platform tips for anyone listening;: 1) cargo bays must be attached to the space platform's main hub, but cannot be pulled from/inserted to directly, so when constructing new platforms, build those first. a good arrangement is to have them in such a way that they only take up 1 or 2 sides of the main platform's hub, since you can't use inserters on the cargo bay extensions. 2) sushi belts are your friend in space. Since ammo is the most highly-consumed resource on moving platforms, I suggest devoting half a belt to ammo and the other side of the belt to...everything else. 3) tanks are also your friend on space platforms (fluid tanks, that is). it's worth it to buffer both the fuel and oxidizer necessary to complete a journey, and to set wait conditions accordingly on your platform schedule (obviously, for platforms in orbit, tanks and engines are unnecessary) 4) once you've designed a ship you like, you can blueprint it, similar to trains, and then use those blueprints to craft new platforms / space-trains. 5) different journey's / space paths have different difficulties with regard to asteroids. The journey to aquillo requires a better platform defense then the journeys to vulcanus or gleba for example, so plan accordingly....fail anyways....then make the necessary adjustments and try again ;) 6) turrets can pull ammo from other turrets, so not every turret needs to be within inserter range of the ammo-supplying belt. 7) it's a good idea to BUFFER ammo in the platform and to use circuit conditions to top off your ammo supply if needed during your journey. (can set this as an additional wait condition so the ship only leaves when it has plenty of ammo to defend itself during the trip) 8) Engines placed in a ^-format pass along fluids and reduce the back-side platform pipe-clutter necessary to get fuel and oxidizer into the group, most useful for 5+ engines. 9) Although in conventional (real) rocketry, placement of the engines mattes a whole lot...in factorio, center of gravity/center of thrust/ etc don't matter. it can be lopsided if it makes sense for the rest of the platform's build. 10) Efficiency modules are best placed here (in platforms). Yes, they're still helpful at mining outposts and on your first expeditions to the other planets to drop your energy usage. And of course, are very helpful in the foundry and EM plant (they take a lot of power), but efficiency modules truly SHINE on space platforms. A reminder, you can't reduce a building's power usage to less than 20% whatever it's base usage is. 11) platforms can utilize interrupts same as trains. One useful such interrupt revolves around platform damage. if the ship starts taking damage, it's clear the defense system is inadequate. You can instruct your ship, therefore, to return to base for repairs and re-configuring before re-attempting the journey With regards to quality+space platforms: 1) the sooner you start processing with quality, the sooner you can build some truly epic platforms. Quality solar is a HUGE improvement, and so are the quality asteroid grabbers. Quality turrets also give you a wider range which certainly helps them take care of those larger asteroids. Oddly, speed is kinda the enemy of the turrets. Make your ship TOO fast, and the turrets won't be able to keep up. Make it too slow, and you'll be in the collision path of MORE asteroids (from more angles) during your journey, so you'll need more ammo each way. 2) even going from normal, base game platform pieces to uncommon is a huge jump, for the arms specifically, as you immediately DOUBLE the amount of arms each grabber gets to pull in those tiny asteroid chunks. 3) quality cargo bays are your friend. For interplanetary logistics, being able to send a LOT of stuff in a single trip is very useful. You'll still need the same amount of rocket launches to get the stuff UP to the platform, but the drop-pods are completely 100% free. Lastly: Making everything everywhere is certainly one approach, but IMO, the new DLC has a strong focus on the goal of encouraging you to focus factories producing different things on different planets, and then transporting those results across your various factories using the new space age mechanics. There are definitely recipes that will repeat across all planets, but are also things that are far wiser to build on one planet than the others, and use platforms to export those products across your multiple factories
@@IMortage Glad to hear that, as thats what I was hoping to - that it would help people see the problem solving process and potential mistakes that can happen
The reason turrets aren't sent automatically is because it waits until there is at least 50 in the robot network, but in your mall you stop making them when you have 25
Thank you for posting this. Rewatched this part for an hour frustrated as to why my system, set up like his exactly wasn’t working. Saved me a ton of frustration.
1. Swap the sides that the fuel and oxidizer are being produced on as it'll fit more naturally with the location of the fuel and oxidizer ports on the engines. 2. The reason ammo is an input signal is because there's ammo on the belt. But the combinators are ignoring the ammo signal.
1:29:40 This was basically how my first trip to Fulgora went, not realizing that space platforms orbiting the planet wouldn't be safe, and not making bullets on the space platforms themselves. I basically had to abandon ship, tearing the whole thing down and sending as much of it down as I could, before the whole thing got wrecked, and then had to spend another few hours building back up to space platform level lol
Same, that's an unexpected feature. I set up turrets that only turn on when the ship is stopped (V=0), to protect from wandering asteroids from behind and the sides. During flight they are off to save ammo.
Nothing beats racing to get my starter base ready for Space Age like watching your lets play of it! I totally expected you to choose Volcanus first, but I totally understand why the changeup. I look forward to seeing what going to Volcanus after Fulgora might do to help while setting up Volcanus bases. With your talk about how few engines you need, it almost sounds like the distance between planets needs to be a LOT bigger. LOOOOVE the landing animations for the rocket second stage
@@KrimsonStorm awesome to hear you're enjoying it, and prepping your starter base for tomorrow. :D Yeah, I do think Vulcanus likely is the best choice to go to first but I wanted to switch it up. It's ironic because with the condition our platform is in with no Ammo and needing to try to launch a rocket up there with materials ASAP, Fulgora is actually the best planet for that lol Launching a rocket is by far the easiest from Fulgora, as I hope to show next episode before our platform gets obliterated lol
I think the term you may have been looking for with regards to the ship shape is 'ramscoop'. The idea behind a ramscoop is that it collects raw resources as this ship moves. Those resources can then be turned into propellant for the ship. One trick I've used to reduce the number of combinators at play is to wire the belt and a constant combinator to the input on a decider combinator. Set the constant combinator to a positive value for each material being monitored, then set the filter to Each < N, output Each with a value of 1. The output can then be passed to the asteorid collectors as filter selection. If the combinator is set to 1 Iron asteroid, 1 Carbon asteroid, 1 ice asteroid, and 16 N, the collectors would only collect resources of which less than 15 are on the belt. If you wanted different thresholds (ie: 30 iron, 15 carbon, 15 ice), you would do 1, 16, 16, 31.
But it didnt help doing it that way .he should have had 3 arms ,he would have used less of them and had a the more turrets together and better firing line.
The standard ramscoop you see in many sci-fi series is the Bussard type which uses magnetic fields to draw in hydrogen. That's what the red bits on the front of the _Enterprise-D_ engines are.
To solve your ice imbalance, I'd be putting the ice in the platform hub and then pulling it out from there. Using the platform hub is really the ideal solution to so many things.
42:00 Factoriopedia has back/forward buttons next to the close button, no? From FFF-397: > To wrap things up we have to address the elephant in the room in the form of the two arrows next to the search button. > When you navigate through GUIs in the game we store the history of what you had open. You can then use the standard ALT + Left arrow and ALT + Right arrow to go backwards or forwards (or the back/forward on the mouse). Using it feels very natural.
I was thinking I wanted to go to Fulgora first as well as Vulcanus seems to be too "optimal". You get wayyy too much raw materials on Vulcanus and it removes a lot of problems later it seems. That and the quality mechanic seems really cool to me and I want to make a Legendary Factory B)
Having two separate sushi belts means that if one side doesn't need a certain resource, it stops adding it to your platform, so only one side of your platform is collecting resources.
1:06:17 your combiners are outputting the input count of the asteroids. There are zero asteroids of the relevant types on the belt so it is outputting a count of zero. You need to have an output a count of one.
I'm only 50 minutes in so there's a chance that you changed this later, though it seems unlikely, but you could have simplified connecting fuel and oxidizer to the engines if you simply swapped which side you're making them on. The way you have it setup currently results in you needing to connect to the upper intake for each engine which is covered by the fuel/oxidizer tank. If you switched sides, though, then you'd need them to connect to the lower intakes which wouldn't be covered by the tanks.
Alternately, moving the storage tanks upwards until the lower corner connection is able to be piped directly to the engine through a pipe and the side connection is able to connect to the output of the chemical plant with a pipe.
I think you may need to set the combinators on your space science platform to output 1 rather than the input count, otherwise if somehow you run out of one type of chunk it will output zero and not set the filter to pick up that type of chunk. EDIT: this is what was causing you issues on your other platform...
I Always wonder why nobody sending asteroid ore in planets as Infinity resource,bcs Infinite iron And steel Is Always good at least + question,can you place standard boiler on the Space platform? If you can,them you can use turbines for power without nuclear power
True, i know i will use platforms because i just love them and hate Nauvis in comparison, i'll probably just try to build my base on the platform in terms of modular mobile production buildings that can export iron and coal wherever needed. Plus it's like passive income as long as the platform is self-sufficient which is easy around Nauvis so my personal goal would be to first go to Vulcanus, ramp up production and this will let me build more massive platform.. About the steam, i do believe nuclear power is possible and this would imply steam power too so it's absolutely viable to use the ice and carbon for steam power. Maybe it'd get even better if the heating tower from Fulgora can be placed on platforms since you can just fuel it and it'll heat the boilers instead of a nuclear reactor, giving you more self-sufficiency.
I also had the idea to collect the infinite free stuff in space and send it down to the planet. For aquillo: definitely useful to collect ressources (carbon, iron) in space. For the other planets: Not yet sure. Might be useful.
@@idsein1526 It's generally a pretty small amount, so usually doesn't seem worth it to do. But since it is technically free to send stuff down to a planet and the asteroids do infinitely generate, it can't hurt! You can use steam power on the platform yeah. You'd need to use the carbon for fuel and obviously the water from ice but it could work. I'm not sure if turbines would work though, since the steam may not be hot. Haven't tried it though
@@Xterminator i dont think so, bcs amout how much it generate its only about the size,them you can build several platforms and that can easily generate how much player want and i think using steam power is better that solar,bcs it can stabilize consuption of iron on ship what its used to bullets
Would suggest a non-stationary approach for this. Instead, have such a platform do a "pointless" roundtrip to another planet and then turn around and return. You get Way more asteroids while in motion. And although You'll have to spend a lot of your obtained resources for platform defense and fuel, the excess resources gathered from a large platform, if stored, should exceed the resources you'd gather if it were sitting stationary in orbit for the same period of time, meaning = more stuffs.
To note, the reason your deciders on the left are behaving the way they are in 1:06:26 is because you're outputting Input Count and the belt is empty! Basically, it reads how many of the item are in the belt and outputs the same number... But because the number is zero, it doesn't output a signal to be used as filter. On the right side you *already* had items on the belt, so it was outputting the number of those items. If that belt ever fully empties of asteroids it's going to break the same way the left side did.
probably a better idea to set up the custom requester for platform building as you're going to be making more than just 1 traveling platform. as you'll need a few to transport resources from one planet to another. like new planet science pack or any other materials you want to transfer
just got the DLC today. And I'm feeling the Avatar Cabbage Guy cause "MY MODS!!!!!" xD like 98% of the mods I use are incompatible. Some were updated. Some as I've noticed were also updated, but separately as a new mod with a 2 added to it's name. I'm sure about 40% of the mods I normally use, won't be updated, for a loooong time x3 I normally use over 200ish mods.
OMG, the rocket is definitely not the way I would build it :-D Still: Respect for building your own. And hint: gun turrets is something where quality pays of, AND building a 1000 or more, which you recycle later, is so cheap that it is worth it.
Great video, I watched until the end. I wouldn't mind if you would have forgotten really important parts to bring on your platform. And then see if you fly back, or build another platform, or what. Almost all of your viewers will make this trip for the first time. It would be somehow boring to have a list with 50 items which we have to remember what to bring and what to do in which order, etc. That's the fun of the game. If all would be smooth are foreseeable then it would be boring - time for another game. Many of us play(ed) Factorio for hundreds of hours, often again and again, to make it better next time. That's the idea. Or not?
I just see your like. It seems you have another 2am session. I just woke up in Bangkok and watched the rest from yesterday. Now it's time for breakfast and espresso. Enjoy the day!
@@edgar9651 thanks you! I'm glad and impressed you watched to the end. :) Well as it turns out I definitely forgot quite a a few things, so will be creative on Fulgora to try and get things going again. I completely agree though, it is boring and also not that good of a learning experience if you just prepare everything perfectly ahead of time and things go flawless. So much of Factorio is iterating and improving on designs and processes.
Would it be possible to build everything which should be on the platform first on the original planet and optimize it until it fits. And then blueprint that and create exactly that in space? I guess that would be a lot easier. Like a platform simulator on "earth".
Thanks for making it to the end! I barely thought I would lol So close to release! Even though it drops super early for you, at least you have the whole day to play!
@@Xterminator - Hey, I took next three days off work, and I'm getting up at 3am. I work remotely for a company three hours ahead of me, so that isn't _that_ much earlier than my normal 4:30am. 😁
I see i will first automate all the items before lunching rockets. so when i do start building the space platform to have 4-8 rockets ready to lunch all the items automatically
best approach to building a space platform seems to go from center outwards, doing it the other way around seems to be too much of a hassle. figure out what needs to go in and out of the landing pad, the amount of storage you need so you can build those extension storage. and then build out all the processing first. then you know how far out the collectors need to be. also the solar panels for power as well. then build defenses and collection arms last, since they need to be on the outer edges anyways.
How does a requested item from the platform makes it physically on Navis to the rocket? Are the items transported by robots on Navis initiated by the platform or is a requester box and inserter needed?
I really don't know why you send up red ammo as your solution. Not making ammo on the platform is a death sentence, and you absolutely don't need red ammo you can do plenty with just yellow.
Only by dropping it to a planet and launching it with another rocket AFAIK. I assume it's a balancing decision, but I've no doubt there'll be mods adding it for people that want it and don't care about the balance
As much as it is possible to transfer resources from train to train. Take stuff out, transport to the other place, load. I don't think it's much of a balancing problem, but there certainly is a difference between transfers costing one cargo pod (free) and one rocket (50 rocket parts). Also if transfers were free you could just build modular factories in space, each being one item crafter or miner with some taking imports like copper, uranium and oil. Definitely a lot of possibilities even if the game disincentivizes you to do some of them.
This is part of the puzzle. Engines are specifically designed so you can't easily build straight lines which makes the platform more interesting, also he says it in the video "for those screaming at the screen to flip the engines, i can't" or something like that.
he wont slow down he skipped the whole ground base setup on nauvis cause he was impatient and wanted to get there faster. if anything he will just speed up, also he talks a ton and stalling for longer vids for more veiws. if he just gave a small explanation and just builds while talking he would progress further no one needs a 20min explanation for every 5min of building.
@@scordiocraft3075 I don't see how you can think this is 'a perfect Play'. I was making mistakes, struggling in real time, changing my mind etc. I skipped the Nauvis base building and went straight to a planet because that's what space age is about. Building the main planet base is like 95% the same as we've all done for the last 5 years. Why show that again for an expansion playthrough, when the bulk of the content is past that?
I can't wait to reach the expansion. It's been great playing vanilla again. I haven't played vanilla since before 1.0 dropped. I played K2 SE and before the expansion dropped, I was 20 hours into a Py run. Py is madness.
platform tips for anyone listening;:
1) cargo bays must be attached to the space platform's main hub, but cannot be pulled from/inserted to directly, so when constructing new platforms, build those first. a good arrangement is to have them in such a way that they only take up 1 or 2 sides of the main platform's hub, since you can't use inserters on the cargo bay extensions.
2) sushi belts are your friend in space. Since ammo is the most highly-consumed resource on moving platforms, I suggest devoting half a belt to ammo and the other side of the belt to...everything else.
3) tanks are also your friend on space platforms (fluid tanks, that is). it's worth it to buffer both the fuel and oxidizer necessary to complete a journey, and to set wait conditions accordingly on your platform schedule (obviously, for platforms in orbit, tanks and engines are unnecessary)
4) once you've designed a ship you like, you can blueprint it, similar to trains, and then use those blueprints to craft new platforms / space-trains.
5) different journey's / space paths have different difficulties with regard to asteroids. The journey to aquillo requires a better platform defense then the journeys to vulcanus or gleba for example, so plan accordingly....fail anyways....then make the necessary adjustments and try again ;)
6) turrets can pull ammo from other turrets, so not every turret needs to be within inserter range of the ammo-supplying belt.
7) it's a good idea to BUFFER ammo in the platform and to use circuit conditions to top off your ammo supply if needed during your journey. (can set this as an additional wait condition so the ship only leaves when it has plenty of ammo to defend itself during the trip)
8) Engines placed in a ^-format pass along fluids and reduce the back-side platform pipe-clutter necessary to get fuel and oxidizer into the group, most useful for 5+ engines.
9) Although in conventional (real) rocketry, placement of the engines mattes a whole lot...in factorio, center of gravity/center of thrust/ etc don't matter. it can be lopsided if it makes sense for the rest of the platform's build.
10) Efficiency modules are best placed here (in platforms). Yes, they're still helpful at mining outposts and on your first expeditions to the other planets to drop your energy usage. And of course, are very helpful in the foundry and EM plant (they take a lot of power), but efficiency modules truly SHINE on space platforms. A reminder, you can't reduce a building's power usage to less than 20% whatever it's base usage is.
11) platforms can utilize interrupts same as trains. One useful such interrupt revolves around platform damage. if the ship starts taking damage, it's clear the defense system is inadequate. You can instruct your ship, therefore, to return to base for repairs and re-configuring before re-attempting the journey
With regards to quality+space platforms:
1) the sooner you start processing with quality, the sooner you can build some truly epic platforms. Quality solar is a HUGE improvement, and so are the quality asteroid grabbers. Quality turrets also give you a wider range which certainly helps them take care of those larger asteroids. Oddly, speed is kinda the enemy of the turrets. Make your ship TOO fast, and the turrets won't be able to keep up. Make it too slow, and you'll be in the collision path of MORE asteroids (from more angles) during your journey, so you'll need more ammo each way.
2) even going from normal, base game platform pieces to uncommon is a huge jump, for the arms specifically, as you immediately DOUBLE the amount of arms each grabber gets to pull in those tiny asteroid chunks.
3) quality cargo bays are your friend. For interplanetary logistics, being able to send a LOT of stuff in a single trip is very useful. You'll still need the same amount of rocket launches to get the stuff UP to the platform, but the drop-pods are completely 100% free.
Lastly: Making everything everywhere is certainly one approach, but IMO, the new DLC has a strong focus on the goal of encouraging you to focus factories producing different things on different planets, and then transporting those results across your various factories using the new space age mechanics. There are definitely recipes that will repeat across all planets, but are also things that are far wiser to build on one planet than the others, and use platforms to export those products across your multiple factories
I actually prefer gameplay that showcases potential issues/mistakes. It's actually more instructive than perfect play.
@@IMortage Glad to hear that, as thats what I was hoping to - that it would help people see the problem solving process and potential mistakes that can happen
The reason turrets aren't sent automatically is because it waits until there is at least 50 in the robot network, but in your mall you stop making them when you have 25
Good catch, I will change the limit for next episode. Idk why I set it to 25 in the first place... Lol
1:05:00 you should output 1, not "input count" because input there was 0, so obviously output was 0 too, hence not filters
As someone who uses combinators regularly, this was so painful to watch, because the solution was only one click away.
Thank you for posting this. Rewatched this part for an hour frustrated as to why my system, set up like his exactly wasn’t working. Saved me a ton of frustration.
1. Swap the sides that the fuel and oxidizer are being produced on as it'll fit more naturally with the location of the fuel and oxidizer ports on the engines.
2. The reason ammo is an input signal is because there's ammo on the belt. But the combinators are ignoring the ammo signal.
1:29:40 This was basically how my first trip to Fulgora went, not realizing that space platforms orbiting the planet wouldn't be safe, and not making bullets on the space platforms themselves. I basically had to abandon ship, tearing the whole thing down and sending as much of it down as I could, before the whole thing got wrecked, and then had to spend another few hours building back up to space platform level lol
Same, that's an unexpected feature. I set up turrets that only turn on when the ship is stopped (V=0), to protect from wandering asteroids from behind and the sides. During flight they are off to save ammo.
watching u problem solve space platform last episode and this.. is how i finally figured out how they work. this far from first video i watched . ty
Nothing beats racing to get my starter base ready for Space Age like watching your lets play of it! I totally expected you to choose Volcanus first, but I totally understand why the changeup. I look forward to seeing what going to Volcanus after Fulgora might do to help while setting up Volcanus bases.
With your talk about how few engines you need, it almost sounds like the distance between planets needs to be a LOT bigger.
LOOOOVE the landing animations for the rocket second stage
@@KrimsonStorm awesome to hear you're enjoying it, and prepping your starter base for tomorrow. :D
Yeah, I do think Vulcanus likely is the best choice to go to first but I wanted to switch it up. It's ironic because with the condition our platform is in with no Ammo and needing to try to launch a rocket up there with materials ASAP, Fulgora is actually the best planet for that lol
Launching a rocket is by far the easiest from Fulgora, as I hope to show next episode before our platform gets obliterated lol
I think the term you may have been looking for with regards to the ship shape is 'ramscoop'. The idea behind a ramscoop is that it collects raw resources as this ship moves. Those resources can then be turned into propellant for the ship.
One trick I've used to reduce the number of combinators at play is to wire the belt and a constant combinator to the input on a decider combinator. Set the constant combinator to a positive value for each material being monitored, then set the filter to Each < N, output Each with a value of 1. The output can then be passed to the asteorid collectors as filter selection. If the combinator is set to 1 Iron asteroid, 1 Carbon asteroid, 1 ice asteroid, and 16 N, the collectors would only collect resources of which less than 15 are on the belt. If you wanted different thresholds (ie: 30 iron, 15 carbon, 15 ice), you would do 1, 16, 16, 31.
But it didnt help doing it that way .he should have had 3 arms ,he would have used less of them and had a the more turrets together and better firing line.
The standard ramscoop you see in many sci-fi series is the Bussard type which uses magnetic fields to draw in hydrogen. That's what the red bits on the front of the _Enterprise-D_ engines are.
To solve your ice imbalance, I'd be putting the ice in the platform hub and then pulling it out from there. Using the platform hub is really the ideal solution to so many things.
42:00 Factoriopedia has back/forward buttons next to the close button, no? From FFF-397:
> To wrap things up we have to address the elephant in the room in the form of the two arrows next to the search button.
> When you navigate through GUIs in the game we store the history of what you had open. You can then use the standard ALT + Left arrow and ALT + Right arrow to go backwards or forwards (or the back/forward on the mouse). Using it feels very natural.
I was thinking I wanted to go to Fulgora first as well as Vulcanus seems to be too "optimal". You get wayyy too much raw materials on Vulcanus and it removes a lot of problems later it seems.
That and the quality mechanic seems really cool to me and I want to make a Legendary Factory B)
When you showed that the thruster input recipes were straightforward I breathed a sigh of relief.
Yeah, I did too when I first saw them. I was worried it would require some extensive multi step process just to get the fuel lol
Having two separate sushi belts means that if one side doesn't need a certain resource, it stops adding it to your platform, so only one side of your platform is collecting resources.
Build a huge platform, make it do what you need it to do, and then condense all the negative space.
1:06:17 your combiners are outputting the input count of the asteroids. There are zero asteroids of the relevant types on the belt so it is outputting a count of zero.
You need to have an output a count of one.
정말 고마워요!
I'm only 50 minutes in so there's a chance that you changed this later, though it seems unlikely, but you could have simplified connecting fuel and oxidizer to the engines if you simply swapped which side you're making them on. The way you have it setup currently results in you needing to connect to the upper intake for each engine which is covered by the fuel/oxidizer tank. If you switched sides, though, then you'd need them to connect to the lower intakes which wouldn't be covered by the tanks.
Alternately, moving the storage tanks upwards until the lower corner connection is able to be piped directly to the engine through a pipe and the side connection is able to connect to the output of the chemical plant with a pipe.
I think you may need to set the combinators on your space science platform to output 1 rather than the input count, otherwise if somehow you run out of one type of chunk it will output zero and not set the filter to pick up that type of chunk.
EDIT: this is what was causing you issues on your other platform...
you know you can copy the assemblers settings to the chest to set the requests? Reeeally useful for setting up malls quickly
I think he has a video showing this. Maybe he didn’t use it because it would put too many items there at the same time and he wanted just a few
His mall shares a requester between two different assemblers, meaning if he does this he will override the last assemblers request.
@@bigbadbroccoli2458 I'm very aware. And as andrelima said, I don't do this because it requests way more materials than I want being brought there.
@@Xterminator fair enough, just wanted to spread the info just in case :D
the requester chests need the ability to just request whats required for assembly production without having to manually set everything.
Ramba Zamba was a great ship name
I Always wonder why nobody sending asteroid ore in planets as Infinity resource,bcs Infinite iron And steel Is Always good at least + question,can you place standard boiler on the Space platform? If you can,them you can use turbines for power without nuclear power
True, i know i will use platforms because i just love them and hate Nauvis in comparison, i'll probably just try to build my base on the platform in terms of modular mobile production buildings that can export iron and coal wherever needed. Plus it's like passive income as long as the platform is self-sufficient which is easy around Nauvis so my personal goal would be to first go to Vulcanus, ramp up production and this will let me build more massive platform..
About the steam, i do believe nuclear power is possible and this would imply steam power too so it's absolutely viable to use the ice and carbon for steam power. Maybe it'd get even better if the heating tower from Fulgora can be placed on platforms since you can just fuel it and it'll heat the boilers instead of a nuclear reactor, giving you more self-sufficiency.
I also had the idea to collect the infinite free stuff in space and send it down to the planet.
For aquillo: definitely useful to collect ressources (carbon, iron) in space. For the other planets: Not yet sure. Might be useful.
@@idsein1526 It's generally a pretty small amount, so usually doesn't seem worth it to do. But since it is technically free to send stuff down to a planet and the asteroids do infinitely generate, it can't hurt!
You can use steam power on the platform yeah. You'd need to use the carbon for fuel and obviously the water from ice but it could work. I'm not sure if turbines would work though, since the steam may not be hot. Haven't tried it though
@@Xterminator i dont think so, bcs amout how much it generate its only about the size,them you can build several platforms and that can easily generate how much player want and i think using steam power is better that solar,bcs it can stabilize consuption of iron on ship what its used to bullets
Would suggest a non-stationary approach for this. Instead, have such a platform do a "pointless" roundtrip to another planet and then turn around and return. You get Way more asteroids while in motion. And although You'll have to spend a lot of your obtained resources for platform defense and fuel, the excess resources gathered from a large platform, if stored, should exceed the resources you'd gather if it were sitting stationary in orbit for the same period of time, meaning = more stuffs.
22:06 Classic mickey mouse starter platform :D
13:10 you specifically CAN take weapons, just not ammo or inventory.
To note, the reason your deciders on the left are behaving the way they are in 1:06:26 is because you're outputting Input Count and the belt is empty!
Basically, it reads how many of the item are in the belt and outputs the same number... But because the number is zero, it doesn't output a signal to be used as filter.
On the right side you *already* had items on the belt, so it was outputting the number of those items. If that belt ever fully empties of asteroids it's going to break the same way the left side did.
@@JulianSkies Yup, figured that out a short while later. My combinator abilities are seriously lacking lol
Thanks for the clarification though!
probably a better idea to set up the custom requester for platform building as you're going to be making more than just 1 traveling platform. as you'll need a few to transport resources from one planet to another. like new planet science pack or any other materials you want to transfer
just got the DLC today. And I'm feeling the Avatar Cabbage Guy cause "MY MODS!!!!!" xD like 98% of the mods I use are incompatible. Some were updated. Some as I've noticed were also updated, but separately as a new mod with a 2 added to it's name. I'm sure about 40% of the mods I normally use, won't be updated, for a loooong time x3 I normally use over 200ish mods.
OMG, the rocket is definitely not the way I would build it :-D
Still: Respect for building your own.
And hint: gun turrets is something where quality pays of, AND building a 1000 or more, which you recycle later, is so cheap that it is worth it.
With your rocket engines, can you flip one of them? That might make the pipe routing easier
Nope, not possible. Would not be a challenge if this was possible.
@@peterschmidt1900 but you can flip everything else...
The additional Asteroid Collector on the left doesn't have filters set, so it overfilled the left belt loop, careful
@@guy7329 ah damn, totally missed that. Thanks!
Great video, I watched until the end. I wouldn't mind if you would have forgotten really important parts to bring on your platform. And then see if you fly back, or build another platform, or what. Almost all of your viewers will make this trip for the first time. It would be somehow boring to have a list with 50 items which we have to remember what to bring and what to do in which order, etc. That's the fun of the game. If all would be smooth are foreseeable then it would be boring - time for another game.
Many of us play(ed) Factorio for hundreds of hours, often again and again, to make it better next time. That's the idea. Or not?
I just see your like. It seems you have another 2am session. I just woke up in Bangkok and watched the rest from yesterday. Now it's time for breakfast and espresso. Enjoy the day!
@@edgar9651 thanks you! I'm glad and impressed you watched to the end. :)
Well as it turns out I definitely forgot quite a a few things, so will be creative on Fulgora to try and get things going again.
I completely agree though, it is boring and also not that good of a learning experience if you just prepare everything perfectly ahead of time and things go flawless. So much of Factorio is iterating and improving on designs and processes.
BTW, my numbers for a pure yellow ammo platform: 6 furnaces and 4 assemblers for about 16-20 turrets.
new video dropped
Hell Yes!!! 👀
Would it be possible to build everything which should be on the platform first on the original planet and optimize it until it fits. And then blueprint that and create exactly that in space? I guess that would be a lot easier. Like a platform simulator on "earth".
The term i think you mean for the shape is bussard ramjet.
I made it to the end. It drops at 3am my time! 13.5 hours!
Thanks for making it to the end! I barely thought I would lol
So close to release! Even though it drops super early for you, at least you have the whole day to play!
@@Xterminator - Hey, I took next three days off work, and I'm getting up at 3am. I work remotely for a company three hours ahead of me, so that isn't _that_ much earlier than my normal 4:30am. 😁
Should have called the platform "Columbia" and then let fate happen....
Great video 10/10. I’ll watch it now
pff. nice XD
you'll mostlikely enjoy
I see i will first automate all the items before lunching rockets.
so when i do start building the space platform to have 4-8 rockets ready to lunch all the items automatically
@@emilesteenkamp definitely a good strategy!
Could I have the seed or the map exchange string? I really like the world you are playing on.
1:26:19 Is normal ammo not good enough for shooting space rocks?
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1:27:17 Nevermind.
best approach to building a space platform seems to go from center outwards, doing it the other way around seems to be too much of a hassle.
figure out what needs to go in and out of the landing pad, the amount of storage you need so you can build those extension storage. and then build out all the processing first. then you know how far out the collectors need to be. also the solar panels for power as well. then build defenses and collection arms last, since they need to be on the outer edges anyways.
How does a requested item from the platform makes it physically on Navis to the rocket?
Are the items transported by robots on Navis initiated by the platform or is a requester box and inserter needed?
I really don't know why you send up red ammo as your solution. Not making ammo on the platform is a death sentence, and you absolutely don't need red ammo you can do plenty with just yellow.
The upper left hookup of the left engine is not attached, right?
xD i was like he has no robots for his robo port he loaded loaded
@@pfp4ever If only I had noticed that too lol
You don't need to edit this your voiceover is fine to carry the video.
howd you get it early?
Is it possible to transfer resources from space platform to space platform?
Only by dropping it to a planet and launching it with another rocket AFAIK. I assume it's a balancing decision, but I've no doubt there'll be mods adding it for people that want it and don't care about the balance
As much as it is possible to transfer resources from train to train. Take stuff out, transport to the other place, load. I don't think it's much of a balancing problem, but there certainly is a difference between transfers costing one cargo pod (free) and one rocket (50 rocket parts). Also if transfers were free you could just build modular factories in space, each being one item crafter or miner with some taking imports like copper, uranium and oil. Definitely a lot of possibilities even if the game disincentivizes you to do some of them.
Can I have your blueprints for 2.0?
@@emanuelbandrabur5338 Sure, I can put them together. Which would you like?
Why not just flip the engines? It would allow you to just pass the fuel and oxidant with two underground pipes.
Engines can't be flipped (to force interesting designs)
@@iDragonflyX didn't know thanks.
This is part of the puzzle. Engines are specifically designed so you can't easily build straight lines which makes the platform more interesting, also he says it in the video "for those screaming at the screen to flip the engines, i can't" or something like that.
@@tytusdezoo6371 I showed that you can't flip. It's one of the only things you can't do it on
@@Xterminator you caught me, I haven't watched whole video... Time to watch it again, good episode btw UA-cam really lacks raw gameplay for me.
Just in Ep2 and this dude already on the Moon , Calm down Broo , I prefer a slow walkthrough rather than a perfect play
he wont slow down he skipped the whole ground base setup on nauvis cause he was impatient and wanted to get there faster.
if anything he will just speed up, also he talks a ton and stalling for longer vids for more veiws.
if he just gave a small explanation and just builds while talking he would progress further no one needs a 20min explanation for every 5min of building.
@@scordiocraft3075 I don't see how you can think this is 'a perfect Play'. I was making mistakes, struggling in real time, changing my mind etc.
I skipped the Nauvis base building and went straight to a planet because that's what space age is about. Building the main planet base is like 95% the same as we've all done for the last 5 years. Why show that again for an expansion playthrough, when the bulk of the content is past that?
@@chaos6313 this made me laugh lol
I can't wait to reach the expansion. It's been great playing vanilla again. I haven't played vanilla since before 1.0 dropped. I played K2 SE and before the expansion dropped, I was 20 hours into a Py run.
Py is madness.