I'm not sure when it was implemented, but very recently I discovered they'd made a very beneficial improvement to the way belts are handled. Now, if you try and drag a belt across another, it'll automatically do a one-step arc to just barely go over the existing belt. This also works when dragging a belt along the same line, it just barely raises the new belt for just the portion where it's over another belt. Makes it a lot easier to do things when I don't have to make several steps on both sides to raise and lower the belt.
Really love these design philosophies you've incorporated. It makes for much more interesting designs in my opinion (like this one), it's far easier to scale (minus logistics difficulty), and it gives a great reason to keep putting out new content without rehashing old builds. Great stuff.
Just a small detail, but I really like the use of the tall splitters for your proliferation line. It’s all too easy to use the default position, but I personally like the slicker look.
I really do love your blueprints and use them quite regularly (every time I play the game :D). But I'm missing some - like early graphene and titanium alloy. I mean, I have blueprints of my own for that, but I'm sure yours would be a lot better :)
I have a question. I've finished the game, completed a couple spheres, now expanding through pretty much all over the map. I'm in what I like to call "later" game. What is the most effective and efficient way of keeping your factories fed? If I mine every planet and send resources to a single planet, where I keep everything concentrated and balanced (as far as production is concerned) I can't seem to reach levels of productivity that are acceptable for such a later stage; if I go much bigger, colonize and produce some components on each planet on a bigger scale, my lines around the systems can't seem to keep up with themselves (mostly due to delivery times, but not only that), which means one of them will eventually run out of something untill they all fall like dominos all over the map. What is the better way? Is there a better way? 😅
make interplanetary logistic stations near your production line requesting the resources it needs and set it to local storage remote demand, it will make it so delivery time doesnt matter, rinse and repeat for all other production lines , ofc you can make multiple if there is alot of it consumed per minute
For some reason your blueprints are not importable to my game.. I have no idea what I do wrong - and I could not google even single person with similar issue. when I try to paste, i get only error beep. (when i paste same into word, it copies, its not that I "forgot" to copy first.) EDIT: I just found out that some do work! (solar sails). SOme dont - like green matrix. Writing here only in small hope anyone knows what I do wrong and points it out for me. EDIT: I found the issue. If anyone encounters it, my copy apparently adds Z: and link to source to the end of copied text. Probably some browser setting. Copy into notepad - remove the link = all works. Anyway kudos for all the guides!
because their too valuable. its more worth to use them to make plane smelters (the 2x speed furnaces) than it is for the pink engines. the unipolar magnets replace elect turbines which are pretty easy to build if you just place down a blueprint. so no reason not to just use the electric turbines instead of a valuable rare resource
@@nobody-yc5zo most of the time you have 10-20 million unipolars and thats more than enough for all your plane smelters you need. especially when you upgrade minigspeed you have practicaly infinit of. for every green cube you need 2 turbines per second or 10 Unipolars. (non proliferated)
@@samfisch5988 I mean, your approach is interesting, and I'm sure it works. However, I've never had unipolars available by the time I want some green science. Frankly, I've only visited a few systems by the time I've finished all the colored science and "won" the game. So, I'm gonna need a solution that doesn't involve unipolars.
Would love a new playthrough of DSP
I'm not sure when it was implemented, but very recently I discovered they'd made a very beneficial improvement to the way belts are handled. Now, if you try and drag a belt across another, it'll automatically do a one-step arc to just barely go over the existing belt. This also works when dragging a belt along the same line, it just barely raises the new belt for just the portion where it's over another belt. Makes it a lot easier to do things when I don't have to make several steps on both sides to raise and lower the belt.
Really love these design philosophies you've incorporated. It makes for much more interesting designs in my opinion (like this one), it's far easier to scale (minus logistics difficulty), and it gives a great reason to keep putting out new content without rehashing old builds. Great stuff.
Just a small detail, but I really like the use of the tall splitters for your proliferation line.
It’s all too easy to use the default position, but I personally like the slicker look.
You should make a blueprint for foundation/concrete since it does have some oddities (producing 1 every second etc).
Revised Red Science build pls - that would be awesome ..
Does that mean there will be updated red science build? It still works well but it could use a refresher with new blueprint limits.
Well he says he will start from the back so sounds like yes he will revisit them
Very great video. Thank you.
F***ing Brilliant!
I really do love your blueprints and use them quite regularly (every time I play the game :D). But I'm missing some - like early graphene and titanium alloy. I mean, I have blueprints of my own for that, but I'm sure yours would be a lot better :)
I have a question. I've finished the game, completed a couple spheres, now expanding through pretty much all over the map. I'm in what I like to call "later" game.
What is the most effective and efficient way of keeping your factories fed? If I mine every planet and send resources to a single planet, where I keep everything concentrated and balanced (as far as production is concerned) I can't seem to reach levels of productivity that are acceptable for such a later stage; if I go much bigger, colonize and produce some components on each planet on a bigger scale, my lines around the systems can't seem to keep up with themselves (mostly due to delivery times, but not only that), which means one of them will eventually run out of something untill they all fall like dominos all over the map.
What is the better way? Is there a better way? 😅
make interplanetary logistic stations near your production line requesting the resources it needs and set it to local storage remote demand, it will make it so delivery time doesnt matter, rinse and repeat for all other production lines , ofc you can make multiple if there is alot of it consumed per minute
For some reason your blueprints are not importable to my game.. I have no idea what I do wrong - and I could not google even single person with similar issue.
when I try to paste, i get only error beep. (when i paste same into word, it copies, its not that I "forgot" to copy first.)
EDIT: I just found out that some do work! (solar sails). SOme dont - like green matrix.
Writing here only in small hope anyone knows what I do wrong and points it out for me.
EDIT: I found the issue. If anyone encounters it, my copy apparently adds Z: and link to source to the end of copied text. Probably some browser setting. Copy into notepad - remove the link = all works.
Anyway kudos for all the guides!
why you dont use unipolars?
because their too valuable. its more worth to use them to make plane smelters (the 2x speed furnaces) than it is for the pink engines. the unipolar magnets replace elect turbines which are pretty easy to build if you just place down a blueprint. so no reason not to just use the electric turbines instead of a valuable rare resource
@@nobody-yc5zo most of the time you have 10-20 million unipolars and thats more than enough for all your plane smelters you need. especially when you upgrade minigspeed you have practicaly infinit of. for every green cube you need 2 turbines per second or 10 Unipolars. (non proliferated)
@@samfisch5988 I mean, your approach is interesting, and I'm sure it works. However, I've never had unipolars available by the time I want some green science. Frankly, I've only visited a few systems by the time I've finished all the colored science and "won" the game. So, I'm gonna need a solution that doesn't involve unipolars.