For legendary ores, spaceships with upcyclers made of the crushers are really efficients. I use them in my world, and its really scalable as you can just paste a new ship to double your production
If you want to get consistent legendary supplies, the two best approaches are by far asteroid cycling and blue circuit / LDS cycling. Asteroid cycling uses the asteroid reprocessing recipe from Vulcanus to upcycle asteroid chunks (which are infinite) with 80% efficiency up to legendary, and then crushing them into iron, copper, carbon and sulfur for coal and plastic, and calcite for stone. Asteroid crushing recipes can give a ton of materials per chunk since they have a chance to return the original chunk back, making productivity modules and asteroid crushing productivity research even more effective. Blue circuit and LDS cycling take advantage of the fact that the two recipes have infinite productivity research, letting them eventually reach the limit of +300% productivity, which translates to 4x output. Throw it into a recycler that gives back 1/4 of the ingredients and the whole process becomes lossless. 20 common green circuits and 2 common red circuits end up becoming 20 legendary green circuits and 2 legendary red circuits. With legendary prod 3 modules and EM plants, you only need level 13 blue circuit prod to become lossless, with further levels letting you use worse or fewer prod modules and still reach the cap. Recycle the resulting circuits and you can get iron, copper, and plastic. LDS cycling is on a level of its own, since it has both the regular recipe that takes steel and copper plates, and the casting recipe that takes them as fluids. If you can reach +300% LDS prod, which with legendary prod 3s requires level 15 of the technology, then you can cast LDS with 5 legendary plastic, recycle the result, and get back 20 legendary copper, 2 legendary steel, and 5 legendary plastic, effectively copying the quality of the plastic onto the steel and copper while also giving back all the plastic you need to continue the cycle. You can also just do the typical cycling strategy to get legendary plastic as well. Specialty materials are harder to get in legendary and can often just come down to cycling whatever you can get the most prod with, and there's less you can do to cheat the system.
I would put the fluid trains and cargo trains onto separate networks (ie, one entering on elevated rails and the other entering on regular ground rails) to prevent them from interfering with one another and reducing throughput.
3:30 I thought so aswell, but "nutrients from fish" recipe is always nutrients negative, and both recipes do not accept productivity nor quality modules for some unknown reason (their Gleba counterparts: pentapod eggs breeding and all the nutrients recipes do accept both productivity and quality modules). There is a bug report on this on Factorio forums, but a dev replied it wasn't a bug and was intended, though he wasn't sure about the reasoning. So, the only way to make legendary fish is by recycling fish itself or recycling spidertrons, both of which is really stupid considering there is actually a fish breeding recipe. I don't understand what its purpose is, as you can simply deconstruct the ocean to get huge amounts of fish much faster and easier. And there is no way to make nutrients on Nauvis without interplanetary shipments. You need bioflux to either make nutrients or feed captive nests to convert biter eggs into nutrients at a better rate. You can also recycle nutrients and store a giant amount of spoil to convert into nutrients when needed. All this to bypass placing some more chem plants. If you ask me this is totally not worth it.
Imma be honest, on a quick scroll past my first analysis of the thumbnail was someone launching industrial amounts of garbage bags into space and i immediately thought "hell yeah"
Or, even better, since fluids have infinite throughput, it would be better to melt it on site and move it through pipes with hundreds of parallel pumps.
@@MarkTheeuwes That becomes impractical. Theoretically possible, but impractical. Melting on site and transporting it by train is much better and saves him a lot of trains.
what is the blueprint mod name that he continues to use? I've been trying to find one that will allow me to create them while I work on my saved file without needing to switch worlds.
Highest I've seen is Sopels 3840 Raw SPS Space Age Base, which my pc runs at 8 fps. Highest I've currently gotten is 240 sps, which is pretty easy with all legendary items.
No legendaries is def huge cringe in ven tho legendaries are super simple too make. There method where u just need common as input and fill s chest in 1 day + its small
Is this with cheats....cause I am still struggling on Fulgora with items for Aquilo-not enough electo science packs for navis or semi conductors etc for Aqulio. Aqulio not producing enough cryo stuff forget even the science packs Not enough stuff being made on Gleba to make Gleba self sufficient.
The only 'cheating' was turning off biters. In every instance that I have turned on cheats I reverted back to an older save before I turned on the cheats. So basically no cheating. And yes my all my planets have a lack of materials.
none of my homies activate windows
There's also a script floating bout the internet to disable the notice as well (it's hosted on github iirc)
For legendary ores, spaceships with upcyclers made of the crushers are really efficients. I use them in my world, and its really scalable as you can just paste a new ship to double your production
If you want to get consistent legendary supplies, the two best approaches are by far asteroid cycling and blue circuit / LDS cycling.
Asteroid cycling uses the asteroid reprocessing recipe from Vulcanus to upcycle asteroid chunks (which are infinite) with 80% efficiency up to legendary, and then crushing them into iron, copper, carbon and sulfur for coal and plastic, and calcite for stone. Asteroid crushing recipes can give a ton of materials per chunk since they have a chance to return the original chunk back, making productivity modules and asteroid crushing productivity research even more effective.
Blue circuit and LDS cycling take advantage of the fact that the two recipes have infinite productivity research, letting them eventually reach the limit of +300% productivity, which translates to 4x output. Throw it into a recycler that gives back 1/4 of the ingredients and the whole process becomes lossless. 20 common green circuits and 2 common red circuits end up becoming 20 legendary green circuits and 2 legendary red circuits. With legendary prod 3 modules and EM plants, you only need level 13 blue circuit prod to become lossless, with further levels letting you use worse or fewer prod modules and still reach the cap. Recycle the resulting circuits and you can get iron, copper, and plastic.
LDS cycling is on a level of its own, since it has both the regular recipe that takes steel and copper plates, and the casting recipe that takes them as fluids. If you can reach +300% LDS prod, which with legendary prod 3s requires level 15 of the technology, then you can cast LDS with 5 legendary plastic, recycle the result, and get back 20 legendary copper, 2 legendary steel, and 5 legendary plastic, effectively copying the quality of the plastic onto the steel and copper while also giving back all the plastic you need to continue the cycle. You can also just do the typical cycling strategy to get legendary plastic as well.
Specialty materials are harder to get in legendary and can often just come down to cycling whatever you can get the most prod with, and there's less you can do to cheat the system.
I would put the fluid trains and cargo trains onto separate networks (ie, one entering on elevated rails and the other entering on regular ground rails) to prevent them from interfering with one another and reducing throughput.
3:30 I thought so aswell, but "nutrients from fish" recipe is always nutrients negative, and both recipes do not accept productivity nor quality modules for some unknown reason (their Gleba counterparts: pentapod eggs breeding and all the nutrients recipes do accept both productivity and quality modules).
There is a bug report on this on Factorio forums, but a dev replied it wasn't a bug and was intended, though he wasn't sure about the reasoning.
So, the only way to make legendary fish is by recycling fish itself or recycling spidertrons, both of which is really stupid considering there is actually a fish breeding recipe. I don't understand what its purpose is, as you can simply deconstruct the ocean to get huge amounts of fish much faster and easier.
And there is no way to make nutrients on Nauvis without interplanetary shipments. You need bioflux to either make nutrients or feed captive nests to convert biter eggs into nutrients at a better rate. You can also recycle nutrients and store a giant amount of spoil to convert into nutrients when needed. All this to bypass placing some more chem plants. If you ask me this is totally not worth it.
Really cool video, you inspired me to build my own blueprints and start a megabase aswell :) keep up the good work
You can parametize stations, and trains as well
This is an amazing work and I cant believe you put this whole thing in just 1 video
Imma be honest, on a quick scroll past my first analysis of the thumbnail was someone launching industrial amounts of garbage bags into space and i immediately thought "hell yeah"
1:32 Nice ship : )
Didn't they nerf beacons so surrounding a building with them isn't as effective?
shipname "Single mother of 5" lmfao
Have you thought of a good way to deal with the single landing pad bottleneck for importing all the other sciences to Nauvis?
I am just doing things as I encounter them. So not really. But I don't see why bots won't suffice.
Very cool video, its making me want to try to megabase. Though I may just play some insane overhaul mod instead like pyanodons.
I foresee this video blowing up
And I really hope it does
would you share the blueprints? i'd like to see if i can optimise them any futher
I will share the world with all of its blueprints when I finish playing.
why is nothing legendary?
This is part 1. In the next vid/videos (not sure) I will get everything to legendary.
Given how fluids work in 2.0, wouldn't it be better to skip transporting raw ore and instead just melt it on site and transport it in fluid wagons?
Or, even better, since fluids have infinite throughput, it would be better to melt it on site and move it through pipes with hundreds of parallel pumps.
@@MarkTheeuwes That becomes impractical. Theoretically possible, but impractical. Melting on site and transporting it by train is much better and saves him a lot of trains.
There are way too many things that I can and could have done better. For now I will just do my own thing and see where that gets me.
For ratios it might be interesting to make a excel sheet.
what is the blueprint mod name that he continues to use? I've been trying to find one that will allow me to create them while I work on my saved file without needing to switch worlds.
Blueprint mod? I named all the mods in the video. 'Editor extension' is what I think you want.
Highest I've seen is Sopels 3840 Raw SPS Space Age Base, which my pc runs at 8 fps. Highest I've currently gotten is 240 sps, which is pretty easy with all legendary items.
Pretty cool, I've achieved 192,000 science a minute. Which involved several hundred hours of fine tuning. Cool seeing your progress!
insane quality of a video dude, hope you can grow big
No legendaries is def huge cringe in ven tho legendaries are super simple too make. There method where u just need common as input and fill s chest in 1 day + its small
Letters are free. I advise you to use more of them.
1:32 i hate that ship.... i hate it so goddam much it hurts
I didn't understand a single word, but i enjoyed watching your video muted. :)
You have a save file that you share?
I will share it once I finish playing the world
Damn bro... stop upcycling stuff... just upcycle asteroids and build everything in legendary...
This is way more efficent than upcycling everything
Is this with cheats....cause I am still struggling on Fulgora with items for Aquilo-not enough electo science packs for navis or semi conductors etc for Aqulio. Aqulio not producing enough cryo stuff forget even the science packs Not enough stuff being made on Gleba to make Gleba self sufficient.
The only 'cheating' was turning off biters. In every instance that I have turned on cheats I reverted back to an older save before I turned on the cheats. So basically no cheating. And yes my all my planets have a lack of materials.
Plucky?