them down. Why build a mall on a planet when I can have a mall in space after all? My starter ship already did pipes and belts (not splitters) since the very first planet I colonized. It's super handy to just print stuff in space and send it down as needed.
@@theral056 I read your printing-pipes story and remembered that you can set recepies on assemblers via signals. It would be easy to dynamicly assemble stuff recursively through asking "what system needs" and adding ingedients of that "what" to the list, but there is no bots to easielly manage outputs and inputs of assemblers.
@@rogo7330 yeah it's complicated. You can have different mats in range of a single assembler, limit inserter stack size to 1 and use logic so each inserter for a given resource only inputs while < assembler content. But it's really complicated, doesn't craft very fast and space is free in space, I just tend to build bigger :)
Idk if anyone noticed (or plays Starsector) but he basically designed a Buffalo and an Atlas.... at least in profile, if I could have missile turrets on my Atlas(es) I'd be so happy about it.
On the inner planet ship, right below the cargo bays you have metallic/carbon crushers set up. I think there are two green inserters which dont do anything
Nilaus, click the pencil on the right of your screen (the tag) then there is a check box for the tag icon. I had to turn it off for my friends because it was so annoying covering the character.
My first ship made it to Fulfora without incident, though I gave it uranium ammo. Now, several hours later while figuring out how Fulg works it started running out of ammo... I only had one smelter on board and no rocket to get to it. I'm watching it slowly get pummeled to death by 'roids.
I was recenttly start with Aquila and I think endgame travel will not be possible with these platform, as we are missing Rail guns. Do you plan make modified for endgame?
I already have a pretty solid inner planets cargo ship I'm happy with, but I'm totally stealing that ready-to-go circuit! Setting 3+ conditions for every stop of every ship was a bit annoying.
Hey, I just spent all last night designing my deep space ship as well. I found a couple tricks extra tricks that might be helpful. 1. The asteroid recycling recipe for the crushers is very powerful. I have an asteroid loop belt like you do but I allow anything on the belt and then recycle to what I actually want. In my case I allow a total of 200 total asteroids of any type on the belt and then convert any asteroid type I have more than 50 of. This lets you use asteroids of any type to run your ship and you can build up huge buffers of any asteroids you come across in your catchers and belts. 2. You can now use circuit network to monitor the items actually loaded into an assembler and this is a great way to manage priority like when you need both basic and advanced crushing recipes (like sulfur + carbon). In this example you can limit the inserter from the basic carbon crusher so it only runs when the amount of carbon drops due to the advanced recipe not keeping up. I'm still unlocking the new stack inserters, but they seem like they will be helpful for improving the density of items on a belt (particularly for ammo and maybe asteroids).
Could you explain a bit more about the circuit setup for the sushi belt? I have never messed with circuits in this game before and I can’t really follow how you set everything up and wired it.
This is great... but I wish it was TWO videos one for each ship or atleast if u want to do a single video, split it up into two sections where you focus one ship at a time. xD Trying to follow one specific ship at a time is super hard because of all the jumping.
Watched the video hoping you would explain the engine fuel mechanics some more. There is an efficiency graph in Factoriopedia that is not completely clear for me.
At 11:23 you cover asteroid collection, but do you have any videos or tutorials on more in depth on how you set up the combinators and the belt? i am a circuit newb and cannot figure out how to replicate your simple balancer :( i cannot figure out how to make the whole belt be read and what order to connect wires
how did you make the limiter on the asteroid grabbers as you have not shown the full setup of the filters, so currently my sushi belt is stuck and stuffed as it wont turn the grabbers off
The yellow undergrounds reach over 9 squares in the inner planet one and over 8 in the outer planet one. Unless you have quality belts, are you not restricted to the 8 squares of the blue belts?
maybe this is a dumb question, but how did he get his underground belts to extend through three solar panels? I feel like I'm missing something obvious. They look yellow?
As someone who hasn't used the logic in this game this tutorial was incomprehensible to me. I found a blueprint on factorio website and built the spaceship that works great in 3min. But it's unsatisfying since I don't really know how the logic works. If anyone would be open to explain this video to me, let me know :)
oh i found it - connect the wire to one belt then click on it and select Hold (all belts) then it will select all belts. Should be able to finish it now :D wheeee
I know rectangles are easy, but if i am making "a spaceship" it absolutely cannot just look like a rectangle :p I need to give it some good looking shape.
Red belts is enough for first 3 planets ships, in my opinion vulcanus should be 1st planet to visit, because you can deal with it in several hours and get awesome foundaries and big miners
how do you paste a blueprint onto existing buildings so that it integrates itself? (like with the automatic tunnel placement) how do you do it? it always says somethings in the way when i try it... otherwise very helpful tutorial here thank you
11:40 как жаль что Вы не объяснили как работает счётчик ресурсов, я видел объяснение в каком-то Вашем ролике пару дней назад, но теперь не могу найти информацию.
Not a big thing, but if the inner system freighter is supposed to be used as a first ship, shouldn't it use red belts, since the green ones you only get on Vulcanus?
Force build mode. Use SHIFT+CTRL click for the angry ghost that will mark anything below your placements for deconstruction. This will generate undergrounds if possible.
Good video however I do wish that the stuff on the circuits was a little more in-depth. You just kind of gloss over the combinator setup and don't talk about how anything is actually wired. I think I was able to piece it together from the video and some comments from others but I wont know for sure until my platform is built and runs for a little bit.
I hope we get a Dyson Sphere like Solar System eventually. where the planets actually orbit around a star, and thus have different travel times. Or even be blocked by the Sun xd
My biggest problem with ONI rocket interiors is that you don't really have to worry about item storage at all, you can just have all items you want put into a dispenser or something and just put them on the ground having even a single small rocket have infinite storage capacity and imo it really limits the design space.
You realize you are most of the way towards having built a living thing? You have a circulatory system, a nervous system, a skin, a means of locomotion, a means of ingesting food, a means of processing what it ingests and transporting the material around itself, and a means to excrete waste. All its missing is reproduction.
in my decider combinator - It wont let me change the right hand tick box to de-select Green - I cant figure out why - and yes im a noob at circuits :( it says network selection is not relevant
Connect the wire to one belt section and click on it. The circuit GUI has "Read contents | Pulse, Hold and Hold (all belts)" as options, pick the last one.
@@Nilaus They have 90% resistance, but they get there in the end (for up to Medium asteroids). It's good enough for slow drifting asteroids when in orbit. Much easier to plonk a couple laser turrets in the back than to route ammunition back there, if you don't have ammo on your sushi belt.
Blue Belts will also work, but it is a small adjustment. I honestly forgot that it was space tech, since it was the second thing I focused on (after cliff explosives ofc)
Something I recently found out is that you can hold CTRL+SHIFT+ALT while having an item or a ghost, and scroll wheel up and down to change quality. Very useful for changing on the fly for modules etc. Just Q a building or if you're holding a module and scroll (while holding the buttons down)
Shift-Alt-Scroll
@@Nilaus Ooh, must've been an error #40 when I discovered it
If anyone is wondering, at the Asteroid collection section, the whole belt has a yellow graphic around it. It's done by connecting a wire to a single belt piece, and setting the circuit settings to read belt contents AND "Hold (all belts)".
After 175 hours, spaceship design was the first scenario where I really needed to start learning circuits. It has quite a learning curve, even after watching a few videos.
Thank you so much 🙏i was trying to figure that for a long time
Legend!
For asteroid collectors I actually went with something similar, but more complicated. Asteroid collectors collect in a ratio of 11/11/22 and then inserts read the belt. This way the collectors are a storage container as well.
Can you elaborate mo on how did you make collector gather asteroids in this particular ratio?
@@vitaliyvorobyov2942each collector has an output for their contents, and can take an input to set the mirror filters.
This is how I did it:
Take the content with a wire, pass it through a logic gate (need to do a < operation). For each *, if * < (storage/3) output each *. With this, you can check for every asteroid type with a single combinator. There’s the edge case for when there’s zero asteroids of a type, so you need an additional input for 1,1,1,1 of each type, using a constant; then you use constant/3 + 1 for the condition.
You take that output and throw it back to the corresponding collector. You’ll need to fiddle with the cable colors to prevent dirty data from coming in. Red for out, green for in, then green from the constant to the combinator, so it doesn’t go to the collector.
With similar tech you could count the contents of all of them and treat it globally, if you don’t want to use so many combinators.
Afterwards, you set a similar combinator but to read the contents of the belt, to make sure it doesn’t overflow. Instead if setting the filter for the collectors, you set the filter for the inserters taking stuff out of them. Similar to what Nilaus is doing.
yea did the same though I stayed with a 1:1:1 ratio for everything as you struggle with ice asteroids near aquillo for example.
@@vitaliyvorobyov2942 you need a decider combinator for each arm, I put a green wire from the arm to the input of it and a red wire from the output to the arm then you need a signal with the amount of asteroids you want of each type, a constant combinator is easiest, and connect it with a red wire to the input of the decider. Inside the decider you set every field to "each", that yellow asterix symbol, and compare if the red signal is greater than the green. Also don't forget to set the arms on read contents aswell as set filter.
Now you'd use Nilaus system but instead of connecting it to the arms you connect it to the inserters and activate "set filters" inside the inserters
@@vitaliyvorobyov2942 I assume the same way I did: with deciders that read contents from the collector, then output a signal if the collector's storage is below those values. You just have to enable "read contents" and "set filters" and use both colors of wires so you don't make a mess of the signals.
@@AshaliNumala I did the same thing by reading the contents of the collector and dividing by -10, then placing a constant combinator that outputs 1 of each asteroid. So when a specific type of asteroid reaches 10, the output becomes -1 and cancels out the constant combinator and stops sending that signal.
I added some circuit logic to my ice crusher that switches it to the advanced recipe only when calcite falls below a threshold. I set a constant combinator to the basic recipe at a value of 2, and a decider that outputs the advanced recipe at 1, and a selector sorted by ascending. When the decider calcite condition is met it switches to calcite, and when it's done it switches back.
What's the downside to making additional calcite to want to switch to the basic recipe?
I don't think you mentioned this, but thrusters actually have efficiency curves (you can see them in factoriopedia), the ratio of thrust to fuel consumption is highest when they get 6 fuel per second or less, which you can accomplish by having a pump wired to a clock, so it only works some percentage of time
with Fuel basically free in space, wouldn't it be better to consider speed:firepower?
@@Vampandamonium you could dynamically scale speed based on ammo remaining, though I guess you should always just stockpile enough ammo
@@Vampandamonium honestly the efficiency matters way less after you unlock the calcite fuel recipe, but before that it's nice to have. also, if you're slower, you encounter less asteroids in a given amount of time (though more of them over the entire trip), whether that's worth it depends on your platform design
Your tutorials are awesome Nilaus. I love how explicit you are about whether you're doing something to be functional, or just simply to look nice. Also your experience with the game really shines through. While I don't use your blueprints (I like building things myself), your tips are so helpful and every video I find myself going, "Oh wow, I didn't even think of that as a possibility!" Thanks so much!
One thing that simplified signals on spaceships for me - you can use electric poles for wires! of course, asteroid chunks should never be in the hub anyways, but just in case they are I never let wires dealing with asteroid signals touch the hub, they go along electric poles. Also makes it possible to place combinators far away from the hub.
Sure, but then you have to send up poles to the ship. It's easier (if a bit ugly) to do what Nilaus did and use single belt tiles as relays.
@Khaim.m you could make them locally at the start of the build provided you have advanced asteroid processing, but yeah I did largely do this for aesthetic reasons hehe:)
@@Khaim.m sushi that goes around the whole ship is only one of the ways I can think on how to transport stuff around the ship without throwing something away and share belts for things. Poles are just 1 tile in compareson to do everything around one sushi. Circuit logic with assemblers reading contents of itself is so powerfull everyone just by inertia sleeps on them, or it's just a skill issue.
somebody on reddit suggested using lights instead of power poles or belts to relay signals around the ship. I'll definitely try that on my next ship design.
I think "design your workhorse ships for base quality" is a really good design decision
It depends on what we're talking about I think. Quality turrets, cargo bays, solar panels, and asteroid grabbers are just a no brainer imo. Quality crushers are pretty awesome too. And you don't need any of those things in such massive quantities that you can't just overproduce until you get good ones.
@@fang_xianfu I think turrets are better at low quality since they only get more range and range just means you'll shoot more unneccesary asteroids. (Asteroids which won't hit your ship)
ammo can be distrubited by sushi too, and jettisoning trash can also be done by sushi by "digging" a long hole from the edge of the platform to sushi. I would advise going for line balancer on sushi in this case to utilize both lines, tho it will require some circuiting. Also about circuits, along with changing water asteroid recipe, id change foundry recipe too and only use one foundry for all needs - with tanks.
I gotta say, the music in space is probably my favorite, it reminds me of the music in elite dangerous that plays when traveling between planets in a star system
The music is phenomenal
Vulcanus has that one track that made me stop and listen, I think it’s Vulcanus 7
Oh hell yeah. I like your normal videos, don't get me wrong. But building interesting, self-sustaining spacecraft that are both well-defended and actually look like spacecraft? That's the good shit.
I did in fact make a spaceship with only solar power that safely goes to Aquilo and back. It's a lot of them so the spaceship is kind of a big square, and I also used high quality efficiency modules.
I seen a ship that did nothing but throw spoilage in space, It was beautiful.
Please go through the logic and how you setup the combinators much more slowly. Specifically on how you connect the red and green wires. I'm trying to follow along and am struggling.
I guess he's addressing experienced Factorio players. I'm still quite new to the game and have some experience with circuit logic, but are also struggling to follow. I'm just taking a mental note to research how to e.g. use constant combinators combined with "set filter" later.
I replied to @4rwy and @whiteginger10000 above with how I do it, and @rogo7330 sounds like they do it the same way as me as well.
Yeah, i too found it difficult to follow, as at times it seemed nilaus had already prebuilt some of the green/or red wire connections, and thus it got glossed over when he was explaining how it worked. I was able to get the ore filters workings, but not the green lights for Thruster fuel/Oxidizer/Ammo. They just stay on all the time on my ship, so one of the wires must be incorrect somewhere, but after re-watching the video, i can't really figure it out. Would be nice if he showed the circuits a bit more clearly in each video.
I ended up making both a central sushi belt and dedicated "buffer" sushi belts which hold ice/carbon on one of them and ice/ore on the other to power each array of chem plants.
It could be better storing asteroids instead ice/carbon
I build my shapeships over fulgora because all my quality components are there, and rockets are super cheap there. I ship a lot of repair packs first to repair any damage taken, but that happens rarely anyways so you can skip it if you want.
he say he make with out quality for us and right after make it move to fulgora to upgrade it ^^
I just ship up those new burner towers (that burn like a nuclear reactor) and set up a bit of power production fed right from the hub, just 5 rockets for the bits power and a bit of solid fuel, another 1 for an inserter, and then another one for 50 lasers -- and like 5-6 for foundation. Basically just one round of rocket launches, so very quick to set up. Lasers aren't great vs mediums, but if you slap 50 on such a small platform they will melt through mediums quite fine and have nice range since they come in epic quality (because fulgora of course). Then you can just keep expanding the platform as needed over time. Always build a bit further out than intended and slap down lasers as temporary defense. It's ultra safe and only costs some solid fuel upkeep, which is typically clogging up my recyclers anyway, so sending it to space is actually a neat way to get rid of it :)
I'm thinking those towers will be quite a good alternative to nuclear reactors, as you can send "free" solid fuel from fulgora as you desire and while in space you can turn any excess carbon rock (of which I usually have a lot of excess) into some additional fuel. Less prone to total failure than nuclear, as you virtually can not run out entirely. I favor efficiency modules on spaceships too, so power demand is quite low for a proper ship, only the starting phase when everything is defended by lasers is fuel intensive, but that doesn't matter as I can restock fuel at will.
I find that a lot easier than building a functional ship and flying to fulgora -- there's not a lot going on in orbit around fulgora, but travelling there is dodgy without proper defenses.
Instead of using a decider combinator for each asteroid a very simple way of controlling the asteroid intake is using a single arithmetic combinator + a constant combinator. The arithmetic one will read the belt and multiply each by -1 and output each, the constant combinator will connect to the output and contain the max. positive values. In this case the setting of the filters is the difference while >0. Disposal can be controlled using a decider combinator for items
much appreciated, iam total factorio noob regarding circuits n stuff, iam embarressed to say even with your straight to the point description it took me a while to wrap me head arround this still an implement it X). this was excatly what i needed to make it with the space I had left which felt satisfying after all the squeeze it in my design.just barely. cheers
Do you think you could provide a picture of this? I'm trying to put it together but I'm not sure how I'm supposed to wire the second combinator. Is it to connect from the output of the decider combinator or do you put the second constant combinator as the input for the decider? Either way, I can't get the auto disposal to work.
@@WhiteGinger10000 It sounds like they did the same thing I did, so I'll explain mine to see if that helps.
Wire your storage area (belts or main hub, depending how you design your ship) to the input of an arithmatic combinator. Set the math to "each" times -1, and output to "each". Wire the output of that combinator to the grabbers to set their filters. At this point, you'll end up with *everything* on the belt, but negative amounts, so the filters will be blank.
Now add a constant combinator and set it up with how many of each thing you wire. Wire this to the *output* of the arithmatic combinator. When a circuit has multiple things providing data, all that data gets added. So the positive number in your constant combinator get added to the negative values coming out of the arithmatic combinator. If your number is higher than the amount stored, that will mean it ends up with a positive value for that item, and it'll show up in the filters of the grabbers.
Do *not* wire the storage to the *output* of the arithmatic combinator or you'll have a bad day.
@Raytenecks Ok perfect thank you so much! That makes much clearer. I'm assuming that I shouldn't have to worry about overflow as long as I have the amounts that I want on the belts low enough as to not overfill the storage belt.
@@WhiteGinger10000 Yeah, that's how I keep my item counts low enough. I used the sushi belt for a while, and I've been just using the main storage lately, and it's been working for both with appropriate amounts set. FWIW, I'm probably going back to belts because using main storage for everything seems harder after all, and you have less room for things you're transporting.
Trouble i found with the collectors are that their internal buffers will sometimes fill with too mich of something, so when they dump to the sushi belt theyll block it up, so limiting their inserters ONTO the sushi belt helps mitigate that, or i usually just lower the limit set by the circuits to 15, low and high enough to be able to fly and collect
I found putting an extra inserter to just throw anything over 10 of each item over the side works good
@@Delassa yeah, the resources are infinite so there is nothing wrong with just take all and throw the excess
Since I don't have a patreon membership I just eyeballed it... but I'm happy to say the freighter made it to Fulgora without a dent! It took me awhile to figure out the wiring, never did circuitry before, but funnily enough I gave it a second try after having my ship parked in new orbit and was able to figure it out.
Now I can have my ship go on supply runs to grab what things I forgot to pack for the voyage.
Alt + rmb to place a pin anywhere, and you can turn off it by "always show" checkbox.
Wow, an early catch! This is exactly what I needed too.
Small asteroids are what you get when you destroy a medium asteroid with guns. They die pretty fast so its blink or you'll miss it but they're there.
"Storing water for a rainy day." Wait...
One flaw i would point out is having the grabbers wired to the main storage building, as if you get one of the asteroids in there by accident it will always have that filter on as if it sees it as a signal. had this issue for a while before i found out why my belts kept over flowing with something....I made this comment like 2 min before seeing it happen in the video.... but keeping the comment...hook wires up to turrets or something else.
THANK YOU i was going mad at why this design was overflowing on some of my ships but not others
2:50 you can turn that highlight off if you open the edit menu for the pin. (the pencil icon)
There's a checkbox at the top. Uncheck that and the pin in no longer visible in remote view.
MMmmmmMMMmmmmm Interplanetary logistics 🤤 Great series, thanks!
23:29 the not a bus continues
Edit: 47:26 you missed a wire on the left and right asteroid grabber arms
Using pumps to control the flight speed is brilliant, I will consider this for my next few designs.
Haven't finished the vid to see if you've already answered but how do you feel about: loading up enough fuel in storage for a trip vs producing enough fuel while flying to sustain max thrust?
I think in other videos he has his Ships set to fly if the thruster fluid is above a certain level. so he lets the ship stand still and "recharge" their thrust before the next flight.
What impeccable timing Nilaus! I'm ready to leave Vulcanus and need a better ship. The ship that got me here was uhh...disposable lol.
I am ashamed I never thought of passing ammo directly between turrets. I wouldn't consider it on planets ( I use long handled inserters and a belt at distance to keep the supply out of reach), but in space, its brilliant
Is there any way, or maybe i missed ur video, that you could do a tutorial for the early game and best way to set up before launching your first rocket? Somehow alway still running deficits! Love these videos man, got me back into factorio!
Regarding Nuclear Power - you are wasting fuel with your setup :( A few points:
- the temperature threshold should be slightly higher than 500, because there are losses down the pipes
- use either a basic or fast inserted and override stack size to 1 because you don't need to insert 12 cells, you need only one
- you don't need a filter for nuclear fuel HOWEVER, a cool trick I use is:
- connect Power Plant to inserter and select "read fuel" on the Power Plant
- on the inserter select "Set Filters" and set the filters to "Blacklist"
- this will ensure that you only get 1 Fuel Cell inside the reactor at ALL TIMES if the temperature drops below the threshold
This was so good! Thank you!
I was worried about how you're keeping the reactor fuelled up, but I did math and 1 stack of uranium fuel cells is good for almost 3 hours, so just reserve 2 slots of ship inventory for it and make sure the ship visits Nauvis at least once in that time and you're golden.
You overcomplicated circuit for filtering asteroid chunks. Just take belt/storage input to the arithmetic combinator with '0 - each', output to the constant combinator with what you want to have, then continue that wire to the grabbers with "filter by signals". Filter only grabs things with signal more than 0, negative values are ignored.
Can you explain further? What exactly do you mean with "0 - each"? Thank you
Haha, i Just Managed to get my first Platform today and was searching for Ship Designs. Love your Content, keep it effective.
Dude!!! You are the Master! :D
cant wait to see flying space weiner in action in the next episode
These 2 projects are just amazing!
You can use circuits to set turret filters with the condition that the ship is moving... (i think, i dunno if the turrets accept network inputs)
You can hide the pin for the platform. Below the minimap where your pinned stations are listed, click on the little crayon button to edit. There you can hide it being shown.
use stackers for ammo , missiles, and many other places, they work great to increase buffers
The Freighter's ammo area, 1 of the crushers doesn't have the recipe for your smelters, but awesome ships - I had planned to build new ones with bigger cargo, so I'll be using some of these concepts for sure :)
Wow. That packs to the brim 😮
@nilaus, you forgot to explain how to do nice walls
Wube, PLEASE, allow us trains on the space platforms! I swear I will not use them for "long chest" method, it's just for how stupid and funny it would be to have a train in space!
It would be so ridiculous to build a platform so large you actually NEED trains on it
@@Dimadoomsday I'm working on just that. Turns out with the productivity upgrades to scrappers from Gleba tech you get A LOT of resources while just flying around the place :)
Working on a factory ship to go to aquilo. I'm sure my current main ship can get there just fine if I add a little rocket production modules, but I want something that is able to produce all the necessities in space and just drop them down. Why build a mall on a planet when I can have a mall in space after all? My starter ship already did pipes and belts (not splitters) since the very first planet I colonized. It's super handy to just print stuff in space and send it down as needed.
@@theral056 I read your printing-pipes story and remembered that you can set recepies on assemblers via signals. It would be easy to dynamicly assemble stuff recursively through asking "what system needs" and adding ingedients of that "what" to the list, but there is no bots to easielly manage outputs and inputs of assemblers.
@@rogo7330 yeah it's complicated. You can have different mats in range of a single assembler, limit inserter stack size to 1 and use logic so each inserter for a given resource only inputs while < assembler content. But it's really complicated, doesn't craft very fast and space is free in space, I just tend to build bigger :)
Idk if anyone noticed (or plays Starsector) but he basically designed a Buffalo and an Atlas.... at least in profile, if I could have missile turrets on my Atlas(es) I'd be so happy about it.
On the inner planet ship, right below the cargo bays you have metallic/carbon crushers set up. I think there are two green inserters which dont do anything
10:55 for a rainy day you say?
Nilaus, click the pencil on the right of your screen (the tag) then there is a check box for the tag icon.
I had to turn it off for my friends because it was so annoying covering the character.
I use barreled water for quick water supply. Then just shove the empty barrel through a hole in the ship.
My first ship made it to Fulfora without incident, though I gave it uranium ammo.
Now, several hours later while figuring out how Fulg works it started running out of ammo...
I only had one smelter on board and no rocket to get to it.
I'm watching it slowly get pummeled to death by 'roids.
I was recenttly start with Aquila and I think endgame travel will not be possible with these platform, as we are missing Rail guns. Do you plan make modified for endgame?
I already have a pretty solid inner planets cargo ship I'm happy with, but I'm totally stealing that ready-to-go circuit! Setting 3+ conditions for every stop of every ship was a bit annoying.
"the only disadvantage is that it now has a pin on top of the space hub" - which you can disable if you edit the pin.
You can remove the visibility of the pin, and you can actually pin anything in the game.
legendary!!! amazing content
Hey, I just spent all last night designing my deep space ship as well. I found a couple tricks extra tricks that might be helpful.
1. The asteroid recycling recipe for the crushers is very powerful. I have an asteroid loop belt like you do but I allow anything on the belt and then recycle to what I actually want. In my case I allow a total of 200 total asteroids of any type on the belt and then convert any asteroid type I have more than 50 of. This lets you use asteroids of any type to run your ship and you can build up huge buffers of any asteroids you come across in your catchers and belts.
2. You can now use circuit network to monitor the items actually loaded into an assembler and this is a great way to manage priority like when you need both basic and advanced crushing recipes (like sulfur + carbon). In this example you can limit the inserter from the basic carbon crusher so it only runs when the amount of carbon drops due to the advanced recipe not keeping up.
I'm still unlocking the new stack inserters, but they seem like they will be helpful for improving the density of items on a belt (particularly for ammo and maybe asteroids).
Small asteroids come from destroying mediums. Each asteroid drops some of the smaller version when destroyed.
Could you explain a bit more about the circuit setup for the sushi belt? I have never messed with circuits in this game before and I can’t really follow how you set everything up and wired it.
Could you do a video showcasing the circuits? I’m a newer player and have no idea how rhey work
This is great... but I wish it was TWO videos one for each ship or atleast if u want to do a single video, split it up into two sections where you focus one ship at a time. xD Trying to follow one specific ship at a time is super hard because of all the jumping.
Watched the video hoping you would explain the engine fuel mechanics some more. There is an efficiency graph in Factoriopedia that is not completely clear for me.
At 11:23 you cover asteroid collection, but do you have any videos or tutorials on more in depth on how you set up the combinators and the belt? i am a circuit newb and cannot figure out how to replicate your simple balancer :(
i cannot figure out how to make the whole belt be read and what order to connect wires
Why does your logic on your belts look so clean? is it a mod?
how did you make the limiter on the asteroid grabbers as you have not shown the full setup of the filters, so currently my sushi belt is stuck and stuffed as it wont turn the grabbers off
The yellow undergrounds reach over 9 squares in the inner planet one and over 8 in the outer planet one. Unless you have quality belts, are you not restricted to the 8 squares of the blue belts?
maybe this is a dumb question, but how did he get his underground belts to extend through three solar panels? I feel like I'm missing something obvious. They look yellow?
As someone who hasn't used the logic in this game this tutorial was incomprehensible to me. I found a blueprint on factorio website and built the spaceship that works great in 3min. But it's unsatisfying since I don't really know how the logic works. If anyone would be open to explain this video to me, let me know :)
oh i found it - connect the wire to one belt then click on it and select Hold (all belts) then it will select all belts.
Should be able to finish it now :D wheeee
26:35 you have put the lower red inserters one tile up !!! the second row of chemical plants doesnt work ...
«If we get overwhelmed by asteroids» just put more turrets :)
I know rectangles are easy, but if i am making "a spaceship" it absolutely cannot just look like a rectangle :p I need to give it some good looking shape.
Can you do the innerplanetary ship with express underground belts? (that ones that across 8 tiles)
I skip Blue Belts entirely. The first ship "Planetary Express" is with Red Belt. The next tier of belt for me is Green
but I don't have green before going to vulcanos.
And you used green to jump 9 tiles for the solar panel @@Nilaus
Red belts is enough for first 3 planets ships, in my opinion vulcanus should be 1st planet to visit, because you can deal with it in several hours and get awesome foundaries and big miners
How long can it stay idle before runing out of nuclear fuel?
How is the building placement automatically turning things into underground belts
how do you paste a blueprint onto existing buildings so that it integrates itself? (like with the automatic tunnel placement) how do you do it? it always says somethings in the way when i try it...
otherwise very helpful tutorial here thank you
Havin gleba science packs rot away just frustrates me no end.
11:40 как жаль что Вы не объяснили как работает счётчик ресурсов, я видел объяснение в каком-то Вашем ролике пару дней назад, но теперь не могу найти информацию.
Not a big thing, but if the inner system freighter is supposed to be used as a first ship, shouldn't it use red belts, since the green ones you only get on Vulcanus?
yes it should. I forgot
How are you placing the solar panels over belts with the undergrounds being placed automatically?
Force build mode. Use SHIFT+CTRL click for the angry ghost that will mark anything below your placements for deconstruction. This will generate undergrounds if possible.
Frigate has very efficient shape (c) RCE
On the freighter your right engine cowling is missing
I cant understand how the counter for the idle warning is setup. Im new to combinators in general but it seems like i cant get the counter to work.
Good video however I do wish that the stuff on the circuits was a little more in-depth. You just kind of gloss over the combinator setup and don't talk about how anything is actually wired. I think I was able to piece it together from the video and some comments from others but I wont know for sure until my platform is built and runs for a little bit.
Very much reminds me of ONI rocket interiors. IMO ONI did space and colonisation better
I hope we get a Dyson Sphere like Solar System eventually. where the planets actually orbit around a star, and thus have different travel times. Or even be blocked by the Sun xd
My biggest problem with ONI rocket interiors is that you don't really have to worry about item storage at all, you can just have all items you want put into a dispenser or something and just put them on the ground having even a single small rocket have infinite storage capacity and imo it really limits the design space.
You realize you are most of the way towards having built a living thing?
You have a circulatory system, a nervous system, a skin, a means of locomotion, a means of ingesting food, a means of processing what it ingests and transporting the material around itself, and a means to excrete waste.
All its missing is reproduction.
Pin; alt+right-click is the hotkey for it. Can also be used as a vehicle tracker 😉
Idle for 10+ minutes "Maybe I see the warning."... Hook it up to a speaker that's set to global. Definately see the warning 😅
I dont understand how to make the assmeblers network .. i cant choose to turn off the wires
blueprint?
in my decider combinator - It wont let me change the right hand tick box to de-select Green - I cant figure out why - and yes im a noob at circuits :( it says network selection is not relevant
How was the belt setup on the first ship i dont get it
I could not get the collectors to only grab 50 for the life of me, could not figure out what he did with the signals
How do you set the green wire to read the whole belt rather than just one section
Connect the wire to one belt section and click on it. The circuit GUI has "Read contents | Pulse, Hold and Hold (all belts)" as options, pick the last one.
I don't understand how to use those wires at all. I've never messed around with them... so I'm more than a bit confused.
The frieghters sushi belt doesnt work?
Why not place laser turrets in rear and connect to logic for make it work whiles speed=0?
Laser don't work on asteroids
@@Nilaus They have 90% resistance, but they get there in the end (for up to Medium asteroids). It's good enough for slow drifting asteroids when in orbit. Much easier to plonk a couple laser turrets in the back than to route ammunition back there, if you don't have ammo on your sushi belt.
My only complain is that the small ship needs green belts to jump over the hub, so i cant built it to go to Vulcanus
Blue Belts will also work, but it is a small adjustment. I honestly forgot that it was space tech, since it was the second thing I focused on (after cliff explosives ofc)
Why not use sulfur power in space?
doesn't work. It requires gravity
I cant watch Nilaus videos because its hard not to use the designs once you see them.
After 60 hours I'm still on nauvis 🤣