@@clintonlindsey4391 The hallmarks of a truly brilliant video maker is being able to make quality content in a mere fraction of the runtime of other comparable levels of information density. My favorite example is how the peerless video essay series, "Every Frame a Painting" talks about film editing and storytelling in 7-15 minutes with a breadth of content that other people would take 2-3 hours to convey.
500 for me on factorio, still this is a different beast with curvature and grid system that throws things off when building in straight lines. I'm having bolognese and spaghetti issues at present through my first 30 hours of this game. Unlocking things and coming to grips with the different logistical issues. No point in starting over as i realize that it will be a mess at first as tech is unlocked and easier ahead once my spaghetti planet will produce hubs and ships etc. Amazing games, i have come to understand crack addicts better in recent years 😂
@@Tyrfingr " i have come to understand crack addicts better in recent years" 😂 Spot on, I don't know if my base qualifies as spaghetti, probably the type of spaghetti you give to kids like really well blended together and a big blob of mashed bits :) I think I'm on 30 hours now and I just started the clean up, after countless "restarting" my main assembly line by just noping everything on the belt. This game is so damn fun even though I now realize I might have messed up the initial design :)
I still had a huge epiphany with logistics stations... they are far superior in this game I feel like. Tho maybe I didn't utilize them correctly in Factorio. Will have to go back and see if I can avoid huge belt busses and replace them with drones.
"Standards builds, now that's going to be super boring. Don't leave just yet!" Literally the most important video I've been looking forward to watching you make since I started lol
Definitely. First time through is like oh I need this. I need this. I need this. Then all of a sudden you realize you re-need something like processors or chips and your build blocked them back deep in your build
@@TheSkepticSkwerl That's why I jumped in headfirst on my first game and than, half way through yellow science Analyse all the flaws and restarted. Now I have Green done, have a in er Planet, which starts rockets and a second one, the outer one, where I built mass production lines which feed into whatever needs more stuff on the mainworld. Actually building a colony in another System to improve my quantumprocessor capacity. Meanwhile everything on the homeworld is working. Every conveyor, factory, smelter chem.factory,sorter,powerpole comes from my hub, no Single handcrafted thing while setting up this new colony.
@@Blacklistedrook basically while installing the game. IT is to build a dyson Sphere, so I was sure, I will need a magnitude or 2 more from everything than I think I need, so I added a tower of big chests to each production line and before the Logistik Station. This way I can see just by flying along, where Towers are starting to deplete and know about supply issues, before they even happen.
Finally achieved the Gravity matrix and the space warper, realizing that my manufacturing setups are good for boot strapping, but suck for any kind of serious manufacturing. This is just what I needed to start getting into the late game.
You just changed my entire world - in the best way possible. So glad I found your channel awhile back and I will be increasing my patreon support level today!
Nice work! Template 3 to 1 for ninja stars can be optimized. Add supply line for third assemblers column. Belts from left to right will be: out in - in in - in out in - in in - in out Every column have one personal outer IN line now. And all paired in in is shared.
Thanks dude, this tutorial is much appreciated. I'm currently building logistics vessels to commence interplanetary transportation, so I look forward to trying this out. On one hand I'm sort of ashamed looking at how neat this all is--my home planet is a vomit of circuits that no longer function due to a lack of X or Y, but at the same time it's nice to be able to see progression as I begin to mine other planets and learn from my mistakes/design hiccups off the past.
For 2-component assembler recipes with different input ratios, you can slightly optimize the design. For example in the titanium crystal setup, you can double the titanium ingot inputs like this: Output | Assembler | Titanium Ingot | Organic Crystal | Titanium Ingot | Assembler | Ouput (... repeat). Or in general terms: Out | Assembler | In (high) | In (low) | In (high) | Assembler | Out (... repeat). This will make your assembling column 2 tiles wider, but allow you to double the length (for any recipe with a 2:1 or greater input ratio)
Your designs are just elegant, simple and so easy to set up. Thank you so much for all of your tutorials. Helped me so much to find the right start to get organized productions! Absolutely love the symmetry and perfect placements on every planet!
I like these standard designs a lot. Also, I don't think the space in between is "wasted". For example, when I put down three "2-to-1" smelting assemblies next to each other I can easily cram around 100 solar panels in the left over space (depending how you count). That is a LOT of power that I don't have to generate elsewhere, also looks neat. I'm currently in the process of converting a whole planet in my home system to just support smelting all the things so I can free up some space on my home planet... :-D Let's see what I'm gonna do with the rest of the free space on that planet once I'm done with all the smelteries. Probably produce some of the bare necessities.
Great video! When you pick a planet to be your smelting planet do you use one you have already used up the resources on, or fine a planet with low resources and just bury them? I find that mining locations always get in the way of builds like this.
I lucked out and found a B class star with over 2 luminosity and 6 planets; 3 of them are rather crap for resources so they'll be my hubs for building materials, sphere construction, and research. I'm just going to concrete them and bury the resources.
If something bottlenecks with a 1+3->x recipe or similar, you can add some parallell pattern splitters to the belts to expand the belts even further. By setting priorities you can merge an almost arbitrary number of stacked conveyors down to saturate the lowest belt.
This is a good system, very close to what i do myself. I don't tend to do compound tiles, but would, for diamonds for example, do a whole tile to make graphite and then a separate tile to make diamonds.
Great video, Just so I am on the right track if you use the first assembler build. Take Magentic Coils. would that be 10 MK.3 Assemblers for 1 mk.3 belt of magnets?
I use the same design for two to one and one to one.... Return belt in the middle and ingredients in either side. Repeat that pattern for all outputs wrapped to one side... Have it pull from the belt on either side and empties into the return on either side.... Do that in a pattern that links together like a zipper...
Any standard templates for oil & processing? Also, it looks like the smelting designs are based on a 19 unit wide pattern, so it seems like you could fit 8 rows of smelters in the equatorial bands, if you use the small power polls and stagger the logistics stations.
Love the videos. I am still lost on the breakdown for everything on time vs producing. Plus when do you really start ramping up production to grand scale? My stuff seems so little in comparison. Tempted to feed all raw materials into interplanetary hubs and bulldozer everything else.
Thank you very much for this guide. Even if they're fundamentally simple and obvious once you build them for the first time I cannot express how much more efficient they are compared to my formerly spaghetti setups were, it was horrendous.
This design has worked so well! And it's easy to remember; I no longer have to have a reference sheet handy with all the recipes. I'm currently working on Titanium Alloy now, the one thing you didn't mention in your video....
What would you say is the equation for how long/deep a row should go considering the number of rows, the number of required resources and the time it takes to smelt/assemble the product?
@@power2084 pretty sure he just had belts down with science in them. was wondering that until you can sort of see the belt end next to a power pole in one part of the video
Nilaus beats the game :)) I can't look at other people's 3-D spaghetti, because I know that there's a known 'best way' worked out and demonstrated over here. Thanks for all the dedication - how many hundred hours on DSP in aggregate, now?
Nilaus' furnace design is good, but not quite optimal. An optimized 6-wide smelter design is 25 blocks wide (6 smelters for 18 blocks, plus 7 lanes). Since each side of the equator is 80 blocks wide before the first fault, you have enough room for 3 of those just like with his 4-wide design. For power you just replace 1-3 (number depends on how many furnaces to saturate lanes, which depends on what you're smelting) of the furnaces with satellite substations, and then put 4 standard Tesla towers on the ends for full coverage. Also, the 6-wide design can be mirrored to the other side of the ILS, since the output lanes on the outside of the design are only receiving half the smelted products and connect to the center "top/bottom" connections. However, be aware that a full 6-wide mirrored design is taking 180 ore/second to feed, and also potentially outputting up to the same 180/sec of smelted products. Since you can "only" have up to 10,000 ore on order, that means a mirrored design generally only makes sense for when you're smelting on the same planet you're mining, or if you have a bunch of extra ILS stations with spare capacity that can request and deliver the ores and products to supplement throughput.
yeah i dont get it either. there are 10 belts total with 8 outputting en 2 inputting. the math is not there. For perfect balance it should be 9 out and 2 in so 11 belts. With that recipe where everything requires the same amount he halved the maximum length of 1 item.
Ok, I decided to solve this one in the light of day instead of super late night (: Two key points: --2 unused belt ports on the tower. The ones that run out from the "front" down the line of assemblers, only use the middle and left one. And on the "back" (opposite) you don't use the middle one. --10 total belts, 8 are out from tower and 2 carry all 4 row of assemblers' production back IN to tower. Once you get the belts placed and spaced out, you have 10 belt lanes with the 4 rows of assemblers in between. Number them #1 to #10 from left to right (assuming the "front" of your tower is facing to the bottom of your monitor) That makes belts #4 and #8 the ones that go back IN to the tower. 1, 2, 3, 5, 6, 7, 9, and 10 all bring the three resources OUT from the tower to the assemblers. Example: Pink bowties (particle containers) Belt 1 copper Belt 2 graphene Belt 3 turbines (SHARED belt between assembler rows A-B) Belt 4 bowties to tower Belt 5 copper Belt 6 graphene Belt 7 turbines (SHARED belt between assembler rows C-D) Belt 8 return Belt 9 graphene Belt 10 copper I paused the video and just stared at the little icons from the recipe he used to sort it all out. Cheers!
isnt the ILS overstressed handling both ore and ingots? I decided to use a self derived approach using 15 x 9 x 2 smelter row setups, with 1 ILS channel for each of the 15x2 smelter lines, all feeding into a new ILS which handles only ingot. Ever since then, I no longer have ILS vessel choke off waiting for them to come back to do things.
This is an amazing video, everything is easy to follow, except for right up to the end. I can't see what the belts are doing and you don't go over it in detail. It's hard to see what the items are doing and all that. Thanks
interesting, and works when you pave over the planet. Great thing about sandbox games, not everyone has to do it the same way. All depends on your personal goal, effective, organized; or spaghetti, belts, have to build around water, use the z axis... Thank you though for your very organized builds. Me I like to build a complete production line from raw material to finished item I need... yea not efficient, but so much fun figuring out what I need each step of the production chain, and how to lay it out.
Almost. Until you think about all the hours you just spent creating mining machines onto every single material on all the planets in your system and engineering an interplanetary system so you'd never run out of resources. Only to get back to your original planet and realize how unorganized and full of spaghetti everything is.
@@Nilaus is there anything outside of oil refining that produces mixed outputs; and did you ever manage to solve the problem of balancing the consumption?
how different will this build be if using plane smelter and mk3 sorters (max researched)? and for this to work, do you you wipe (hide) the nodes in that build area?? for example, Im trying to get to make 120/m rocket carriers (or 12 mk3 assemblers) to load up about 36 launchers (3 launchers/ assembler) The factorioLab calculator says I need about 72 plane smelters to make iron ingots... not to mention the 100's of other materials needed.. Now if using MK3 belts at 1800 item/min maybe puts about 15 plane smelters per line of output belts (at 120/m/smelter). Will that make it just shorter in size? or am I kidding my self and can do more than 15 smelters/input line and just use 2 output lines?? my goal is to do work up toward that thing you did with the black home launch video... but you never listed the quantity of assemblers/smelters/ etc needed to do such a stunt... or many rocket carries you need/min
Pinhead lives 😅 EDIT: Would love to see similar guidelines for “the liquid stuff” that comes out of chem plants/refineries. This is such a useful video!
TBH the facility looks different but for most parts, in/output is pretty similar to assemblers. I've seen the LP series and it's really just stretching longer, for the few recipes with double outputs just repurpose an input belt. I've gone through the recipes but there's nothing for chem plants that uses more than four materials (input+output) so the assembler 2/2 build should still work for that
So do you just have another planet grinding out iron and copper, then shipping it to the build planet? Then all of these are supplying other structures that are building more complex things? I'm guessing it takes a long time to get to this point
These standard builds are very reminiscent of the requester/provider blocks from Factorio. Maybe a bit boring if you've got a screen of them, but the modular ease of repeating and reliability are nothing to scoff at. As you mentioned, direct insertion is the way to go if one wants more variety; I just wish the ratio for plane filters wasn't so atrocious, whoever thought 5 titanium glass to 12 filters was a good idea must enjoy our suffering.
Pilers not really needed for inputs as the Stations can output as a 4 pile eventually. Just design with that in mind and your factory can grow into it .....
Why did no one tell me this game existed.. I should have known Nilaus would have it covered! I got my first planet all decked out researching and trying to figure out the next step.
QUESTION: I built a very similar layout, and the problem is that a line of 30 with mark 3 sorters even with mark 3 belts the resource does not make it to the end of the line (not unless there is so much of it that it starts to stack up and the 1st in the line simply stop taking the said resource, then makes it to the end), dont you have that problem? kinda fixed it with lines of 15 and then another logistic station but its a bit cluster fuck
@@Nilaus aah no worries, he's a car review youtuber whose famous quote is "and then I'll take you on a tour of the car and show you it's quirks and features!" Thought it was a reference :)
I've won the game twice. I never built a dyson swarm or sphere. I also never left my initial star cluster. This game seems big but its super small. I hope they expand it....a lot.
you don't need concrete, but you do need space to work, which is not available on your starter planet. This is more of a subsequent planet kind of thing
How to Build Anything... when you already got everything (dozens of Interstellar Stations, thousands of Logistic Vessels, tens of thousands of Mk 3 Assemblers and Belts, millions of Foundation and Soil Pile).
So I'm torn on the east west building and the north south. One new guy you might benefit from checking out is mrroboticwarfare. He has a different take on neat building. Fair warning, he builds across the fault lines, but it comes out good. I blend between the two of you and it comes out pretty awesome.
There is really no contest. You have to build East-West. The square change size North-South so straight lines are not parallel and there is a difference between where you can place things like power poles
I see your point, however, for smelters, it is possible to fit 15 in the 10 block section going N-S. Then have 2 sets of 30 being powered with substations, mirror it on the other side of a logistics station and you have 120 smelters on a station in a 10x6 section or so.
what about stacking? Stations can send out resources at a stack size of 4, but producers cannot. That's why I have one center belt that feeds two rows of producers, while their output goes to the sides
Hopefully you've updated this by now but you don't need a different build for the 2x1 smeltng. As it takes 2s instead of 1 like you mentioned. So you are making 0 difference to throughput having 2 feeding belts, just wasting a lot of materials. You only need to double up input if you are outputting at the same rate.
Maybe it's me, but I don't see a reason for the Steel, Diamond, and Silicon Crystal double smelters. Why not just ship the already smelted Iron, Graphite, and Silicon. Also, you could leave the Interstellar Logistics Stations with no ships so that ships are always forced to deliver to them, also makes it so you don't need to stock them with warpers.
It's a within planet / interplanet thing. At some point you want to just ship raw resources away from mining planets, and have smelter planets accept raw resources, and ship away finished resources. If you have a planet ship away and ship in the same resource, you can get weird circular transportation loops, which you wanna avoid. So if your smelter planet ships away both graphite and diamond, it's easier to not have graphite and diamond dependent on each other; Only ship in coal, and only ship out graphite and diamond. Obviously you can set your dependant same planet ILS on local demand and remote storage, but I find it nice to streamline the dependencies.
1:04 Smelting 1 to 1
8:10 Smelting 2 to 1
9:24 Smelting Compound/Double
12:11 Assembler builds
Thanks. Cool information but could have probably been done in half the time.
@@clintonlindsey4391 The hallmarks of a truly brilliant video maker is being able to make quality content in a mere fraction of the runtime of other comparable levels of information density. My favorite example is how the peerless video essay series, "Every Frame a Painting" talks about film editing and storytelling in 7-15 minutes with a breadth of content that other people would take 2-3 hours to convey.
ty!
This guy...
I’m so so glad I had 1000 hours on factorio before I started playing this game
500 for me on factorio, still this is a different beast with curvature and grid system that throws things off when building in straight lines. I'm having bolognese and spaghetti issues at present through my first 30 hours of this game. Unlocking things and coming to grips with the different logistical issues. No point in starting over as i realize that it will be a mess at first as tech is unlocked and easier ahead once my spaghetti planet will produce hubs and ships etc. Amazing games, i have come to understand crack addicts better in recent years 😂
@@Tyrfingr " i have come to understand crack addicts better in recent years" 😂 Spot on, I don't know if my base qualifies as spaghetti, probably the type of spaghetti you give to kids like really well blended together and a big blob of mashed bits :)
I think I'm on 30 hours now and I just started the clean up, after countless "restarting" my main assembly line by just noping everything on the belt.
This game is so damn fun even though I now realize I might have messed up the initial design :)
I did the factorio demo only and i had absolutely no idea what i was doing and im still stuck putting space warpers into logistics interstellar
@@Tyrfingr I had that problem also. Until i just realized to always build in the direction of the equator... makes everything irrelevant
I still had a huge epiphany with logistics stations... they are far superior in this game I feel like. Tho maybe I didn't utilize them correctly in Factorio. Will have to go back and see if I can avoid huge belt busses and replace them with drones.
"Standards builds, now that's going to be super boring. Don't leave just yet!"
Literally the most important video I've been looking forward to watching you make since I started lol
My home planet is so crowded and lacking effectiveness, these tutorials are just what I needed !! Thanks for this great content !
Definitely. First time through is like oh I need this. I need this. I need this. Then all of a sudden you realize you re-need something like processors or chips and your build blocked them back deep in your build
@@TheSkepticSkwerl That's why I jumped in headfirst on my first game and than, half way through yellow science Analyse all the flaws and restarted.
Now I have Green done, have a in er Planet, which starts rockets and a second one, the outer one, where I built mass production lines which feed into whatever needs more stuff on the mainworld.
Actually building a colony in another System to improve my quantumprocessor capacity. Meanwhile everything on the homeworld is working. Every conveyor, factory, smelter chem.factory,sorter,powerpole comes from my hub, no Single handcrafted thing while setting up this new colony.
@@aracuron9956 how or when did you start taking stuff macro scale? I keep running into issues of capacity vs supply.
@@Blacklistedrook basically while installing the game.
IT is to build a dyson Sphere, so I was sure, I will need a magnitude or 2 more from everything than I think I need, so I added a tower of big chests to each production line and before the Logistik Station. This way I can see just by flying along, where Towers are starting to deplete and know about supply issues, before they even happen.
@@aracuron9956 Why restart? Why not just tear down what doesn't work and make a more efficient system on the planets you are already working?
Finally achieved the Gravity matrix and the space warper, realizing that my manufacturing setups are good for boot strapping, but suck for any kind of serious manufacturing. This is just what I needed to start getting into the late game.
You just changed my entire world - in the best way possible. So glad I found your channel awhile back and I will be increasing my patreon support level today!
This tutorial is gold. Simple clear and easy to understand. Thank you for uploading it!
Nice work!
Template 3 to 1 for ninja stars can be optimized. Add supply line for third assemblers column.
Belts from left to right will be: out in - in in - in out in - in in - in out
Every column have one personal outer IN line now. And all paired in in is shared.
Would love to see this with Proliferators!
I am a rebel sometimes... I clicked liked BEFORE watching the video! :p
Haha! I do the same thing!
But are you enough of a rebel to build across fault lines and wing it on the ratios?
@@nekroneko Very much so. Many of my builds would trigger or cringe some people. 😂
I already did this from the start... but of course you did it even better. This looks so nice
Thanks dude, this tutorial is much appreciated. I'm currently building logistics vessels to commence interplanetary transportation, so I look forward to trying this out.
On one hand I'm sort of ashamed looking at how neat this all is--my home planet is a vomit of circuits that no longer function due to a lack of X or Y, but at the same time it's nice to be able to see progression as I begin to mine other planets and learn from my mistakes/design hiccups off the past.
For 2-component assembler recipes with different input ratios, you can slightly optimize the design.
For example in the titanium crystal setup, you can double the titanium ingot inputs like this:
Output | Assembler | Titanium Ingot | Organic Crystal | Titanium Ingot | Assembler | Ouput (... repeat).
Or in general terms: Out | Assembler | In (high) | In (low) | In (high) | Assembler | Out (... repeat).
This will make your assembling column 2 tiles wider, but allow you to double the length (for any recipe with a 2:1 or greater input ratio)
Your designs are just elegant, simple and so easy to set up. Thank you so much for all of your tutorials. Helped me so much to find the right start to get organized productions!
Absolutely love the symmetry and perfect placements on every planet!
You own this game. I just refer to it as the "Nilaus Sphere Program" now.
Keep doing these... they are awesome.
Very nice, it was obvious this tutorial was going to happen and I was waiting for it:)
Blueprints update arrived. Time for a revisit
Congrats on 90k subs! You deserve it! Waiting for 100k party! :)
Awesome tutorial, thanks a lot! Could you also do a tutorial on rare builds and direct insertions and one on chemicals?
I'd love to see a chemicals one
20:04 literally BUILT DIFFERENT
preparing for my second playthrough, this was exactly what I needed! Thank you!
I like these standard designs a lot.
Also, I don't think the space in between is "wasted". For example, when I put down three "2-to-1" smelting assemblies next to each other I can easily cram around 100 solar panels in the left over space (depending how you count). That is a LOT of power that I don't have to generate elsewhere, also looks neat.
I'm currently in the process of converting a whole planet in my home system to just support smelting all the things so I can free up some space on my home planet... :-D
Let's see what I'm gonna do with the rest of the free space on that planet once I'm done with all the smelteries. Probably produce some of the bare necessities.
Great video! When you pick a planet to be your smelting planet do you use one you have already used up the resources on, or fine a planet with low resources and just bury them? I find that mining locations always get in the way of builds like this.
I lucked out and found a B class star with over 2 luminosity and 6 planets; 3 of them are rather crap for resources so they'll be my hubs for building materials, sphere construction, and research. I'm just going to concrete them and bury the resources.
Thank you buddy your a Rockstar cant wait to give this blueprint update a go
If something bottlenecks with a 1+3->x recipe or similar, you can add some parallell pattern splitters to the belts to expand the belts even further. By setting priorities you can merge an almost arbitrary number of stacked conveyors down to saturate the lowest belt.
This is a good system, very close to what i do myself. I don't tend to do compound tiles, but would, for diamonds for example, do a whole tile to make graphite and then a separate tile to make diamonds.
Great video, Just so I am on the right track if you use the first assembler build. Take Magentic Coils. would that be 10 MK.3 Assemblers for 1 mk.3 belt of magnets?
Another good one, thanks! Even by doing most of this already I still got some new incitation. Hope you will continue to make DSP stuff.
I use the same design for two to one and one to one....
Return belt in the middle and ingredients in either side. Repeat that pattern for all outputs wrapped to one side... Have it pull from the belt on either side and empties into the return on either side.... Do that in a pattern that links together like a zipper...
" Show me you have OCD without telling me you have OCD "... lol. Very nice dude.
Will you remake these builds to incorporate Proliferators?
The "Prism" -production, is it built in a similar way to the "Compound builds"? Because the "Prism" are not melted but built.
Yeah buddy! Nilly dropping science. Cheers. -sean.
Any standard templates for oil & processing? Also, it looks like the smelting designs are based on a 19 unit wide pattern, so it seems like you could fit 8 rows of smelters in the equatorial bands, if you use the small power polls and stagger the logistics stations.
i kinda hope at somepoint the Logistics towers get Skybridge ports, so i can feel like i'm playing Simcity into the future again
Love the videos. I am still lost on the breakdown for everything on time vs producing. Plus when do you really start ramping up production to grand scale? My stuff seems so little in comparison. Tempted to feed all raw materials into interplanetary hubs and bulldozer everything else.
Thank you very much for this guide. Even if they're fundamentally simple and obvious once you build them for the first time I cannot express how much more efficient they are compared to my formerly spaghetti setups were, it was horrendous.
This design has worked so well! And it's easy to remember; I no longer have to have a reference sheet handy with all the recipes.
I'm currently working on Titanium Alloy now, the one thing you didn't mention in your video....
it's the same as the 3Input1output assemblers, just with smelters.
We get to build "ninja stars" amongst the stars? The FUTURE is now! Thanks for the video Nilaus. =]
What would you say is the equation for how long/deep a row should go considering the number of rows, the number of required resources and the time it takes to smelt/assemble the product?
Baselines! LOL. Great video again.
Tutorial request; large scale oil production and fractionators (sp?)
maybe, but only to basically say "do as little oil as possible and don't do fractionators" ;)
@@Nilaus What game option or mod allows you to have colored lines that separate the different "planet zones" ?
@@power2084 pretty sure he just had belts down with science in them. was wondering that until you can sort of see the belt end next to a power pole in one part of the video
@@power2084 he's using belts full of science cubes, but this month's update to the game will allow foundations to be coloured in.
@@techgeeknzl good thx
Sooo symmetrical, soo colorful. I like it. And I'll use some of the ideas in my game
Hi i dont know if you mentioned it vut how do you get the energy to Power these ?
lol.... I call the dyson parts thingies the ninja stars too.... nice one man.....
Nilaus: ... the frames, the ninja stars, the ...
Me: Wait, what? This game has ninjas?
Oh yeah. They steal all your graphene when you aren't looking. No other explanation makes sense.
Thank you for this video. A hole planet with foundation. How I do faster with foundation? Is there a trick or something I not know?
Nilaus beats the game :)) I can't look at other people's 3-D spaghetti, because I know that there's a known 'best way' worked out and demonstrated over here. Thanks for all the dedication - how many hundred hours on DSP in aggregate, now?
They are actually lines of latitude, not meridians, but no biggie! Latitude = ladder
Literally makes it feel mandatory to start using your smelting builds now. Doing it any other way is just inefficient. Thanks lol.
Nilaus' furnace design is good, but not quite optimal. An optimized 6-wide smelter design is 25 blocks wide (6 smelters for 18 blocks, plus 7 lanes). Since each side of the equator is 80 blocks wide before the first fault, you have enough room for 3 of those just like with his 4-wide design.
For power you just replace 1-3 (number depends on how many furnaces to saturate lanes, which depends on what you're smelting) of the furnaces with satellite substations, and then put 4 standard Tesla towers on the ends for full coverage.
Also, the 6-wide design can be mirrored to the other side of the ILS, since the output lanes on the outside of the design are only receiving half the smelted products and connect to the center "top/bottom" connections. However, be aware that a full 6-wide mirrored design is taking 180 ore/second to feed, and also potentially outputting up to the same 180/sec of smelted products. Since you can "only" have up to 10,000 ore on order, that means a mirrored design generally only makes sense for when you're smelting on the same planet you're mining, or if you have a bunch of extra ILS stations with spare capacity that can request and deliver the ores and products to supplement throughput.
Ok, I've watched the latter part of this like 10 times. it would be great if you had broken down the 3in/1out belting/sorters
yeah i dont get it either. there are 10 belts total with 8 outputting en 2 inputting. the math is not there. For perfect balance it should be 9 out and 2 in so 11 belts. With that recipe where everything requires the same amount he halved the maximum length of 1 item.
I'm in the same place, I just can't get what he does for 3 inputs 1 output assemblers. It seems magically just to pop in, in the video...
Ok, I decided to solve this one in the light of day instead of super late night (:
Two key points:
--2 unused belt ports on the tower. The ones that run out from the "front" down the line of assemblers, only use the middle and left one. And on the "back" (opposite) you don't use the middle one.
--10 total belts, 8 are out from tower and 2 carry all 4 row of assemblers' production back IN to tower.
Once you get the belts placed and spaced out, you have 10 belt lanes with the 4 rows of assemblers in between.
Number them #1 to #10 from left to right (assuming the "front" of your tower is facing to the bottom of your monitor)
That makes belts #4 and #8 the ones that go back IN to the tower.
1, 2, 3, 5, 6, 7, 9, and 10 all bring the three resources OUT from the tower to the assemblers.
Example: Pink bowties (particle containers)
Belt 1 copper
Belt 2 graphene
Belt 3 turbines (SHARED belt between assembler rows A-B)
Belt 4 bowties to tower
Belt 5 copper
Belt 6 graphene
Belt 7 turbines (SHARED belt between assembler rows C-D)
Belt 8 return
Belt 9 graphene
Belt 10 copper
I paused the video and just stared at the little icons from the recipe he used to sort it all out. Cheers!
How your assembler build #1 works for magnetic coils? I build them with 10 belts coz of the 2 out- and input per second.
isnt the ILS overstressed handling both ore and ingots?
I decided to use a self derived approach using 15 x 9 x 2 smelter row setups, with 1 ILS channel for each of the 15x2 smelter lines, all feeding into a new ILS which handles only ingot.
Ever since then, I no longer have ILS vessel choke off waiting for them to come back to do things.
For me, "a lot a lot" is an understatement. I think I hit 30 hours in the game last week.
Thing is, when you are able to handle this tidy centralization effectively, you are pretty much endgame and already have at least one sphere ;-)
Again a great tutorial, thanks!!
18:00 Why should you even care about filling up belt at that point? :)
This is an amazing video, everything is easy to follow, except for right up to the end. I can't see what the belts are doing and you don't go over it in detail. It's hard to see what the items are doing and all that. Thanks
interesting, and works when you pave over the planet. Great thing about sandbox games, not everyone has to do it the same way. All depends on your personal goal, effective, organized; or spaghetti, belts, have to build around water, use the z axis... Thank you though for your very organized builds.
Me I like to build a complete production line from raw material to finished item I need... yea not efficient, but so much fun figuring out what I need each step of the production chain, and how to lay it out.
This could be quite a good challenge. You are only allowed to transport base materials
almost makes me want to abandon my universe and start over
Almost. Until you think about all the hours you just spent creating mining machines onto every single material on all the planets in your system and engineering an interplanetary system so you'd never run out of resources. Only to get back to your original planet and realize how unorganized and full of spaghetti everything is.
@nilaus - what's your computer setup?
The problem with some builds is x-ray cracking. Free energized graphite is phenomenal. But they are soo massive it makes for weird builds
I have stopped using that entirely in late game. The hassle of multiple outputs and balancing consumption is not worth it for me
@@Nilaus is there anything outside of oil refining that produces mixed outputs; and did you ever manage to solve the problem of balancing the consumption?
how different will this build be if using plane smelter and mk3 sorters (max researched)? and for this to work, do you you wipe (hide) the nodes in that build area?? for example, Im trying to get to make 120/m rocket carriers (or 12 mk3 assemblers) to load up about 36 launchers (3 launchers/ assembler) The factorioLab calculator says I need about 72 plane smelters to make iron ingots... not to mention the 100's of other materials needed..
Now if using MK3 belts at 1800 item/min maybe puts about 15 plane smelters per line of output belts (at 120/m/smelter). Will that make it just shorter in size? or am I kidding my self and can do more than 15 smelters/input line and just use 2 output lines??
my goal is to do work up toward that thing you did with the black home launch video... but you never listed the quantity of assemblers/smelters/ etc needed to do such a stunt... or many rocket carries you need/min
1 interplanetary can keep up with 30 x 4 smelters? I saw another tutorial where you make only 15 x4.
Pinhead lives 😅
EDIT: Would love to see similar guidelines for “the liquid stuff” that comes out of chem plants/refineries. This is such a useful video!
TBH the facility looks different but for most parts, in/output is pretty similar to assemblers. I've seen the LP series and it's really just stretching longer, for the few recipes with double outputs just repurpose an input belt. I've gone through the recipes but there's nothing for chem plants that uses more than four materials (input+output) so the assembler 2/2 build should still work for that
Felix, that’s great to hear! I’ve got to set up nanotubes later today 😄 Cheers!
Quirks and features? *Doug Demuro intensifies*
Used browser search because I knew there has to be one. Nice work! :D
Any reason why you're not using cheaper sorters vs the Mk3.
So do you just have another planet grinding out iron and copper, then shipping it to the build planet? Then all of these are supplying other structures that are building more complex things?
I'm guessing it takes a long time to get to this point
blueprint them and share link pls! these production line are beautiful!
Super cool video, but what about gears ? They are 1to1 assembler
If you ever actually need that many gears, you'd just reuse one of the 1-to-1 smelter blueprints
Dear Nilaus, can we have an update to these based on the new update?
These standard builds are very reminiscent of the requester/provider blocks from Factorio. Maybe a bit boring if you've got a screen of them, but the modular ease of repeating and reliability are nothing to scoff at. As you mentioned, direct insertion is the way to go if one wants more variety; I just wish the ratio for plane filters wasn't so atrocious, whoever thought 5 titanium glass to 12 filters was a good idea must enjoy our suffering.
Oooh, how about a recipe mod that makes all the ingredient ratios and the crafting times relatively prime? 3+5 -> 7 in 2 seconds. Aaargh!
Time for a redesign with the new proliferator and piler
Pilers not really needed for inputs as the Stations can output as a 4 pile eventually. Just design with that in mind and your factory can grow into it .....
Why did no one tell me this game existed.. I should have known Nilaus would have it covered! I got my first planet all decked out researching and trying to figure out the next step.
Hahahaha 13:44 "the ninja stars" that's great.
QUESTION: I built a very similar layout, and the problem is that a line of 30 with mark 3 sorters even with mark 3 belts the resource does not make it to the end of the line (not unless there is so much of it that it starts to stack up and the 1st in the line simply stop taking the said resource, then makes it to the end), dont you have that problem? kinda fixed it with lines of 15 and then another logistic station but its a bit cluster fuck
@Nilaus:
hello Nilaus thx for the nice Tutorial, but you have a nice build for the smelter, with 3 inputs? Titanium alloy ??^^
same as the assembler 3in 1out, right?
where do you get the raw materials, do you have a design to sustain this build? thanks
Great video thanks
"show you it's quirks and features..."
I sense a Doug DeMuro fan!
no idea who that is
@@Nilaus aah no worries, he's a car review youtuber whose famous quote is "and then I'll take you on a tour of the car and show you it's quirks and features!"
Thought it was a reference :)
Definitely helpful!
Super Magnetic Ring... a Magnetic Ring with a cape
do you have some blueprint i need that
I've won the game twice. I never built a dyson swarm or sphere. I also never left my initial star cluster. This game seems big but its super small. I hope they expand it....a lot.
how did you get positrons (and white science) with neither swarm or sphere?
dude blueprints can save even more time.
The number one thing that makes all these builds work is concrete. I now consider concrete an early-game necessity.
you don't need concrete, but you do need space to work, which is not available on your starter planet. This is more of a subsequent planet kind of thing
I recommend desert planets for builds like these
...and how are you making titanium alloy...?
How to Build Anything... when you already got everything (dozens of Interstellar Stations, thousands of Logistic Vessels, tens of thousands of Mk 3 Assemblers and Belts, millions of Foundation and Soil Pile).
Start a new game and as soon as you can implement these into your base, you will see the difference.
So I'm torn on the east west building and the north south. One new guy you might benefit from checking out is mrroboticwarfare. He has a different take on neat building. Fair warning, he builds across the fault lines, but it comes out good. I blend between the two of you and it comes out pretty awesome.
There is really no contest. You have to build East-West. The square change size North-South so straight lines are not parallel and there is a difference between where you can place things like power poles
I see your point, however, for smelters, it is possible to fit 15 in the 10 block section going N-S. Then have 2 sets of 30 being powered with substations, mirror it on the other side of a logistics station and you have 120 smelters on a station in a 10x6 section or so.
how did you color the grid?
It's research cubes on belts.
what about stacking? Stations can send out resources at a stack size of 4, but producers cannot. That's why I have one center belt that feeds two rows of producers, while their output goes to the sides
Check the date of the video you are commenting on. That feature didn't exist at the time of recording
@@Nilaus To be fair, the layout should still valid, if all producers are busy. Stacking or not.
awesome, thank you!
where is your power coming from?
Hopefully you've updated this by now but you don't need a different build for the 2x1 smeltng. As it takes 2s instead of 1 like you mentioned. So you are making 0 difference to throughput having 2 feeding belts, just wasting a lot of materials. You only need to double up input if you are outputting at the same rate.
Also just smelt your iron then smelt it seperately instead of using an unbalanced setup that wastes so much space.
Maybe it's me, but I don't see a reason for the Steel, Diamond, and Silicon Crystal double smelters. Why not just ship the already smelted Iron, Graphite, and Silicon. Also, you could leave the Interstellar Logistics Stations with no ships so that ships are always forced to deliver to them, also makes it so you don't need to stock them with warpers.
It's a within planet / interplanet thing. At some point you want to just ship raw resources away from mining planets, and have smelter planets accept raw resources, and ship away finished resources. If you have a planet ship away and ship in the same resource, you can get weird circular transportation loops, which you wanna avoid. So if your smelter planet ships away both graphite and diamond, it's easier to not have graphite and diamond dependent on each other; Only ship in coal, and only ship out graphite and diamond.
Obviously you can set your dependant same planet ILS on local demand and remote storage, but I find it nice to streamline the dependencies.
What game option or mod allows you to have colored lines that separate the different "planet zones" ?
It is science packs on belts 😉
@@Nilaus oooooh ok very nice hahahaha
what about gears?
What about your liquids?