I find it annoying that you can't get stone from asteroids. If it wasn't for that you could make a space platform that would make basically everything except for the planet specific resources. I really just want a single massive space platform that makes almost everything.
Well with legendary calcite you can use that to make legendary stone in vulcanus through molten copper (higher amount of stone than iron) recipe on foundry. But yea no way to make it on platform.
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@@Alfol572 oh, thanks for pointing out, I haven't noticed the difference between them. Anyway, it doesn't matter in practice since I'm unable to use all that stone. 😃
If you hold shift while copying a selection, it will bring up an “adhoc” blueprint interface without actually creating a blueprint. Very handy for applying settings like abs/rel tiling to the copied machines, removing items from a selection before you paste or using parameters to copy then change multiple machine settings all in one go.
In this video: Nilaus builds an orbital space platform in collaboration with Santa to deliver legendary quality coal to the most wanted of the naughty list. Can't wait for the next video where you deliver it down their chimney from orbit
Coal means plastic means LDS (liquid metals need no quality). But the recycler returns copper plates and steel. Technically with enough research (15 lvls) you don't even lose plastic in lds+recycler loop
Nialus: "I cant expect everyone to have watched all 40 episodes." Me: "psssh there havent been 40 episodes, theyre like an hour each i havent watched that mu........... oh."
The expanse is awesome, consider reading the book series instead, its much better imo but the series is still amazing. They follow the source material so well and get space battles perfect
Intellectually I know that the space robots work the same way as the logistic robots on the planet....yet I still somehow believed ghost insertion was impossible in space. I have been extracting the barrels of fluoroketone and nuclear cells with an inserter this whole dang time when performing initial startup for every ship. Thank you for showing me it's possible to ghost insert in space.
I have watched all 40 episodes, some multiple times, so I'm betting that you're going to make legendary intermediates directly to make legendary products directly. I foresee a ship number or size limiting research being introduced in the future. Great series, thanks!
Next video: infinite legendary steel, copper plates and plastic, by infinitely recycling LDS on vulcanus and getting more than 100% of the resources back.
Productivity caps at 300% no matter what, I think they said that in an FFF. But still it’s op af because you get exactly 100% of resources back which means with enough processing all common input resources can be converted to legendary.
@@submachinegun5737 LDS has two recipes; recycling uses the basic Nauvis one, which has more plastic in it than the Vulcanus one. With enough LDS productivity research......
@@manoflead643 It costs 5 plastic for both recipes, so no infinite plastic, but it is perfectly maintained and you can make infinite legendary copper and steel by making the casting recipe and recycling out the copper and steel like someone else just mentioned.
To check the middle of the ship, debug options and show chunks. The center of the ship is (0, 0), so you have a vertical line and an horizontal line making it
If you want to get all three asteroid types, why not process all legendaries on three ships? No matter the input asteroid type (even if only one type), the legendary output chunks will be three types in equal quantities. By recycling 2/3 of the legendary chunks, you will only add +24% to one other asteroid type. Basically, out of 3/min you get at most 1.24/min, but only one type. Just adding another ship will give a net 6/min, a 2/min of each type, which is at least +61% more output than three ships recycling down to one type each. Recycling a type, whose product buffer is full, is fine for +12% to other asteroids at cost of 33% overall input rate, but if you need all iron, carbon and calcite having dedicated ships, that trash 59% of the ouput all the time is ineffective and inefficient comparatively.
@@grzegorz6698 As I said, and you can test it yourself, any combination of asteroid types gives all 3 types in equal amounts. The only variable that matters is the overall rate of all chunks. You would get as much legendary metallic asteroids as oxide (and carbonic) even on Aquilo.
@@aebisdecunter That seems wrong at first, but thinking about it, of course it is right (right enough at least) in the end since the core loop is changing the type of the asteroids. If anyone is wondering, its 40% to become itself, and 40% to become other type (20% each). So if you get 100 carbon asteroid , you will get 40 carbon, 20 iron and 20 ice. But in next loop, it will be 16 carbon, 8 iron, 8 ice + 4 carbon, 8 iron, 4 ice + 4 carbon, 4 iron, 8 ice = 24 carbon, + 20 iron + 20 ice. It gets closer and closer to equal. After 4 loops or whatever it takes to get to legendary, it is so close to equal it doesn't matter. And that's assuming you will get only one type, in game you will just get one more than others.
Just to throw that out there: in terms of quantity you're probably better off going for big miners with quality modules and directly recycling the output until its legendary. It's not free like asteroids but considering the amounts you want for legendary plastic/circuits it might be something worth looking into. (also legendary miners use insanely little resources so your mining patch basically lasts forever too)
Recyclers have 75% loss with 4 legendary quality modules is ~6.2% odds of upcycling per item. Asteroid reprocessing have 20% loss with 2 legendary quality modules which is ~9.9%. But, of course, that's on a single cycle. The 75% loss on recycling is pretty stable (can basically guarantee at least half the input is lost per cycle, trending towards 75% as you run the loop), but asteroid reprocessing is fairly safe. Let's assume 100 asteroid chunks incoming. By my estimates, you'd get ~6 loops from recycling, resulting in, at most, ~10 uncommon chunks. The same start using asteroid reprocessing would loop ~25 times, netting ~3 epics, ~10 rare, and ~32 uncommon chunks. Note: I didn't apply the subsequent levels of upcycling, since I'm at work and not supposed to be writing scripts for calculating game probabilities, lol. This only assumes the chance% to go up one level, not the jumps 2-3 levels. This also doesn't account for any reservations of the cycling, and just burning the entire set down until there's nothing left.
Isn't using legendary asteroids for advanced carbonic asteroid crushing wasteful? You only get 5 legendary carbon instead of 10 for the regular recipe, and the legendary sulfur doesn't matter because it's being turned into acid. Instead you can make a bit of sulfur from the normal asteroids that are three tiles over, and throw away the normal carbon byproduct.
Your ship design is interesting. I don't like having asteroids and ammo on the same belt, but you do you. I'm gonna go the opposite direction the next time I make a ship, completely organic looking, total chaos. No symmetry, full spaghetti.
Remember you can prevent the ugly wall connections by placing floor on both sides of the wall before placing it. Then you can remove the exterior floor.
I would add a curcuit condition to the recycler inputs to only work when there is enough ammo and fuel. Found myself lacking ammo or fuel several times because all the juicy stuff got upcycled.
@@EvGamerBETA Honestly, not a bad way to take it. With LDS recycling netting copper, and he already has the iron, he has the ingredients needed for producing legendary circuits directly, which means producing legendary modules directly.
I'm assuming he wants to keep the chunks on one side of the belt only. While not needed in these belts, his ships put different types of resources on each side of the belts.
@@pwilla not really, it is even sideloading just after the inserter, make no sense on this case at all. I think he just got used to do it and became his normal
Yeah it probably will get patched, but gleba should really implement a desirable way to get quality. Maybe make it so that quality nutrients used as fuel for the biochamber greatly increase the quality of the output.
Totally agree Gleba should have the best ingame way to generate quality, as it really doesn't give you much compared to its difficulty and what you get from Vulcanus - which is super easy. I made a mod called Quality Seeds, which gives an in-game way to generate quality fruits for quality processing! I need to lower some of the productivity capabilities to 15 or 10 fruit per seed (Intention was you need at least legendary prod modules to keep it self-sufficiently running) but its pretty fun!
@@MichaelFlambe Why so many people still don't know Gleba rewards are far superior? Gleba gives the best rewards by far: More than double your science yield with biolabs; stack inserters turns yellow belts into green in capacity by doing nothing but replace inserters instead of the full belt; spidertron; lazy nuclear aka heating towers ; level 3 prod and eff modules; epic quality; and Advanced asteroid reprocessing gives your platforms better fuel recipe, allowing really fast travel and also gives you the recipes that allows this same episode :P
@@Iliurgul Dont get me wrong, it has a fair share of good things - specifically I think advanced asteroid processing recipe and missile turrets are the most valuable outcomes, but a lot of the unlocked stuff is simply not needed for a looooonnng time: spidertron (is only truely needed for auto-building on fulgora, a more automated defense with artillery is preferable to spidertron army) Advanced modules are nice, but Rare tier 2s outperform tier 3s, and are cheaper, and fine for the majority of the game. Epic quality is bait, rare is absolutely fine until you unlock legendary. Heating towers don't actually solve power problems on any other planet. They help getting setup on Aquilo, but you have to have done some basic Gleba by then anyway, and theres an argument for just shipping in nuclear fuel as its more reliable heat) Stack inserters are fine, but green belts are cheaper and easier to use until you really need that stacked throughput in late game. Biolabs are great but with infinite resources on Vulcanus, scaling up regular labs is just as viable. Plus 5 researches of the research prod is the same as a biolab. So their usefulness actually declines as your continue into late-game. Im not saying Glebas rewards are bad, but they are poor in comparison to the rewards you get from other planets, especially considering Gleba is much more work than other planets. Theres little incentive to really go beyond 2-3 agricultural towers of production on Gleba, as its just way easier to scale up on any other planet. There's a small argument for plastic, but ultimately you can get that for free from space-platforms. Hence why I made the quality seeds mod for Gleba, I love Gleba, its my favourite planet, I even played a Gleba start run-through, but even when you completely conquer it the reward feels underwhelming. The reasons to "stay and invest" in Gleba are few.
I know what is coming and I like it. I had similar idea but mine is way worse than yours. I just could not scale it ups as nicely! Kudos for you again.
tbh you have one of the worst possible ways to count resources on the belt for filtering the least elements: constant combinator with values of (2^31 aka max int - your limit), connected straight to the belt. This combines to a positive value for any amount up to a limit and non-positive for anything above. Filters ignore negative values, so you connect it straight to collectors 2 combs, but less fragile and less painful to setup: connect belt to an arithm comb (0 - *(each)), connect that to your constant. Voila: 3 comparisons -> 1 arithmetic. This is simply better than your setup unless you care about negative garbage, which you do not
@Nilaus I'm struggling with keeping the ship running, I just run out of Ice chunks to keep the engines running and then the ship limps back to gleba/vulcanus. What level of asteroid processing do I need? (I think i'm at 10 atm).
Are you gonna do a space age base in a book? I still use your base in a book blueprints even though its incomplete - or rather there are a bunch of mistakes in it
Am I the only one who thinks that the scaling for the modules is just not right? E.g. Put Speed and Quality modules together. For lvl1 and lvl3 you get 0% quality bonus but for lvl2 you get 0,5% bonus. If you use legendary Quality modules then you get: lvl1 - 1,5%; lvl2 - 3,5%; lvl3 - 3,7% or E.g. 2: Assembler with an uncommon lvl1 Prod module will output the same amount as without the module but use less resources while you need an epic lvl2 or a rare lvl3 to achieve the same thing while also having to use way more energy. They simply use the same series of numbers for every property. [100; 130; 160; 190; 250] They only change the multiplier which makes not much sense since they use them for completely different properties.
I see you used 1/2 as the factor for the number of crushers for asteroid chunks of higher quality. Is there any more precise calculation of what would be the ideal factor?
It would be cool to set recipes on the crushers based on what planet route you are taking. This would let 1 ship go on different routes and maximize the resources it picks up. Then it can drop those resources where needed.
With those recycling loops it doesn't matter at all (to few %). With each loop the amounts gets closer and closer to being equal, and even if you had only one asteroid type, you would not need to bother with this. For example: recycling carbon gives 40% to become itself, and 40% to become other type (20% each). So if you get 100 carbon asteroid , you will get 40 carbon, 20 iron and 20 ice. But in next loop, it will be 16 carbon, 8 iron, 8 ice + 4 carbon, 8 iron, 4 ice + 4 carbon, 4 iron, 8 ice = 24 carbon, + 20 iron + 20 ice. It gets closer and closer to equal. After 4 loops or whatever it takes to get to legendary, it is so close to equal it doesn't matter.
I assume it's most efficient way to get legendary materials for use in end game goals (shattered planet or mega space age base high science per second)
Sorta endless resources; but once your operation gets to a certain size you spent all of your time just clearing biters and making new outposts because you burn thru ore patches at an alarming rate.
Put a few of these doing loops to Volcanus, and you have a good, steady supply of legendary plastic, iron, steel, copper, and stone. Which means you can make basically anything you want in the game directly at legendary quality.
most imbalanse legendary craft is low density struct from lava planet. mine coal with quality module - bild legendary plastic with colant struct 8 module and create legend low density struct with common lava. then refine it. and plastic and low densyny structure product decnology mace it realy cheap
I understand why you're not using it from a regular mining place kinda. Or not idk. But wouldn't legendary quality modules be good in drills and rerolling until legendary ? It's faster but drains the patches tho. Which would mean relocating your facility.
@@FigusRF No you can't. Sure you can make molten iron / copper with legendary iron and calcite, but you cannot make legendary molten iron / copper. You can make legendary tungsten. But it doesn't matter, because molten iron or copper can't get legendary. So what's the point?
@@jorvpif you watched an earlier video (I think the big green circuit build), Nilhaus actually mentions the legendary stone route. Of course he also dismissed it as being irrelevant.
It might be more efficient to only have legendary coal producers and then use coal > plastic > lds > iron, coper, plastic (recycle) to get legendary iron and copper. Would be cool to see both aproaches side by side.
Since you need legendary stone brick for concrete either way, couldn’t you just use casting concrete from molten iron as a much better way to make legendary concrete
I also had little luck trying to filter what the grabby bois grab. Not sure if they were bugged, got patched or I just suck. Instead I let them grab everything and have a loop that re-rolls what I have extra >>> into what I am short. Works very well. (Idea stolen from JD because he is smarter than me)
@@cthulhu8977 I was crushing on site with each grabber using a set recipe on the crusher. While moving, the grabbers eventually filled up and the whole thing stalled. So you’re not alone. I switched to importing all cores into my inventory and then using inserters to put the right stuff on the right crushers.
Out of the methods I've seen to control asteroid input from grabbers, this is my favorite: Read the whole belt signal into an Arithmetic combinator: 0 - each. Output to a constant combinator In the constant combinator, list the desired amounts of each chunk. Wire that signal to the grabbers and put them in filter mode.
improve your plans by 20% by not having dedicated ships per resource. The last step of converting legendary metallic chunks into carbonic for the "coal" ship, and then doing the same for the metallic ship (converting legendary carbonic asteroids) for metallic ones is a bit wasteful.
You know you can make Legendary coal also the easy way on Nauvis? Just put coal in an recycler with modules and you are done: Can make a full belt of legendary coal for you plastic->LDS->... machine...
@@connorp6574 Yeah a Legendary Big miner with full legendary quality modules into recyclers would produce significantly more legendary coal than this, and is also easier to set up. Legendary big miners also only drain 8%, so if you set it up on 1 or 2 coals patches it'll easily keep going for 50+ hours without intervention, and all you have to do is stamp down another one if you do somehow run out.
I was experimenting with asteroid upcycling the last days. Defiantly broken. You get a good amount of legendary coal, iron, copper for free. Then crafting everything productivity modules and the new crafting buildings, crazy.
It gets worse, he's gonna use this legendary coal on vulcanus to make legendary plastic and then legendary LDS. Then he's gonna recycle those LDS. Normally you only get 25% of the resources back, but with the productivity bonusses from foundries, prod modules, and infinite plastic/LDS productivity research, it's possible to get MORE than 100% back. That means infinite legendary plastic, steel and copper, *fast*.
Hmm, I would call it broken. Maybe that's the end-game configuration of the game, since you first have to grind your way towards all those shiny legendary modules, crushers etc
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@@jimmymulder9687 you can't get more than 100% back. There's a 300% productivity cap and the recycler only gives 25%. But still, infinitely recycling LDS is indeed super fast and ridiculously simple method of getting legendary copper+steel.
WOW, ok I missed the LDS part. This solves the issue I had, not having enough copper in the mix. Now totally broken. A loop like that with above 100% production is for sure bugged, looks like hard to get, and in the end does not need the plastic.
In the battle for Pallas station, Michio Pa had her Connaught, the Panshin, the Serrio Mal (serious bad), and the Solano. If the universe needs a knife, it makes a knife. If it needs a pirate queen, it makes Michio Pa.
I thought you were going to make legendary quantum processors using legendary carbon, until you started to make coal. With the mention of legendary calcite, I can only assume that you're going to make legendary artillery shells?
20 minutes into the video, and I'm screaming (silently) "Turn the inserters around!". I really hope it happens in the next 20 minutes or this video will be very sad, lol Edit: 21:10 he finally did it! Woooo
When he placed them I assumed it was on purpose so they would not grab stuff until he was ready. I do the same thing all the time; specially when I need to set a filter. Bastards tend to grab stuff and put it where it does not go before I can set it. Or if I am still juggling where belts are going... hate picking up full belts every time I change my mind on layout.
Why make three platforms at all, instead of just keeping all the legendary chunks as-is and processing all three on the same ship? Total output will be way better, and the cost difference is minimal.
I made a comment for something like this in episode 38, but to see it implemented with a localized up-scaler and used in transit runs across three different platforms is a stroke of genius, beautifully executed. If my comment is part of the inspiration behind this, I have an idea of what that coal is going to... next stop Vulcanus!
I get the point is to be super wide so you can catch as many asteroids as possible, but these wide fellas don't have the same neat spaceship aesthetic as your previous ones. They look more like cinderblocks with rockets on the back. Still really interesting to watch you design these space factories, but it'd be neat if there was a way to make the ship wider but also still feel like a spacecraft.
In space, there is no drag, this is just as spaceshippy as any other space ship since there is no benefit to being narrow, except catching less asteroids, and the entire point with this is catching asteroids.
This is totally pointless after you reach 300% productivity in Low Density Structure, you can upcycle them without any loss. Also for lds shuffle you can upcycle coal easily using grenades or even opcycle coal directly, inneficient but you need a very small amount since LDS shuffle doesnt consume plastic
So the coal is for plastic and the iron ore is for concrete but why legendary calcite, it only makes into 2 things, cliff explosives and artillery shells. So huge demolished killing with legendary artillery shells?
When you use it in a foundry for molten metal from lava, you get legendary stone out as a by-product, which go towards making legendary refineries, furnaces etc
When you want to trash something on the platform can't you just make a hole in the middle and toss it in there rather than daisy chaining it to the edge?
"it is just too broken"
uses more materials in this single ship than i ever gathered in my whole life
I still can't figure out how he got that many legendary qual3's that quickly
I find it annoying that you can't get stone from asteroids. If it wasn't for that you could make a space platform that would make basically everything except for the planet specific resources. I really just want a single massive space platform that makes almost everything.
Pretty sure that was an intentional decision by the devs. But can also be easily changed with mods
its intentional to require aquilo to have imports
what if... you call stone a planet specific resource...
Well with legendary calcite you can use that to make legendary stone in vulcanus through molten copper (higher amount of stone than iron) recipe on foundry. But yea no way to make it on platform.
@@Alfol572 oh, thanks for pointing out, I haven't noticed the difference between them. Anyway, it doesn't matter in practice since I'm unable to use all that stone. 😃
If you hold shift while copying a selection, it will bring up an “adhoc” blueprint interface without actually creating a blueprint. Very handy for applying settings like abs/rel tiling to the copied machines, removing items from a selection before you paste or using parameters to copy then change multiple machine settings all in one go.
In this video: Nilaus builds an orbital space platform in collaboration with Santa to deliver legendary quality coal to the most wanted of the naughty list.
Can't wait for the next video where you deliver it down their chimney from orbit
i mean receiving LEGENDARY coal from Santa would be kinda cool ngl
The pain seeing the outputs at the very end and he doesn’t notice 😭😭
on 39:00 you see that he secretly fixed it ;)
yeah.. i was screaming at him.. 😭
@@c2bRa you mean 39:10
Coal means plastic means LDS (liquid metals need no quality). But the recycler returns copper plates and steel. Technically with enough research (15 lvls) you don't even lose plastic in lds+recycler loop
You're gonna do low density structures with molten metals that ignore quality and then scrap them, won't you.
He in fact did that lmao
Nialus: "I cant expect everyone to have watched all 40 episodes."
Me: "psssh there havent been 40 episodes, theyre like an hour each i havent watched that mu........... oh."
Because of Nilaus, I have just started watching 'The Expanse'. S1E4 this evening
The expanse is awesome, consider reading the book series instead, its much better imo but the series is still amazing. They follow the source material so well and get space battles perfect
my favorite scifi series
@@incription Honestly prefer the series to the books, though the books are great.
Who streams it? Cos i need my reference game to be topnotch
Was just about to day the exact same thing! The question is books or show?
Intellectually I know that the space robots work the same way as the logistic robots on the planet....yet I still somehow believed ghost insertion was impossible in space. I have been extracting the barrels of fluoroketone and nuclear cells with an inserter this whole dang time when performing initial startup for every ship. Thank you for showing me it's possible to ghost insert in space.
I have watched all 40 episodes, some multiple times, so I'm betting that you're going to make legendary intermediates directly to make legendary products directly. I foresee a ship number or size limiting research being introduced in the future. Great series, thanks!
Next video: infinite legendary steel, copper plates and plastic, by infinitely recycling LDS on vulcanus and getting more than 100% of the resources back.
Productivity caps at 300% no matter what, I think they said that in an FFF. But still it’s op af because you get exactly 100% of resources back which means with enough processing all common input resources can be converted to legendary.
Plastic is perfectly maintained, not gained or wasted. Copper and steel are infinite thanks to liquid recipe.
@@submachinegun5737 LDS has two recipes; recycling uses the basic Nauvis one, which has more plastic in it than the Vulcanus one. With enough LDS productivity research......
@@manoflead643 It costs 5 plastic for both recipes, so no infinite plastic, but it is perfectly maintained and you can make infinite legendary copper and steel by making the casting recipe and recycling out the copper and steel like someone else just mentioned.
"I cant expect everyone to have watched all 40 episodes of this let's play"
you underestimate us 😝
To check the middle of the ship, debug options and show chunks. The center of the ship is (0, 0), so you have a vertical line and an horizontal line making it
If you turn on the grid, it is much easier to see the middle when making spaceships.
I love how excited Nilaus is about a cliffhanger. LOL
How to turn on the grid?
@@M_1024 My game, by default, was the F5 key. You might have to look at your settings to see if the key was changed.
@@keychains2010 thanks
THANK YOU!!! I'M about to build my 3rd ship and the first 2 I could not get even for the life of me. Maybe this will help
If you want to get all three asteroid types, why not process all legendaries on three ships? No matter the input asteroid type (even if only one type), the legendary output chunks will be three types in equal quantities. By recycling 2/3 of the legendary chunks, you will only add +24% to one other asteroid type.
Basically, out of 3/min you get at most 1.24/min, but only one type. Just adding another ship will give a net 6/min, a 2/min of each type, which is at least +61% more output than three ships recycling down to one type each.
Recycling a type, whose product buffer is full, is fine for +12% to other asteroids at cost of 33% overall input rate, but if you need all iron, carbon and calcite having dedicated ships, that trash 59% of the ouput all the time is ineffective and inefficient comparatively.
you could also add logic to recycle the asteroid chunks once you reached max ore/coal/calcite
but Nilaus say that Gleba->
@@grzegorz6698 As I said, and you can test it yourself, any combination of asteroid types gives all 3 types in equal amounts. The only variable that matters is the overall rate of all chunks. You would get as much legendary metallic asteroids as oxide (and carbonic) even on Aquilo.
@@aebisdecunter That seems wrong at first, but thinking about it, of course it is right (right enough at least) in the end since the core loop is changing the type of the asteroids.
If anyone is wondering, its 40% to become itself, and 40% to become other type (20% each). So if you get 100 carbon asteroid , you will get 40 carbon, 20 iron and 20 ice. But in next loop, it will be 16 carbon, 8 iron, 8 ice + 4 carbon, 8 iron, 4 ice + 4 carbon, 4 iron, 8 ice = 24 carbon, + 20 iron + 20 ice. It gets closer and closer to equal. After 4 loops or whatever it takes to get to legendary, it is so close to equal it doesn't matter. And that's assuming you will get only one type, in game you will just get one more than others.
@@syriuszb8611 I'm glad there are smart people like you nested in the comments to do the thinking for me.
Just to throw that out there: in terms of quantity you're probably better off going for big miners with quality modules and directly recycling the output until its legendary. It's not free like asteroids but considering the amounts you want for legendary plastic/circuits it might be something worth looking into. (also legendary miners use insanely little resources so your mining patch basically lasts forever too)
Recyclers have 75% loss with 4 legendary quality modules is ~6.2% odds of upcycling per item. Asteroid reprocessing have 20% loss with 2 legendary quality modules which is ~9.9%. But, of course, that's on a single cycle. The 75% loss on recycling is pretty stable (can basically guarantee at least half the input is lost per cycle, trending towards 75% as you run the loop), but asteroid reprocessing is fairly safe.
Let's assume 100 asteroid chunks incoming. By my estimates, you'd get ~6 loops from recycling, resulting in, at most, ~10 uncommon chunks. The same start using asteroid reprocessing would loop ~25 times, netting ~3 epics, ~10 rare, and ~32 uncommon chunks.
Note: I didn't apply the subsequent levels of upcycling, since I'm at work and not supposed to be writing scripts for calculating game probabilities, lol. This only assumes the chance% to go up one level, not the jumps 2-3 levels. This also doesn't account for any reservations of the cycling, and just burning the entire set down until there's nothing left.
All that with epic cliffhanger but we have most valuable thing in universe. That is legendary coal
I haven't missed an episode yet. Cant always watch them when they release but i do watch them all.
For every series and play-thru you have done.
I have a similar perimeter defense on my ships, but I fill the empty spots with accumulators to run red and green signal wires around the entire ship.
It's so weird to see end-game engineering come back to processing coal!
Isn't using legendary asteroids for advanced carbonic asteroid crushing wasteful? You only get 5 legendary carbon instead of 10 for the regular recipe, and the legendary sulfur doesn't matter because it's being turned into acid. Instead you can make a bit of sulfur from the normal asteroids that are three tiles over, and throw away the normal carbon byproduct.
Your ship design is interesting. I don't like having asteroids and ammo on the same belt, but you do you. I'm gonna go the opposite direction the next time I make a ship, completely organic looking, total chaos. No symmetry, full spaghetti.
Finally someone touched on this
Remember you can prevent the ugly wall connections by placing floor on both sides of the wall before placing it. Then you can remove the exterior floor.
my beratna you do tha belt proud
I would add a curcuit condition to the recycler inputs to only work when there is enough ammo and fuel. Found myself lacking ammo or fuel several times because all the juicy stuff got upcycled.
Hes gonna make it into plastic, innit? And then superconductors for quality modules
I thought small
@@EvGamerBETA Honestly, not a bad way to take it. With LDS recycling netting copper, and he already has the iron, he has the ingredients needed for producing legendary circuits directly, which means producing legendary modules directly.
For the higher quality ones around 29:20, why using inserter instead of just side loading into the belt?
I'm assuming he wants to keep the chunks on one side of the belt only. While not needed in these belts, his ships put different types of resources on each side of the belts.
@@pwilla not really, it is even sideloading just after the inserter, make no sense on this case at all. I think he just got used to do it and became his normal
Yeah and legendary calcite -> stone by molten metals -> concrete with liquid iron
Why don’t you enable the grid lines for better alignment?
Legendary coal liquefaction, here we come!
legendary slow capsule for sure 😂
Of course we have watched all episodes :)
You should've zoom in to let us see the process of upscaling resources and getting the final product while the ship was moving
Yeah it probably will get patched, but gleba should really implement a desirable way to get quality. Maybe make it so that quality nutrients used as fuel for the biochamber greatly increase the quality of the output.
It doesn't do that??? It totally should. That's weird.
Totally agree Gleba should have the best ingame way to generate quality, as it really doesn't give you much compared to its difficulty and what you get from Vulcanus - which is super easy. I made a mod called Quality Seeds, which gives an in-game way to generate quality fruits for quality processing! I need to lower some of the productivity capabilities to 15 or 10 fruit per seed (Intention was you need at least legendary prod modules to keep it self-sufficiently running) but its pretty fun!
@@MichaelFlambe Why so many people still don't know Gleba rewards are far superior? Gleba gives the best rewards by far: More than double your science yield with biolabs; stack inserters turns yellow belts into green in capacity by doing nothing but replace inserters instead of the full belt; spidertron; lazy nuclear aka heating towers ; level 3 prod and eff modules; epic quality; and Advanced asteroid reprocessing gives your platforms better fuel recipe, allowing really fast travel and also gives you the recipes that allows this same episode :P
@@Iliurgul Dont get me wrong, it has a fair share of good things - specifically I think advanced asteroid processing recipe and missile turrets are the most valuable outcomes, but a lot of the unlocked stuff is simply not needed for a looooonnng time:
spidertron (is only truely needed for auto-building on fulgora, a more automated defense with artillery is preferable to spidertron army)
Advanced modules are nice, but Rare tier 2s outperform tier 3s, and are cheaper, and fine for the majority of the game.
Epic quality is bait, rare is absolutely fine until you unlock legendary.
Heating towers don't actually solve power problems on any other planet. They help getting setup on Aquilo, but you have to have done some basic Gleba by then anyway, and theres an argument for just shipping in nuclear fuel as its more reliable heat)
Stack inserters are fine, but green belts are cheaper and easier to use until you really need that stacked throughput in late game.
Biolabs are great but with infinite resources on Vulcanus, scaling up regular labs is just as viable. Plus 5 researches of the research prod is the same as a biolab. So their usefulness actually declines as your continue into late-game.
Im not saying Glebas rewards are bad, but they are poor in comparison to the rewards you get from other planets, especially considering Gleba is much more work than other planets. Theres little incentive to really go beyond 2-3 agricultural towers of production on Gleba, as its just way easier to scale up on any other planet. There's a small argument for plastic, but ultimately you can get that for free from space-platforms.
Hence why I made the quality seeds mod for Gleba, I love Gleba, its my favourite planet, I even played a Gleba start run-through, but even when you completely conquer it the reward feels underwhelming. The reasons to "stay and invest" in Gleba are few.
@@Iliurgul None of those are made on Gleba. Not a single one. Instead its all Gleba technology and most of them are not even infinite tech either.
You don't need to control both oxidizer and fuel. Engines are limited by the lowest fill.
I know what is coming and I like it. I had similar idea but mine is way worse than yours. I just could not scale it ups as nicely! Kudos for you again.
tbh you have one of the worst possible ways to count resources on the belt for filtering
the least elements: constant combinator with values of (2^31 aka max int - your limit), connected straight to the belt. This combines to a positive value for any amount up to a limit and non-positive for anything above. Filters ignore negative values, so you connect it straight to collectors
2 combs, but less fragile and less painful to setup: connect belt to an arithm comb (0 - *(each)), connect that to your constant. Voila: 3 comparisons -> 1 arithmetic. This is simply better than your setup unless you care about negative garbage, which you do not
F5 overlays the grid in this game btw.
@Nilaus I'm struggling with keeping the ship running, I just run out of Ice chunks to keep the engines running and then the ship limps back to gleba/vulcanus. What level of asteroid processing do I need? (I think i'm at 10 atm).
Are you gonna do a space age base in a book? I still use your base in a book blueprints even though its incomplete - or rather there are a bunch of mistakes in it
I haven't finished watching The Expanse yet. I am always terrified of spoilers whenever you start talking about ship names 😂
oooooooooh, I figured out the production chain. Thats dirty.
I don’t know if it needs patching but it is powerful.
coal, calcite, iron? grenades?!?
Legendary Artillery shells is the only thing that needs coal and calcite I think
Legendary CLIFF EXPLOSIVES!!!
Would you be able to stay in the optimal zone for some resource in between two planets by controlling thrust/destination using logic circuits?
Am I the only one who thinks that the scaling for the modules is just not right?
E.g. Put Speed and Quality modules together. For lvl1 and lvl3 you get 0% quality bonus but for lvl2 you get 0,5% bonus. If you use legendary Quality modules then you get:
lvl1 - 1,5%; lvl2 - 3,5%; lvl3 - 3,7%
or
E.g. 2: Assembler with an uncommon lvl1 Prod module will output the same amount as without the module but use less resources while you need an epic lvl2 or a rare lvl3 to achieve the same thing while also having to use way more energy.
They simply use the same series of numbers for every property. [100; 130; 160; 190; 250] They only change the multiplier which makes not much sense since they use them for completely different properties.
I see you used 1/2 as the factor for the number of crushers for asteroid chunks of higher quality. Is there any more precise calculation of what would be the ideal factor?
I was just thinking of what it would take to make Legendary ammo. Well I guess we will see.
I Just found out that you can flip blueprints. I think it may becouse i only have 400 h in that game .
It would be cool to set recipes on the crushers based on what planet route you are taking. This would let 1 ship go on different routes and maximize the resources it picks up. Then it can drop those resources where needed.
you can do that though
With those recycling loops it doesn't matter at all (to few %). With each loop the amounts gets closer and closer to being equal, and even if you had only one asteroid type, you would not need to bother with this.
For example: recycling carbon gives 40% to become itself, and 40% to become other type (20% each). So if you get 100 carbon asteroid , you will get 40 carbon, 20 iron and 20 ice. But in next loop, it will be 16 carbon, 8 iron, 8 ice + 4 carbon, 8 iron, 4 ice + 4 carbon, 4 iron, 8 ice = 24 carbon, + 20 iron + 20 ice. It gets closer and closer to equal. After 4 loops or whatever it takes to get to legendary, it is so close to equal it doesn't matter.
@syriuszb8611 I said "cool" not "more efficient"
Circuit read the planet travelling to/from and some combinator to set recipe
One question. why is all this necessary if the game has a huge amount of endless resources, even on standard settings?
Because it’s FUN dlc
I assume it's most efficient way to get legendary materials for use in end game goals (shattered planet or mega space age base high science per second)
Sorta endless resources; but once your operation gets to a certain size you spent all of your time just clearing biters and making new outposts because you burn thru ore patches at an alarming rate.
Put a few of these doing loops to Volcanus, and you have a good, steady supply of legendary plastic, iron, steel, copper, and stone. Which means you can make basically anything you want in the game directly at legendary quality.
21:09 he knows us so well
Surprised we don't need heat pipes on platforms (because the active surface is never shaded).
Make it double, and you'll have a Borg... square.
Looking at my Vulcanus LDS loop... If only I had a way to more reliably make high quality plastic bars...
Gleba is your friend I guess. Worst case scenario you recycle back to quality coal and ship it to Vulcanus too :) Insta-quality plastic/LDS.
most imbalanse legendary craft is low density struct from lava planet. mine coal with quality module - bild legendary plastic with colant struct 8 module and create legend low density struct with common lava. then refine it. and plastic and low densyny structure product decnology mace it realy cheap
Legendary Cliffexplosives ?
I understand why you're not using it from a regular mining place kinda. Or not idk. But wouldn't legendary quality modules be good in drills and rerolling until legendary ? It's faster but drains the patches tho. Which would mean relocating your facility.
So.. I started wondering why we cannot craft the ship we originally crash landed in?
Why would you want legendary calcite? To make legendary cliff explosives? Artillery? Since you can't make legendary liquids
You can set legendary recipe for molten stuff and get some not-so-secret legendary output Nilaus mentioned in previous videos
@@FigusRF No you can't. Sure you can make molten iron / copper with legendary iron and calcite, but you cannot make legendary molten iron / copper. You can make legendary tungsten. But it doesn't matter, because molten iron or copper can't get legendary.
So what's the point?
@@jorvp Legendary stone
@@FigusRF OH
@@jorvpif you watched an earlier video (I think the big green circuit build), Nilhaus actually mentions the legendary stone route. Of course he also dismissed it as being irrelevant.
18:30 we've all been there
It might be more efficient to only have legendary coal producers and then use coal > plastic > lds > iron, coper, plastic (recycle) to get legendary iron and copper. Would be cool to see both aproaches side by side.
That will come in the next 2 episodes ;P dont spoil hehe
You only get STEEL from LDS, not Iron Plates. That's why you want Iron ores from Asteroids, especially for items that require Legendary concrete.
Since you need legendary stone brick for concrete either way, couldn’t you just use casting concrete from molten iron as a much better way to make legendary concrete
Nice one. Pretty expensive ship though. Have to grind my way to all those shiny modules first
I think simply starting with lower quality ones should work just fine.
YOU CAN DRAG THE RESEARCH TO SUHFFLE THEM AROUND?????
19:01 where did you design this? I have issues with my platform and getting the collectors to just stop getting certain asteroids would help so much.
I also had little luck trying to filter what the grabby bois grab. Not sure if they were bugged, got patched or I just suck.
Instead I let them grab everything and have a loop that re-rolls what I have extra >>> into what I am short. Works very well.
(Idea stolen from JD because he is smarter than me)
You can find it in "How To Build SPACESHIPS For All Planets | Factorio SPACE AGE" video
@@cthulhu8977 I was crushing on site with each grabber using a set recipe on the crusher. While moving, the grabbers eventually filled up and the whole thing stalled. So you’re not alone.
I switched to importing all cores into my inventory and then using inserters to put the right stuff on the right crushers.
Out of the methods I've seen to control asteroid input from grabbers, this is my favorite:
Read the whole belt signal into an Arithmetic combinator: 0 - each. Output to a constant combinator
In the constant combinator, list the desired amounts of each chunk.
Wire that signal to the grabbers and put them in filter mode.
If you copy paste the ship, why does 1 have 5 engines and the other have 3?
improve your plans by 20% by not having dedicated ships per resource.
The last step of converting legendary metallic chunks into carbonic for the "coal" ship, and then doing the same for the metallic ship (converting legendary carbonic asteroids) for metallic ones is a bit wasteful.
You know you can make Legendary coal also the easy way on Nauvis? Just put coal in an recycler with modules and you are done: Can make a full belt of legendary coal for you plastic->LDS->... machine...
The ship is way faster. I've tried it.
You definitely haven’t tested this if you think it’s the easy way lol. Cmon
@@connorp6574 Yeah a Legendary Big miner with full legendary quality modules into recyclers would produce significantly more legendary coal than this, and is also easier to set up. Legendary big miners also only drain 8%, so if you set it up on 1 or 2 coals patches it'll easily keep going for 50+ hours without intervention, and all you have to do is stamp down another one if you do somehow run out.
I was experimenting with asteroid upcycling the last days. Defiantly broken.
You get a good amount of legendary coal, iron, copper for free.
Then crafting everything productivity modules and the new crafting buildings, crazy.
It gets worse, he's gonna use this legendary coal on vulcanus to make legendary plastic and then legendary LDS. Then he's gonna recycle those LDS. Normally you only get 25% of the resources back, but with the productivity bonusses from foundries, prod modules, and infinite plastic/LDS productivity research, it's possible to get MORE than 100% back.
That means infinite legendary plastic, steel and copper, *fast*.
Hmm, I would call it broken. Maybe that's the end-game configuration of the game, since you first have to grind your way towards all those shiny legendary modules, crushers etc
@@jimmymulder9687 you can't get more than 100% back. There's a 300% productivity cap and the recycler only gives 25%. But still, infinitely recycling LDS is indeed super fast and ridiculously simple method of getting legendary copper+steel.
WOW, ok I missed the LDS part. This solves the issue I had, not having enough copper in the mix. Now totally broken.
A loop like that with above 100% production is for sure bugged, looks like hard to get, and in the end does not need the plastic.
Also legendary stone from the lava processing.
The legendary coal for legendary plastic for red circuits?
Legendary calcite will give you legendary nearly everything on vulcanus :D
Nope. Fluids don't have quality, so you can't use foundries to cast quality plates. Maybe you could use it for quality stone?
Oh, I see what you're gonna be doing. Ahahaha! This is gonna be good! :D
In the battle for Pallas station, Michio Pa had her Connaught, the Panshin, the Serrio Mal (serious bad), and the Solano.
If the universe needs a knife, it makes a knife. If it needs a pirate queen, it makes Michio Pa.
So, foundries will be patched to only discharge normal items in future then ........ Good to know.
I thought you were going to make legendary quantum processors using legendary carbon, until you started to make coal.
With the mention of legendary calcite, I can only assume that you're going to make legendary artillery shells?
Can you get legendary stone from using legendary calcite with the Vulcanus lava recipes?
The Expanse is amazing. The Tynan is legendary. You fn nerd! :)
20 minutes into the video, and I'm screaming (silently) "Turn the inserters around!". I really hope it happens in the next 20 minutes or this video will be very sad, lol
Edit: 21:10 he finally did it! Woooo
When he placed them I assumed it was on purpose so they would not grab stuff until he was ready.
I do the same thing all the time; specially when I need to set a filter.
Bastards tend to grab stuff and put it where it does not go before I can set it.
Or if I am still juggling where belts are going... hate picking up full belts every time I change my mind on layout.
I just hope this doesn’t end with a joke. I hope it’s actually useful
Don't worry it's absolutely useful. There's plenty of comments explaining the whole process it if you want spoilers.
Awesome. Thanks
Why make three platforms at all, instead of just keeping all the legendary chunks as-is and processing all three on the same ship? Total output will be way better, and the cost difference is minimal.
im seeing you making legendary plastic, iron, and other components so you can craft legendary circuits. it all fits so perfectly!
I'm line, hook and sink in.
I made a comment for something like this in episode 38, but to see it implemented with a localized up-scaler and used in transit runs across three different platforms is a stroke of genius, beautifully executed. If my comment is part of the inspiration behind this, I have an idea of what that coal is going to... next stop Vulcanus!
did it got patched? my asteroids just vanish over time...
legendary tier 2 modules are actually better that tier 3 epic, also a lot cheaper =)
It’s for legendary super conductors so he can make legendary quality 3 modules on the cheap obviously 🎉😂
I get the point is to be super wide so you can catch as many asteroids as possible, but these wide fellas don't have the same neat spaceship aesthetic as your previous ones. They look more like cinderblocks with rockets on the back. Still really interesting to watch you design these space factories, but it'd be neat if there was a way to make the ship wider but also still feel like a spacecraft.
I disagree - this oblong is beautiful.
@@zxxvcc That's fair. Everybody has their own aesthetic sense, and mine isn't the only one that matters.
That is gracious of you to say but no, oblong is objectively most beautiful spaceship shape. Praise the oblong
In space, there is no drag, this is just as spaceshippy as any other space ship since there is no benefit to being narrow, except catching less asteroids, and the entire point with this is catching asteroids.
Funnily enough wide ships are deliberately speed-nerfed in SA for some reason.
All they have to do is make it that asteroid recycling can’t take quality
This is totally pointless after you reach 300% productivity in Low Density Structure, you can upcycle them without any loss. Also for lds shuffle you can upcycle coal easily using grenades or even opcycle coal directly, inneficient but you need a very small amount since LDS shuffle doesnt consume plastic
I suspect LDS
God dammit everytime i have a idea (1 day later nilaus does a vid of it) fuck
Man I want to play so bad but I can’t afford the dlc right now. Also get video
So the coal is for plastic and the iron ore is for concrete but why legendary calcite, it only makes into 2 things, cliff explosives and artillery shells. So huge demolished killing with legendary artillery shells?
Maybe for using foundaties at legendary? Very interesting lol
When you use it in a foundry for molten metal from lava, you get legendary stone out as a by-product, which go towards making legendary refineries, furnaces etc
@@Edward-oe2yj ooooohhhhhh that'll be it.
Imagine if he starts making legendary science packs lol
@@KomodoKillerI don't know if Nilaus will, but I guarantee some people will be doing it at least for some science packs.
Totally had me hooked to find out, and now I'm gonna get to watch the next episode 😁
cool ship
Beltalowda!
You have some bots here, Nilaus
Let's go !!
When you want to trash something on the platform can't you just make a hole in the middle and toss it in there rather than daisy chaining it to the edge?
Can't have holes in the middle of space platforms.