Please help me out by liking the video! If you want early access to new content, consider becoming a member. Note for this episode: I strongly encourage you to make a nice looking blueprint for every machine that's in the same style and easy to combine. As you'll need in the next episode, this is MASSIVELY going to speed up the end game builds.
This was extremely helpful, thank you! After 60 (extremely inefficiently allocated due to being new) hours, I have a deep-seated desire to abandon my starter factory and build a beautifully organized and optimized new one, but between the alternate recipes and the unlocked upgrades, I keep getting paralyzed by indecision on what exactly to build, how to set production targets, what recipes to use, what items to focus on, etc. The way you mapped out modular blue prints makes so much sense and takes out a little of that fear of where to start the next phase. Great stuff!
This is way, way far into my future, I am still on your first Masterclass video, but I couldn't help but watch this. The scope of this games is amazing.
Great video! I've started adding beams to help run power and add structure to my floating platforms, its really helpful. One thing I would like to add is while running pipes under the machines is cleaner you can run into issues with fluids trying to flow up into the machines. I like to use walls to place vertical pipe splitters a few meters above the inputs and outputs so all the fluids flow down into the machines. By doing both and some creative pipework I was able to fit 8 blenders set for diluted fuel in a mk2 blueprint with 0 clipping.
Using sloops for alien DNA and power shards (slugs) is very useful. Geothermal powerplants pair nicely with power storage blueprints to keep power stable for cheap. I also really enjoy using explosive rebar guns when exploring. It blows up mostly everything the nobelisk does, but for me, it is easier to aim.
Just jumping around and gathering junk around crash sites and random sloops and spheres, I got a power augmenter and geothermal before my first oil. 10/10, easy electricity. Also, would recommend having JP fuel and nobelisks in the dimensional depot.
Totally agree on the fuel - the fuel build from a few episodes ago includes a depot setup with packaged fuel. Nobelisks I typically just craft a bunch by hand, but if you have them automated the depot allows you to basically blow up the world. Could be fun! :D
I think you left in both takes of the intro (less than 1 minute in). Really enjoying these masterclass videos and your content in general. Please keep it up!
are you going to continue expanding your current factory platform with the tillable blueprints? I am wondering because I am following along and making the same blueprints that you make but I made my platform 1m foundations and not 2m. I'm worried that if I make your blueprints 2m they wont mesh good with my current platform. Great vids btw I love following alone your masterclass series.
You can just use your own blueprints! Its definitely not needed to follow my builds 1 to 1, in fact, I would encourage you to adjust things to your own style!
Question about the refinery blueprint, how high is it off teh ground? I built it 8m high to have the machines line up with the top of the logistics floor blueprint but it refuses to snap.
Mine has 2x4m foundations before the main floor, but that doesnt quite align with the logistics floor (as that has a 2m foundation underneath). I solved that by simply manually placing the first refinery blueprint in each factory, then snapping the others to the first.
@@TheDutchActuary So do you place a version of the refinery without the logistics and then snap the rest? I found my issue, I had built the template wrong lol.
I watched your video on blueprints from a year ago where you moved to single machine blueprints with inputs and outputs stacked and no logistics floor. Can you share any reflections you have that led you back to this logistics floor multi-machine approach?
Ultimately it's a bit cleaner looking, and the logistics floor makes the later-game logistcs easier to set up. Working with belts on the ceiling is *almost* like you're flying above them - rather than jumping over them a thousand times. That said, I had a lot of fun with my earlier design as well so its just a bit of preference. I've done a few runs by now and I generally just pick a certain style at the beginning and stick with it ;)
Maybe i missed your reasoning in another video, but isnt it usually unadvisible to feed refineries from below? Do you use a water tower setup earlier in the pipeline odmr something?
I'm actually feeding the refineries from above in the endgame blueprint - but feeding them from below isn't too bad as long as you keep your pipelines simple.
The holes & lifts are there, but you can attach a splitter right onto a lift. You can still see the lifts from the back, but they get mostly hidden that way.
Please help me out by liking the video! If you want early access to new content, consider becoming a member.
Note for this episode: I strongly encourage you to make a nice looking blueprint for every machine that's in the same style and easy to combine. As you'll need in the next episode, this is MASSIVELY going to speed up the end game builds.
anyone else feel like they need to be taking notes while watching these amazingly informative videos, that or end up rewatching it 17 times? just me?
No need to take notes, the video isn't going anywhere ;) And hey, rewatching it 17 times isn't a bad thing to support me!
This was extremely helpful, thank you! After 60 (extremely inefficiently allocated due to being new) hours, I have a deep-seated desire to abandon my starter factory and build a beautifully organized and optimized new one, but between the alternate recipes and the unlocked upgrades, I keep getting paralyzed by indecision on what exactly to build, how to set production targets, what recipes to use, what items to focus on, etc.
The way you mapped out modular blue prints makes so much sense and takes out a little of that fear of where to start the next phase. Great stuff!
This is way, way far into my future, I am still on your first Masterclass video, but I couldn't help but watch this.
The scope of this games is amazing.
Great video! I've started adding beams to help run power and add structure to my floating platforms, its really helpful. One thing I would like to add is while running pipes under the machines is cleaner you can run into issues with fluids trying to flow up into the machines. I like to use walls to place vertical pipe splitters a few meters above the inputs and outputs so all the fluids flow down into the machines. By doing both and some creative pipework I was able to fit 8 blenders set for diluted fuel in a mk2 blueprint with 0 clipping.
That must be a SWEET blueprint!
Using sloops for alien DNA and power shards (slugs) is very useful. Geothermal powerplants pair nicely with power storage blueprints to keep power stable for cheap. I also really enjoy using explosive rebar guns when exploring. It blows up mostly everything the nobelisk does, but for me, it is easier to aim.
So much good information in this TDA - thanks again!
Just jumping around and gathering junk around crash sites and random sloops and spheres, I got a power augmenter and geothermal before my first oil. 10/10, easy electricity. Also, would recommend having JP fuel and nobelisks in the dimensional depot.
Totally agree on the fuel - the fuel build from a few episodes ago includes a depot setup with packaged fuel. Nobelisks I typically just craft a bunch by hand, but if you have them automated the depot allows you to basically blow up the world. Could be fun! :D
Cheer~~~fulfilling expectations or needs; acceptable, though not outstanding or perfect.😊
I think you left in both takes of the intro (less than 1 minute in). Really enjoying these masterclass videos and your content in general. Please keep it up!
Whups!
Amazing videos! Are you posting your blueprints anywhere?
thanks for the great video and your time!!
are you going to continue expanding your current factory platform with the tillable blueprints? I am wondering because I am following along and making the same blueprints that you make but I made my platform 1m foundations and not 2m. I'm worried that if I make your blueprints 2m they wont mesh good with my current platform. Great vids btw I love following alone your masterclass series.
You can just use your own blueprints! Its definitely not needed to follow my builds 1 to 1, in fact, I would encourage you to adjust things to your own style!
Looks fantastic. Found the pillars in the shop, but cant seem to get the same floor. Am using the game in vanilla, no mods.
Watching first two seconds, i was mesmerized by the size and am giving up. I once achieved that much and realized how you gotta put effort in it lol
Take it step by step! Just looking at it finished is daunting for sure, but it's managable if you break it down in smaller parts ;)
Question about the refinery blueprint, how high is it off teh ground? I built it 8m high to have the machines line up with the top of the logistics floor blueprint but it refuses to snap.
Mine has 2x4m foundations before the main floor, but that doesnt quite align with the logistics floor (as that has a 2m foundation underneath). I solved that by simply manually placing the first refinery blueprint in each factory, then snapping the others to the first.
@TheDutchActuary ah gotcha, I understand
@@TheDutchActuary So do you place a version of the refinery without the logistics and then snap the rest? I found my issue, I had built the template wrong lol.
8:50 nice video, I wish you would show us the whole thing instead of just the bottom half from one angle
Agreed. No idea how many assemblers are used or which direction they're facing
I watched your video on blueprints from a year ago where you moved to single machine blueprints with inputs and outputs stacked and no logistics floor. Can you share any reflections you have that led you back to this logistics floor multi-machine approach?
Ultimately it's a bit cleaner looking, and the logistics floor makes the later-game logistcs easier to set up. Working with belts on the ceiling is *almost* like you're flying above them - rather than jumping over them a thousand times.
That said, I had a lot of fun with my earlier design as well so its just a bit of preference. I've done a few runs by now and I generally just pick a certain style at the beginning and stick with it ;)
Maybe i missed your reasoning in another video, but isnt it usually unadvisible to feed refineries from below?
Do you use a water tower setup earlier in the pipeline odmr something?
I'm actually feeding the refineries from above in the endgame blueprint - but feeding them from below isn't too bad as long as you keep your pipelines simple.
@TheDutchActuary Okay, thanks.
am i missing something here as to how youre getting the outputs into the splitters in the logisitics floor? i see no lifts or holes??
The holes & lifts are there, but you can attach a splitter right onto a lift. You can still see the lifts from the back, but they get mostly hidden that way.
How do you get your blueprints to snap like that? Mine always snap 1m in any direction and it makes it hard to place them.
Hit “r” to change the snapping mode to blueprint.
@@marcroberts4661 Thanks!
R to switch to blueprint mode, H to lock them in place and then the arrow keys to nudge them where you need them to go!
Where can we find your blueprints?
On my pc! :D Nothing special there, but if you have suggestions on how to easily share them i'm happy to do so.
@@TheDutchActuary their is a website like dyson sphere to share