Thank you! Sorters are very underestimated, I didn´t use them much. I preferred script soulutions before, for ore, but "TIM" is old, and other scripts do not ore management like I want.
I just picked up this game just over a week ago. I probably should have dabbled in it before now, it's quite fun. Thank you for the hints and design ideas. =]
In one of my own builds, I made an ore processing station using a similar system as this, except separating cargo by ore, ingot, component and ammunition. Ice and h2/O2 are in their own dedicated system as well. My system is designed such that there's a dedicated refinery for each ore type, with speed or yield modules used as needed, such as speed on the two iron refineries and yield on the uranium refinery. The processed ores will then merge conveyor lines with the initial ingot line, and be put into a storage container that acts as a buffer for the 6 assemblers in the facility, though the assemblers aren't set up for filtering specific items for obvious reasons. All the assemblers have full speed modules, of course. After the components are made, they're put into the last storage container, where they also share space with the initial component and ammunition lines. A sorter with a filter to whitelist Gatling ammo helps feed the 4 defensive turrets on top of the building. The input/output is handled in an enclosed garage designed specifically for low-slung small block rovers, with the input and output connectors being inline on the floor and ceiling, respectively, to interface with my standard rover cargo transfer design of a collector block in the roof attached to a large conveyor block that also has a connector attached coming from the bottom of the rover. When the in-floor connector is docked, everything lines up such that anything dropped from the station's roof connector will roll down a small ramp into the collector on the rover.
Sounds instersting, is the base on steam workshop? I like for uranium platinum gold and magnesium ore a 4x yield refinery, couse they are low combined (from my new video). I´m working on a concept, to make all ores cycle, but without script, the lowest amount is 2.7k (couse 1000L sorter inventory volume). To set the exact cycle time with speed modules is not easy....
@@royalrollin8372 I don't have the base on the workshop, no. I've been working on a different project lately. I'll look into putting it up later. I will warn you, though, the base does require at least the industrial dlc, since I'm using the refinery and assembler from that dlc to try to help the walkability of the base. There might be a couple other dlc used, but I can't remember them off the top of my head. I also have isy's automatic lcd script in a program block, but I haven't yet gotten it set up, since I don't know entirely how it works.
@@Bondubras My all workshop objects need almost all DLC´s, (got them all), I always use scripts (I love a good setup), only for this tutorial, I made a extra soulution
@@royalrollin8372 gotcha. I mainly use the warfare, sci-fi and industrial dlc's, though I also have all of them. Admittedly, for the first two, I'm using them more for the better looking thrusters and reactors. The sci-fi atmospheric engines are awesome, and the warfare ion engines look pretty as well. But it is generally a thing that when I do a build, I make one such that if a person doesn't have the dlc's, they could still make use of my blueprints by simply placing the vanilla block equivalents. The sole exception so far is with the industrial assemblers in my materials handling facility, since those are such a massive change from the vanilla assemblers. I also make heavy use of the reinforced conveyor tube blocks. Having the ability to transfer cargo yet still maintain the ability to attach blocks is too useful. I've basically stopped using the standard conveyor blocks. I'm fairly well aware that this approach is somewhat resorce-intensive, but I basically play exclusively in creative mode. Ever since buying the game back in late 2011, I've basically only done maybe 5-10 minutes of survival mode. My first workshop submission was a chess set way back in early February 2012. I still remember when rotors didn't exist and subgrids weren't a thing. I also remember the old beta texture for what would become a wheel, which was basically a flat gray cylinder with a white line coming in from one edge to show it was turning. Conveyors and cargo containers also weren't a thing back then...
I use survival mode only for testing my builds... I waypast the "volume control" wheels.... I started at 2015. Can you send me a link to your workshop?
I have 600hrs on this game on pc, 6k+ on console i will say that if you build massive stations like me for 12+ players and you have hundreds of refineries and hundreds of cargos for ore it takes time to unload the ore into the cargo, to make sure the refineries are fed enough to keep it at max production rates. I have 180 sorters on my largest production section on the station, that is just to get the ore out of our large minners which can hold 10s of millions of a single ore. We have 86cargos for strg and 42 for ingots and 64 for comp storage, we also have an ice system, over all around 1k+ sorters or so. I will say copy and paste a single sorter in creative with the settings you want helps a lot.. it is still a pain, but very much worth it if you are to go through the pain because you can make such a flawless system. Also you need conveyor junctions at every cargo container so the sorters do not smash all the ore into one cargo, because the cargo when full will not empty into other cargos so to stop jams and clamps in the system make conveyor junctions onto more than a few ore cargo containers.. just a tip. This is only for the committed lol
The sorter coming off the O2H2 will disallow gas and oxygen coming through the output, so while you may be able to around that by filling bottles, you won't be able to fill ships H2 tanks.
your microphone scratches just so you know there is a simple solution for that use Nvidia Broadcast it eliminates even clapping while talking like the youtube videos on it show. Still a great video.
So you have 4 sorters that go from ore storage to the refineries, but the pipes are all linked after the sorters, so no point to them being there. If each sorter was going to a single refinery, i would understand the point of them, but then in the pipes after, it all gets mixed up again, so just a waste of power there. You could have just added the bottles to the ice sorter at the start, and that would have done the same thing.
Only one of the 4 sorters is on at the same time, thats to switch ore types. Bottles don´t came from the ore inlet, so a extra sorter make sense and I don´t want bottles in my ice storage.
I builded a new version, that will be uploaded. New Video and Workshop release tomorrow, hopefully (it´s ready for record). Or would you prefer this version?
You know the tutorial is good when you can hear that laptop fan going full blast in the background
I love the build style, looks super industrial! Great way to sort your items without scripts.
Thanks, my focus was not on "design", but a open industrial area is a real eye catcher.
Even with 2300+ hrs I barely used sorters because I wasn't sure if they were necessary. There is always more to learn.
Thank you! Sorters are very underestimated, I didn´t use them much. I preferred script soulutions before, for ore, but "TIM" is old, and other scripts do not ore management like I want.
I just picked up this game just over a week ago. I probably should have dabbled in it before now, it's quite fun. Thank you for the hints and design ideas. =]
If you got an idea for a tutorial, please let me know.
There have been major updates. You should check out the game again.
There's remote controls now, and AI added since you started. Automation is so much easier now.
In one of my own builds, I made an ore processing station using a similar system as this, except separating cargo by ore, ingot, component and ammunition. Ice and h2/O2 are in their own dedicated system as well.
My system is designed such that there's a dedicated refinery for each ore type, with speed or yield modules used as needed, such as speed on the two iron refineries and yield on the uranium refinery.
The processed ores will then merge conveyor lines with the initial ingot line, and be put into a storage container that acts as a buffer for the 6 assemblers in the facility, though the assemblers aren't set up for filtering specific items for obvious reasons. All the assemblers have full speed modules, of course.
After the components are made, they're put into the last storage container, where they also share space with the initial component and ammunition lines. A sorter with a filter to whitelist Gatling ammo helps feed the 4 defensive turrets on top of the building.
The input/output is handled in an enclosed garage designed specifically for low-slung small block rovers, with the input and output connectors being inline on the floor and ceiling, respectively, to interface with my standard rover cargo transfer design of a collector block in the roof attached to a large conveyor block that also has a connector attached coming from the bottom of the rover. When the in-floor connector is docked, everything lines up such that anything dropped from the station's roof connector will roll down a small ramp into the collector on the rover.
Sounds instersting, is the base on steam workshop?
I like for uranium platinum gold and magnesium ore a 4x yield refinery, couse they are low combined (from my new video).
I´m working on a concept, to make all ores cycle, but without script, the lowest amount is 2.7k (couse 1000L sorter inventory volume). To set the exact cycle time with speed modules is not easy....
@@royalrollin8372 I don't have the base on the workshop, no. I've been working on a different project lately. I'll look into putting it up later. I will warn you, though, the base does require at least the industrial dlc, since I'm using the refinery and assembler from that dlc to try to help the walkability of the base. There might be a couple other dlc used, but I can't remember them off the top of my head.
I also have isy's automatic lcd script in a program block, but I haven't yet gotten it set up, since I don't know entirely how it works.
@@Bondubras My all workshop objects need almost all DLC´s, (got them all), I always use scripts (I love a good setup), only for this tutorial, I made a extra soulution
@@royalrollin8372 gotcha. I mainly use the warfare, sci-fi and industrial dlc's, though I also have all of them. Admittedly, for the first two, I'm using them more for the better looking thrusters and reactors. The sci-fi atmospheric engines are awesome, and the warfare ion engines look pretty as well. But it is generally a thing that when I do a build, I make one such that if a person doesn't have the dlc's, they could still make use of my blueprints by simply placing the vanilla block equivalents. The sole exception so far is with the industrial assemblers in my materials handling facility, since those are such a massive change from the vanilla assemblers.
I also make heavy use of the reinforced conveyor tube blocks. Having the ability to transfer cargo yet still maintain the ability to attach blocks is too useful. I've basically stopped using the standard conveyor blocks. I'm fairly well aware that this approach is somewhat resorce-intensive, but I basically play exclusively in creative mode. Ever since buying the game back in late 2011, I've basically only done maybe 5-10 minutes of survival mode. My first workshop submission was a chess set way back in early February 2012. I still remember when rotors didn't exist and subgrids weren't a thing. I also remember the old beta texture for what would become a wheel, which was basically a flat gray cylinder with a white line coming in from one edge to show it was turning. Conveyors and cargo containers also weren't a thing back then...
I use survival mode only for testing my builds... I waypast the "volume control" wheels.... I started at 2015. Can you send me a link to your workshop?
I have 600hrs on this game on pc, 6k+ on console i will say that if you build massive stations like me for 12+ players and you have hundreds of refineries and hundreds of cargos for ore it takes time to unload the ore into the cargo, to make sure the refineries are fed enough to keep it at max production rates. I have 180 sorters on my largest production section on the station, that is just to get the ore out of our large minners which can hold 10s of millions of a single ore. We have 86cargos for strg and 42 for ingots and 64 for comp storage, we also have an ice system, over all around 1k+ sorters or so. I will say copy and paste a single sorter in creative with the settings you want helps a lot.. it is still a pain, but very much worth it if you are to go through the pain because you can make such a flawless system. Also you need conveyor junctions at every cargo container so the sorters do not smash all the ore into one cargo, because the cargo when full will not empty into other cargos so to stop jams and clamps in the system make conveyor junctions onto more than a few ore cargo containers.. just a tip. This is only for the committed lol
A quick question, on the sorter for « other » don’t you need to add ice to the blacklist ?
Ice is covered by "ores", that why he did each individual ore in the Ore sorter.
@Royal Rollin Any chance you could provide this as a blueprint? Great tutorial but I'm afraid your camera work makes me dizzy.😵💫🤢
Yes, a different version (from a newer video): steamcommunity.com/sharedfiles/filedetails/?id=2937820631
@@royalrollin8372 Thank you for your speedy response - much appreciated. I am looking forward to playing with your interesting looking setup
The sorter coming off the O2H2 will disallow gas and oxygen coming through the output, so while you may be able to around that by filling bottles, you won't be able to fill ships H2 tanks.
Liquids come through sorters without any problems for me
wait you guys dont just throw ore where it even it defaults to?
That´s the sorters job, a easy way to keep a good overview of the inventory and set priority´s for the refinery´s
your microphone scratches just so you know there is a simple solution for that use Nvidia Broadcast it eliminates even clapping while talking like the youtube videos on it show.
Still a great video.
I will check the Nvidia Broadcast App, thanks for telling!
So you have 4 sorters that go from ore storage to the refineries, but the pipes are all linked after the sorters, so no point to them being there. If each sorter was going to a single refinery, i would understand the point of them, but then in the pipes after, it all gets mixed up again, so just a waste of power there.
You could have just added the bottles to the ice sorter at the start, and that would have done the same thing.
Only one of the 4 sorters is on at the same time, thats to switch ore types. Bottles don´t came from the ore inlet, so a extra sorter make sense and I don´t want bottles in my ice storage.
I appreciate the tutorial, though the background noise is decently annoying :
Yes, I hope I will find a soulution, I´m useing a notebook..
Could you upload this to the steam workshop
I builded a new version, that will be uploaded. New Video and Workshop release tomorrow, hopefully (it´s ready for record). Or would you prefer this version?
@@royalrollin8372 any version would be fine
Here is the Blueprint: steamcommunity.com/sharedfiles/filedetails/?id=2937820631
Thank you!@@royalrollin8372