the reason you saw "hub" as an option in item list menu was because you where in a editor mode. In regular gameplay the hub is not listed there because you cant build it or have it as an item, its just entite made by launching starter pack
One thing that took me forever to figure out: when you open the platform’s inventory, the top right has a bunch of icons. If you click the lightning bolt, it brings up the platform’s power network just like clicking on a power pole on a surface.
12:55 Triple, not double. It's "+200%", meaning 200% *extra*, or 300% total. (In the factoriopedia, it lists Nauvis as having "300% solar output in space")
One of the things that I had to look up in someones lets play to find out because its so unclear was how to automatically drop things from orbit. I had no idea its treated like trash slots and you have to set it up like a request for zero to make it drop space science. Definitely needs more info in the in-game tips panel.
The other way to do it is to set up a request in the planet-side receiving facility for x amount. So if Nauvis is requesting 1000 space science, the space platform will keep sending down the science packs until there is 1000 in the receiving facility. So if you keep pulling the science out, the platform will keep sending more down
Important note about going to other planets: YOU CANT RESPAWN AT NAUVIS my group got to fulgora to get the recycler faster and was just going to die to respawn at Navuis, thinking the DLC was like Space Exploration... But no, you ONLY respawn on the planet you die on, do not make the mistake we made! Thankfully, the game autosave right before you go to your first planet.
You can only craft the recycler on fulgora so it would have been a sad realization that you actually have to come back with the stuff ... As a big fulgora fan, I don't think it's a great first travel, vulcanus is probably easier to set up and the "rewards" are immediatly better.
@@shigekax Yeah from what I can tell, the 3 starter planets are designed like difficultly levels, Vulcanus easy, Fulgora medium, Gleba hard. But obviously nothings a monolith, experiences will vary.
Vulcanus is more rewarding but I think Fulgora is easier to rush through when aiming 100% achievements. I found it faster to get the Rush to Space from Fulgora than from Vulcanus.
@@FryuniGamer vulcanus has the problem of the big worms being hard to kill if you dont have the proper weapons, but I think even jsut the starting area is enough to get basic stuff going on
You need to set conditions to start trashing extra asteroids that you got. Your 50 things will not work, because each asteroid stack at size 1. But, none the less, your design help me! thanks
I found it worked better using ice, carbon, & iron as the limiting variables, rather than the asteroids themselves, otherwise you just get clogged up with carbon. 1000 seems to be about the right limit.
Belts, Assembler, inserter, solar, The accumulator, substation robots roboports and much more what you think you can need^^ Gleba is good green circuits for the biocamber.
Cargo bays also increase throughput for how many requests you can receive from rockets or send to spaceports. They also help spaceports receive more deliveries from space platforms at once. So even if you don't need the inventory space, cargo bays can still be worth adding!
Incredible tutorial! Thank you for making my first space platform so easy to set up! This is my first time using any of the logic items, too. Thanks for that!
Just a recommendation, as someone who's trying to make the best of tiny ships (still relatively early in my Space Age playthrough), but the water should be shared between left and right, preferably with its own buffer tank. I can't remember off the top of my head, but I want to say ~6k water was necessary for a full resupply of 25k oxidizer + fuel. A single water tank would thereby give you just shy of 4 full tanks of oxidizer + fuel. Secondly, I've found the sweet spot for turrets and asteroid collectors is to put the collectors on the exterior, and then turrets one "row" back. That is to say, 1 inserter tile, 1 belt tile, 1 inserter tile then the turret. What this does is align the range of a turret with the range of the collector, so that you're not wasting ammunition on asteroids that don't pose a threat and have no benefit. Additionally, it can simplify the nature of feeding ammo, since it can lead to a 3-tiered belt system. Outermost is for raw materials, middle is for ammo, and inner is for stuff that gets stashed in the cargo bays. To each their own, however. I find myself still gravitating to a 2-tiered belt system, with the outer belt hosting both raw materials and ammo, and only funneling certain materials back to the inner loop. The 3-tiered system required a lot more circuit logic than I was really wanting to add to a "starter ship", since space platform pieces are relatively expensive before you get to Vulcanus.
หลายเดือนก่อน +4
I was hoping this video would give me an idea how much effort do I need to put into defending the platform. If one assembler and one furnace is enough, I should be covered well. The circuits can be much simpler though. Just have one arithmetic combinator subtract contents of the hub from an input passed in from a constant combinator on a differently-colored wire. Set your target amounts in constant combinators. Then you don't need the circuit conditions on inserters anymore and you only need two combinators.
Taking another look at those fuel lines on your space platform, I noticed there's another solution which would save some space without switching the oxidizer and fuel plants around. If you run the fuel line from the chem plant straight across the bottom of the hub, you could then have it connect directly to the right engine and take up a lot less space doing so. I think the oxidizer line to the left engine would be more complicated than that but still simpler than the current setup since there'd be a lot more open space between the two engines.
Dang! The devs are freaking geniuses. If you would have told me back in 2017 that factorio will evolve to this, I would be so intimidated by the complexity of this type of gameplay that I would possibly quit. But I'm glad I stuck with the journey, and I look forward to landing on my first different planet, hopefully this week.
New folks. This kind of design doesn't produce enough ammo to go over 10 km/hr if you're going to vulcanus. I hook the orange fuel to kick on if it's lower than 9. You'll use like no fuel but if you go faster you'll get overwhelmed with astroids. Alternatively you could tie to ammo on the belt being greater than 100. If ammo supply dips the ship will slow down to build reserves up and full speed when ammo is above it
I was stranded on fulgora for 4 days as i watch my miserable spaceship slowly being destroyed above Fulgora's orbit. After some farming (a lot of, i would say) i finally able to build a new spaceship from scratch above fulgora sky. It was a very risky process as time is essence when you have to fight against the medium asteroid as you setup the new, defenceless ship.
i just made my first space science packs and it keeps sending it to the planet few by few which is pretty annoying. Is it possible to set it like 1000 once for a while instead of multiple rockets with 10 packs each. This is just stupid...
The yellow asterisk labeled "EACH" is very useful for cleaning up the belt. Basically, if 'each' item on the belt > 10, do 'this' for 'each' item. I use it to space unwanted cargo. There are so many ways to do this, it's amazing.
I think it's worth mentioning that thrusters use the fluids less efficiently if they are full. There is a chart about this in Factoriopedia. For this reason if you buffer them, they will burn through the buffer twice as fast as if you just produced the fluids on the fly, and after that you are back to flying at the speed your chem plant production can sustain.
Does using circuits to force buffer to always have max of 50 % of fuel? Like u keep a buffer of materials that make fuel but if it's too much then chem plant is turned off.
@@runelt99 You could consider that if you are grossly overproducing the fluids. With 2 plants per fluid and 2 thrusters, you can keep a nice speed even though you are producing less than what they would consume.
yeah, for this reason I favour the strategy of pulling the fuel production inputs from a stored up supply (not very much is necessary for a round trip at high efficiency) and then tune my chemical plants' output rate to hit that low speed/high efficiency sweet spot using prod modules.
Can you go into more detail on using combinators for filtering, especially with the new full belt reading mechanic? I haven't done much with circuit network setups and I feel like this is important for automating ammo production. I'm having a hard time getting my head around how this works. Thank you for the helpful videos!
Hope this gets pinned, 50 of each before the filter disables is too much with only 99 inventory spots. reduce it to 15 or something instead; or the filters wont really work
@@John-yk4bp I did it differently, I set a limit on the amount of space science can be made, and for the decider I set if I have less than 200 iron AND less than 5 metallic asteroid, the catchers will look for metallic asteroid, did the same for the other two and now got space science pack automated with no jams
Your ship design could be vastly improved by adding some transformers in the gaps of free space you have. For anyone else reading this comment in the future too. Fulgora's orbit is colder than nauvis, vulcanus and gleba, so the early ships that rely on solar panels and are stable around nauvis and vulcanus can run out of energy when reaching fulgora. Also, even the lowest level efficiency modules can help tremendously on power saving for your space platforms.
Solar power depends on the planet for example: Nauvis orbit gives 300%, Vulcanus orbit 600%, Vulcanus on land 400%. One place I found you can see this is when setting an item request on your platform and you choose the "import from" icon where you select the planet to import the resource from. But beware as it might be a bit spoiler-y
Very useful tutorial as you actually took a few minutes to explain how the logic works since I never used it. I just tried building Nilaus's version but got stuck when he started explaining logic. This helped, seems like he used the same logic, I'll try again following his tutorial.
The thing I'm currently struggling with, having just landed on a new planet, is getting stuff over to it. I have the landing pad setup and requesting materials, but I've been manually going to the space platform to add the same requested materials. Is there any way to automate this? Ideally I'd like the space platform to request the things I've asked for on the new planet, but I'm not sure if that is possible.
I'm not sure why you used the logic system to disable the ability to convert asteroids into resources that take up less space. Perhaps I am missing something.
Rant add, had to use 4 uncommon furnaces to supply enough plates for ammo to Volcanus with half belt of ammo at start Also placed frontal guns in the middle just for asteroids that will hit the platform during travel
Note that stacksize of the asteroid chunks is 1... so 50 each means 150 slots in your storage ^^ i would suggest 10/10/20(ice) or similar. 20 ice because it seems to be rarer than the others
What did you do with the space travel platform inner circuit network? they seem to be connected from the hub to the inserters from the crushers. What do they do?
One thing we are struggling with that i didnt see in this is how to get a space platform on the new planet, do i have to launch the space platform starter kit from the new planet can it be done from the first planet? or is it better to just drive your current platform to the new planet, we got there but couldnt set up new platform because we didnt have a rocket on the space station.
The one thing i like about the cargo bay expansion is that each one increases throughput of the amout of rockets a space platform can take at one time. They're not just an inventory capacity increase.
Don't you also need a turrent for the back of platform while staying in other planets orbit? Durning travel asteroids came from front or at angle, but won't they also come from behind on orbits?
@@silvk1000 From what I've seen they almost entirely come from the sides and front while in orbit. But depending on the size of your platform and turret placement, the turrets on the sides can usually cover the back as well (at least in the platforms I've made.
Hey! Sorry for this question. But how do u spawn, teleport or fly with a rocket to your space platform? I build one for the sience and one to travel to other planets. The Ship travel without me i am still on Nauvis. What have I overlooked
Haven’t had time to finish the video yet, but I’ve got to ask, is it possible to transfer resources between two different platforms directly (I.e fuel?)
You can, but it's recommended to create a new world, because a lot of the technology unlocks and recipes have been changed to accommodate for the new planets.
Im trying to find a way to stop my platform at vulcanus to unload but I don’t understand how to do it since none of the wait conditions are letting it stop to unload
You can’t the science but im sending the leftover carbon and iron that I don’t need down to the planet. Edit: carbon to help fuel my boilers and the iron I’m turning to steel in space and sending that down
How are you "bringing stuff" to other planets? When I try to launch up to a platform so I can go to another planet, it makes me strip away all of my inventory before I can launch, meaning I can't take anything with me.
@@urzapolariz You gotta put all the stuff you want in the platform cargo bay and then when you get to the planet, you drop it down by Shift-Clicking the items and it puts them in the drop slots of the platform which them launches them down in the little rocker capsules :)
How to choose witch space platform rocket goes if you have more then one? I have noticed that the network figures things out but if You want to send something or someone there should be some way to choose where to send?
@@i20918 Yup, there is. When you want to manually send a rocket up, once it's ready you click the button to launch it to a platform and it then it should give you a drop-down list of your platforms in orbit and let you select which you want
Great series of videos. Really helpful, because as you say, it's not hugely intuitive. Question from me: Platform/Ship damage... I noticed you had no guns on your science platform, so I assume the asteroids you see hitting the thing cause no damage. But when you travel, you need guns. You also only put guns on the front/side which would indicate that you only take damage when travelling and in the direction of travel. You did mention that when in orbit though, you can still take damage. Is this only frontal damage, or can it come from anywhere?
In Nauvis's orbit, meteors that could damage your platform won't spawn at all so any platform that is idle there is safe even without guns. Generally, meteors that can damage your platform will spawn mostly from the front while traveling, and while idle in a orbit of any planet other than nauvis the platform can get hit from the sides too, hence why side guns are needed, although since they move slowly while idle, it doesn't need to ve as heavely defended like the front.
Has someone tried a huge space science platform yet? Maybe asteroids spawn faster if they are collected faster? Or is multiple platforms the only way to increase space science production? Or could you make a platform that simply flies between planets? Or does the fuel and ammo take a too big % of all incoming resources to make that worth it?
just realized, would productivity modules be best in the crushers? would that increase the chance of getting chunks back thus vastly increase your supply of resources with less chunks?
It's an option. It slows the crushers and makes them take more power, but it does increase the number of chunks you can recover. There is also an infinite research for asteroid crushing productivity which, past a certain point (that you probably won't reach without a megabase) can obsolete extra prod modules.
@@asmkalrizion7078 They would be quite good if you're having issues getting enough asteroid chunks. But as angel dude said, it would increase power consumption quite a bit. Luckily there is research for asteroid crushing productivity which is great
@@PoppyGaming43 infinite but rate limited, but the main issue is if you get backed up on too much iron chunks preventing you from getting any ice or carbon in
in remote view you need bots to build stuff and you cant see if there is no scanner in the area. That's about it. Note, you dont need bots on space platforms, they can place buildings by themselves. Also space platforms dont need power poles, the ground transmits power.
@@gavinburgess4374 yes, you are right, i tested it and it didn't go well ^^ to much power, also it seems they can't kill medium astroids, only small ones
Quick question: blueprints automatically place landfill under them. How do i disable it? Im trying to build walls, blueprint with 50 wide segment, and I dont need to place them on water Thanks for help!
I tried to expand on this idea, but it seems that inserters can't connect with the cargo bays... seems like a massive oversight tbh, but it's resulting in me rebuilding the entire platform for the 4th time. FFS maybe mention that in your video next time!!
I have no idea how you defended your platform with so little ammo. I launched mine to fulgora with about 12 turrets on just the front and 1,000 yellow mags stocked on a belt and the front of my platform was still completely oblitterated by the sheer number of asteroids I encountered. They didn't run out of ammo, maybe I have too much thrust? (4 engines as opposed to two). If anyone has any tips I'd really appreciate it.
The faster you go the less time turrets have to destroy asteroids. Also what is you damage research level? Im sitting at lvl9 abd can safely fly between all the 3 starting planets
Don't surround the bub with cargo bays. For whatever reason you can't pull or push items through them, only the hub directly. Made that mistake on my first platform. I like big buffers.
Mine still keeps getting clogged almost immediately because of ice. Ice seems to be like 10 times more rare than the other materials. I don't understand why we're setting these thresholds to 100 (or even 50) when every asteroid type only stacks to 1. I keep filling up on the other 2 and losing the ability to collect more ice.
@@whermanntx TY I'll try that, but would still love too know how it works for him. My ice spawn rate just seems abysmal at times. I've started using 4-5 collectors filtered to only catch ice.
When you say there are a limited number of asteroids do you mean that my space platform will eventually not get any more asteroids and I’ll have to move it, or demolish and rebuild a new one, or do you mean that there is just a set amount at a time?
@@ryanhamstra49 Ah yeah I worded that poorly. What I meant was that there is a limited spawn rate so there can only be so many spawned at one time per surface/platform
@@Xterminator thanks!!! Great videos, you and Nilaus are currently my go to guys for help with space age. Can you do a circuit tutorial at some point? I was trying to setup oil so that my recipe on my solid fuel would switch depending on which oil product I had the most of. I eventually gave up and made 1/2 of them use light oil and half use petroleum and just switch pumps on and off depending on which fluid I have too much of
how did you got to another planet with items? It doesn't let me launch to platform with anything, even ammo in gun slots. And whad do you mean go with resousrces? We need to make orbilat landing to receive those, do we?
@@gdjpodo3370 You put the items you want in the platform hub storage, since you can't take them on your character as you said. And nope you don't have to make a landing pad to receive them initially. If you just Shift-Click them into the drop slots while over a planet, it will send them down on capsules that just land on the ground and you and collect.
@@Xterminator oooh Shift-click. I tried to drag and drop... I try to figure as much as I can on my own, so sry if that was included in your video. That was the only thing that I was missing. Thanks a lot!
I am kind of confused. My first ship had a similar defensive line, but i get blasted to all hell. I have multiple assemblers and more turrets. iron in storage, more furnaces.. all with speed 2s in them. belt fully satured with ammo before i start flying About halfway through some astroid is going to just plow his way onto my ship and ruin the whole thing. When there's 7 of them flying at my 3 turrets, they just dont do enough damage sometimes Do i just need even higher gun damage science? OR am i just incredibly unlucky with my astroid spawns.. Only way i've managed to make it there safely, is if i only use 1 thruster, so i am not that fast, meaning slower astroids incoming edit: okay.. weapon damage research was the solution! :P
@@krayziez You can't bring anything in your player inventory or equipment slots except your armor, so you need to load the platform cargo bay with whatever you need, and then once you get to the planet you Shift-Click the items you want to send down and they go into those drop slots as I showed and you can collect them on the planet surface.
@@Xterminator Yes I got this info from another video. Not sure if you specifically said to drop them in the drop slots. Also do I need landing pad? That other video said to drop the landing pad first then when you drop the rest, it will go to the landing pad. I guess it will be less messy
@@krayziez While a landing pad will make it all be one central location, you can definitely do it without one. The drop pods will just be a little scattered around. But are still quite easy to collect :)
You don't necessarily need circuit logic for the space platform. I have a circuitless belt setup that works just fine. Especially new players might be opposed to build a spider web to make simple space science.
In your circuitless setup you probably throwing away excess of the certain asteroid chunk, which is wastefull in power and space and aslo makes grabbers do useless work instead of just plugin wires to them to "set filters" and to belts or other buffer and to constant combinator + arithmetic combinator with "multiply by -1" in it.
I have factorio since 0.12 but i still don`t get circuits. I can enable disable an inserter or pump by reading a specific amaount but thats about it.I just cannot wrap my head around it. Some real good circuit tutorials are still welcome.
@@irineras I hope to make some more advanced ones someday but I'm actually in the same boat, haha. My ability to use circuits is extremely minimal and basically what I showed you in this video is the extent of what I can do currently. But if I do learn more, I'll definitely make tutorials!
@@ritinfek If you're stuck on Aquilo, your only option is to get your other planets to build a rescue ship with the materials needed to build and power a rocket silo and rocket. On any of the other planets, you can either do that or you can take the long way and build your way up to a rocket from scratch. There is no easy way off of a planet even in the event of an emergency.
This looks unnecessarily complicated . I am not used to using combinators and wires .Could not factorio by pass this whole process . What about just having a direct rocket to the other planets that traverses components with their weight values . Too and frow .What about later stage teleportation technology ? With the weight component a dynamic ? Why not a meteor shower dynamic ? So that meteors are collected from the ground ?
Thank you .I will keep a look out for a tutorial .When it comes to managing a kovorax balance of uranium .I set out a distinct network of charging station in a line .About seven . A two tier logistic robot speed takes a robot enough time to transport two uranium 235 at the same time as kovarox produces two more .
i cant even get a space platform set up to start. any buttons on the rocket are greyed out. i did everything i was supposed to and the game effectively said 'no.' i cant access map to do anything about it either. no option to do anything appears. nothing. something in my mod settings must be doing something to it, so i guess im shit outta luck because i find Factorio vanilla to be beyond irritating to play. this tutorial was effectively worthless but gave it a like anyway. thanks
All sounds great, but I plan to do these things without using solar beyond kickstarting a reactor, without placing any belts, without using wires & combinators, and without placing any gun or laser turrets. Ergo: many walls, repair packs, and extra stored up space platform & no asteroid collection in travel mode, really low upper limit on collection rate in platform mode, and not much time for parking at Gleba, Fulgora, or Vulcanus prior to unlocking rocket turret.
i hate the trigger system. Its not intuitive. I dont just play the game and stumble into the tech. I always have to find it in the tech tree, read what it says, then i go do it. I hope someone makes a mod to get rid of the trigger system soon
the reason you saw "hub" as an option in item list menu was because you where in a editor mode. In regular gameplay the hub is not listed there because you cant build it or have it as an item, its just entite made by launching starter pack
I got too excited in visiting other planets that I rushed building a one way ship to vulcanus. Now I'm standed 😅
The guide on decider combinators and the idea of using the hub as a central storage/way to pass items was super helpful, thanks!
One thing that took me forever to figure out: when you open the platform’s inventory, the top right has a bunch of icons. If you click the lightning bolt, it brings up the platform’s power network just like clicking on a power pole on a surface.
Ha I just built an accumulator just to be able to check
12:55 Triple, not double. It's "+200%", meaning 200% *extra*, or 300% total. (In the factoriopedia, it lists Nauvis as having "300% solar output in space")
One of the things that I had to look up in someones lets play to find out because its so unclear was how to automatically drop things from orbit. I had no idea its treated like trash slots and you have to set it up like a request for zero to make it drop space science. Definitely needs more info in the in-game tips panel.
The other way to do it is to set up a request in the planet-side receiving facility for x amount. So if Nauvis is requesting 1000 space science, the space platform will keep sending down the science packs until there is 1000 in the receiving facility. So if you keep pulling the science out, the platform will keep sending more down
@@KapitanWalnutthat’s what I’ve been doing, but it does require the landing platform, you can just randomly drop it
Thank you! I was getting a bit frustrated, because i couldnt get it to drop automatically!
Important note about going to other planets: YOU CANT RESPAWN AT NAUVIS
my group got to fulgora to get the recycler faster and was just going to die to respawn at Navuis, thinking the DLC was like Space Exploration... But no, you ONLY respawn on the planet you die on, do not make the mistake we made!
Thankfully, the game autosave right before you go to your first planet.
You can only craft the recycler on fulgora so it would have been a sad realization that you actually have to come back with the stuff ...
As a big fulgora fan, I don't think it's a great first travel, vulcanus is probably easier to set up and the "rewards" are immediatly better.
@@shigekax Yeah from what I can tell, the 3 starter planets are designed like difficultly levels, Vulcanus easy, Fulgora medium, Gleba hard. But obviously nothings a monolith, experiences will vary.
Vulcanus is more rewarding but I think Fulgora is easier to rush through when aiming 100% achievements. I found it faster to get the Rush to Space from Fulgora than from Vulcanus.
@@FryuniGamer vulcanus has the problem of the big worms being hard to kill if you dont have the proper weapons, but I think even jsut the starting area is enough to get basic stuff going on
You need to set conditions to start trashing extra asteroids that you got. Your 50 things will not work, because each asteroid stack at size 1. But, none the less, your design help me! thanks
I found it worked better using ice, carbon, & iron as the limiting variables, rather than the asteroids themselves, otherwise you just get clogged up with carbon. 1000 seems to be about the right limit.
What is a good list of basic stuff to bring to each planet?
Belts, Assembler, inserter, solar, The accumulator, substation robots roboports and much more what you think you can need^^ Gleba is good green circuits for the biocamber.
Cargo bays also increase throughput for how many requests you can receive from rockets or send to spaceports. They also help spaceports receive more deliveries from space platforms at once.
So even if you don't need the inventory space, cargo bays can still be worth adding!
Wow, this came in perfect timing! I’ve just launched my first rocket last night ✌️
@@rafascd12 Wooo! Congrats 🎉
Incredible tutorial! Thank you for making my first space platform so easy to set up! This is my first time using any of the logic items, too. Thanks for that!
@@chetranqui Thank you, I'm so glad it helped you and made things easier to figure out! Best of luck in your journey to a new planet!
Thank you for that video. I was puzzled with new mechanics and now I know what I should do about it.
Just a recommendation, as someone who's trying to make the best of tiny ships (still relatively early in my Space Age playthrough), but the water should be shared between left and right, preferably with its own buffer tank. I can't remember off the top of my head, but I want to say ~6k water was necessary for a full resupply of 25k oxidizer + fuel. A single water tank would thereby give you just shy of 4 full tanks of oxidizer + fuel.
Secondly, I've found the sweet spot for turrets and asteroid collectors is to put the collectors on the exterior, and then turrets one "row" back. That is to say, 1 inserter tile, 1 belt tile, 1 inserter tile then the turret. What this does is align the range of a turret with the range of the collector, so that you're not wasting ammunition on asteroids that don't pose a threat and have no benefit. Additionally, it can simplify the nature of feeding ammo, since it can lead to a 3-tiered belt system. Outermost is for raw materials, middle is for ammo, and inner is for stuff that gets stashed in the cargo bays.
To each their own, however. I find myself still gravitating to a 2-tiered belt system, with the outer belt hosting both raw materials and ammo, and only funneling certain materials back to the inner loop. The 3-tiered system required a lot more circuit logic than I was really wanting to add to a "starter ship", since space platform pieces are relatively expensive before you get to Vulcanus.
I was hoping this video would give me an idea how much effort do I need to put into defending the platform. If one assembler and one furnace is enough, I should be covered well.
The circuits can be much simpler though. Just have one arithmetic combinator subtract contents of the hub from an input passed in from a constant combinator on a differently-colored wire. Set your target amounts in constant combinators. Then you don't need the circuit conditions on inserters anymore and you only need two combinators.
Taking another look at those fuel lines on your space platform, I noticed there's another solution which would save some space without switching the oxidizer and fuel plants around. If you run the fuel line from the chem plant straight across the bottom of the hub, you could then have it connect directly to the right engine and take up a lot less space doing so. I think the oxidizer line to the left engine would be more complicated than that but still simpler than the current setup since there'd be a lot more open space between the two engines.
Dang! The devs are freaking geniuses. If you would have told me back in 2017 that factorio will evolve to this, I would be so intimidated by the complexity of this type of gameplay that I would possibly quit. But I'm glad I stuck with the journey, and I look forward to landing on my first different planet, hopefully this week.
New folks. This kind of design doesn't produce enough ammo to go over 10 km/hr if you're going to vulcanus.
I hook the orange fuel to kick on if it's lower than 9. You'll use like no fuel but if you go faster you'll get overwhelmed with astroids. Alternatively you could tie to ammo on the belt being greater than 100. If ammo supply dips the ship will slow down to build reserves up and full speed when ammo is above it
Thank you for making this. It answered my question we conversed about. Huge thanks!
Finally, 2 weeks after the launch, and after I’ve visited and completed my first planet, I’m allowing myself to watch this video.
I was stranded on fulgora for 4 days as i watch my miserable spaceship slowly being destroyed above Fulgora's orbit. After some farming (a lot of, i would say) i finally able to build a new spaceship from scratch above fulgora sky. It was a very risky process as time is essence when you have to fight against the medium asteroid as you setup the new, defenceless ship.
i just made my first space science packs and it keeps sending it to the planet few by few which is pretty annoying. Is it possible to set it like 1000 once for a while instead of multiple rockets with 10 packs each. This is just stupid...
The yellow asterisk labeled "EACH" is very useful for cleaning up the belt.
Basically, if 'each' item on the belt > 10, do 'this' for 'each' item. I use it to space unwanted cargo.
There are so many ways to do this, it's amazing.
What is Torio and why does it look like factorio?? (0:00)
I think it's worth mentioning that thrusters use the fluids less efficiently if they are full. There is a chart about this in Factoriopedia. For this reason if you buffer them, they will burn through the buffer twice as fast as if you just produced the fluids on the fly, and after that you are back to flying at the speed your chem plant production can sustain.
Does using circuits to force buffer to always have max of 50 % of fuel? Like u keep a buffer of materials that make fuel but if it's too much then chem plant is turned off.
@@runelt99 You could consider that if you are grossly overproducing the fluids. With 2 plants per fluid and 2 thrusters, you can keep a nice speed even though you are producing less than what they would consume.
yeah, for this reason I favour the strategy of pulling the fuel production inputs from a stored up supply (not very much is necessary for a round trip at high efficiency) and then tune my chemical plants' output rate to hit that low speed/high efficiency sweet spot using prod modules.
Thanks!
Thank you so much, very kind of you! ❤️
Thanks for explaining this at a space age beginners' level.
Can you go into more detail on using combinators for filtering, especially with the new full belt reading mechanic? I haven't done much with circuit network setups and I feel like this is important for automating ammo production. I'm having a hard time getting my head around how this works. Thank you for the helpful videos!
I'll see what I can do! :)
am i trippin or is
Your deciders are set wrong; there will still be a heap of stuff in your hub inventory with those settings
Hope this gets pinned, 50 of each before the filter disables is too much with only 99 inventory spots. reduce it to 15 or something instead; or the filters wont really work
@@John-yk4bp I did it differently, I set a limit on the amount of space science can be made, and for the decider I set if I have less than 200 iron AND less than 5 metallic asteroid, the catchers will look for metallic asteroid, did the same for the other two and now got space science pack automated with no jams
Your ship design could be vastly improved by adding some transformers in the gaps of free space you have. For anyone else reading this comment in the future too. Fulgora's orbit is colder than nauvis, vulcanus and gleba, so the early ships that rely on solar panels and are stable around nauvis and vulcanus can run out of energy when reaching fulgora. Also, even the lowest level efficiency modules can help tremendously on power saving for your space platforms.
Great video, I found it helpful. How do we send the space science back?
You say solar panels give double the power, but they give triple (100% + 200% bonus), which yes, is alot.
Solar power depends on the planet for example: Nauvis orbit gives 300%, Vulcanus orbit 600%, Vulcanus on land 400%. One place I found you can see this is when setting an item request on your platform and you choose the "import from" icon where you select the planet to import the resource from. But beware as it might be a bit spoiler-y
@@gwkunze In the video he is on a space platform on Nauvis. You can see all that infor on the space map.
@@denkou6986 I meant to see the different solar power values per planet/orbit
@@gwkunze Yeah, you can see them when you mouse over the planet
Very useful tutorial as you actually took a few minutes to explain how the logic works since I never used it. I just tried building Nilaus's version but got stuck when he started explaining logic. This helped, seems like he used the same logic, I'll try again following his tutorial.
Oh yeah, one thing I didn't get with him is how he measures the contents on all belts, that was confusing.
The thing I'm currently struggling with, having just landed on a new planet, is getting stuff over to it. I have the landing pad setup and requesting materials, but I've been manually going to the space platform to add the same requested materials. Is there any way to automate this? Ideally I'd like the space platform to request the things I've asked for on the new planet, but I'm not sure if that is possible.
You can use power poles in space to transfer logic. They don't do anything else, but it can be useful.
Thankyou! I've just bumbled through this for the research
I'm not sure why you used the logic system to disable the ability to convert asteroids into resources that take up less space. Perhaps I am missing something.
Made this setup and got demolished heading to Volcanus. One fabricator making ammo couldn't keep up with the asteroids.
Rant add, had to use 4 uncommon furnaces to supply enough plates for ammo to Volcanus with half belt of ammo at start
Also placed frontal guns in the middle just for asteroids that will hit the platform during travel
Can you just set certain spaces in the storage for input materials?
Note that stacksize of the asteroid chunks is 1... so 50 each means 150 slots in your storage ^^ i would suggest 10/10/20(ice) or similar. 20 ice because it seems to be rarer than the others
What did you do with the space travel platform inner circuit network? they seem to be connected from the hub to the inserters from the crushers. What do they do?
Thank you, i was rdy and waiting for this video.
How’d you get your character up to the space station?
One thing we are struggling with that i didnt see in this is how to get a space platform on the new planet, do i have to launch the space platform starter kit from the new planet can it be done from the first planet? or is it better to just drive your current platform to the new planet, we got there but couldnt set up new platform because we didnt have a rocket on the space station.
The one thing i like about the cargo bay expansion is that each one increases throughput of the amout of rockets a space platform can take at one time. They're not just an inventory capacity increase.
Yeah definitely a big perk and unfortunately something I forgot to touch on
Don't you also need a turrent for the back of platform while staying in other planets orbit? Durning travel asteroids came from front or at angle, but won't they also come from behind on orbits?
@@silvk1000 From what I've seen they almost entirely come from the sides and front while in orbit. But depending on the size of your platform and turret placement, the turrets on the sides can usually cover the back as well (at least in the platforms I've made.
Hey! Sorry for this question. But how do u spawn, teleport or fly with a rocket to your space platform? I build one for the sience and one to travel to other planets. The Ship travel without me i am still on Nauvis. What have I overlooked
Ah ok empty pockets. Done ;-)
Haven’t had time to finish the video yet, but I’ve got to ask, is it possible to transfer resources between two different platforms directly (I.e fuel?)
Doubt it
If you have a world from before the DLC and you havent bought it yet, can you buy it later and then play the space exploration dlc from that world?
You can, but it's recommended to create a new world, because a lot of the technology unlocks and recipes have been changed to accommodate for the new planets.
@@kryzethx alright thanks
Im trying to find a way to stop my platform at vulcanus to unload but I don’t understand how to do it since none of the wait conditions are letting it stop to unload
How do you spawn yourself in other planets in editor mode?
There is no need to add the schedule wait condition when you only have one station in the schedule. It functions exactly the same as the train system.
@@TedG-fq8kc Is good practice though nonetheless, since most the time you won't have just one station
is it not easier to just make a platform to make carbon and ice then send that back to nauvis?
You cant craft space science in nauvius (requires low gravity)
@@warwicksulista8320 that makes sense. Thanks
However, this can be useful if you need to deliver materials to the surface of a planet. (For the initial base construction)
You can’t the science but im sending the leftover carbon and iron that I don’t need down to the planet.
Edit: carbon to help fuel my boilers and the iron I’m turning to steel in space and sending that down
How are you "bringing stuff" to other planets? When I try to launch up to a platform so I can go to another planet, it makes me strip away all of my inventory before I can launch, meaning I can't take anything with me.
@@urzapolariz You gotta put all the stuff you want in the platform cargo bay and then when you get to the planet, you drop it down by Shift-Clicking the items and it puts them in the drop slots of the platform which them launches them down in the little rocker capsules :)
How to choose witch space platform rocket goes if you have more then one? I have noticed that the network figures things out but if You want to send something or someone there should be some way to choose where to send?
@@i20918 Yup, there is. When you want to manually send a rocket up, once it's ready you click the button to launch it to a platform and it then it should give you a drop-down list of your platforms in orbit and let you select which you want
@@Xterminator thx
I seep sending platforms to other planets but then I cant travel to that platform to stop onto another planet. What step am I missing?
How do we get to the space platform?
Great series of videos. Really helpful, because as you say, it's not hugely intuitive. Question from me: Platform/Ship damage... I noticed you had no guns on your science platform, so I assume the asteroids you see hitting the thing cause no damage. But when you travel, you need guns. You also only put guns on the front/side which would indicate that you only take damage when travelling and in the direction of travel. You did mention that when in orbit though, you can still take damage. Is this only frontal damage, or can it come from anywhere?
In Nauvis's orbit, meteors that could damage your platform won't spawn at all so any platform that is idle there is safe even without guns.
Generally, meteors that can damage your platform will spawn mostly from the front while traveling, and while idle in a orbit of any planet other than nauvis the platform can get hit from the sides too, hence why side guns are needed, although since they move slowly while idle, it doesn't need to ve as heavely defended like the front.
Has someone tried a huge space science platform yet? Maybe asteroids spawn faster if they are collected faster? Or is multiple platforms the only way to increase space science production? Or could you make a platform that simply flies between planets? Or does the fuel and ammo take a too big % of all incoming resources to make that worth it?
Can you post the blueprint to the interplanetary design please?
same question! did you find anything related to the blueprint of this design?
@@muj9611 I reverse engineered it from a screenshot of the video. Its on factorioprints search for basic barge.
@@muj9611 I figured it out from a screenshot. I put it on factorioprints but youtube keeps removing the link. Search for stuff by KT9Q
@@muj9611 yeah but youtube keeps blocking the link of the pastebin. search factorio prints for KT9Q
@@andrewscharbarth2099 thank you so much man, I got it, owe you one!
that platform is elegant as heck
just realized, would productivity modules be best in the crushers? would that increase the chance of getting chunks back thus vastly increase your supply of resources with less chunks?
It's an option. It slows the crushers and makes them take more power, but it does increase the number of chunks you can recover. There is also an infinite research for asteroid crushing productivity which, past a certain point (that you probably won't reach without a megabase) can obsolete extra prod modules.
@@asmkalrizion7078 They would be quite good if you're having issues getting enough asteroid chunks. But as angel dude said, it would increase power consumption quite a bit. Luckily there is research for asteroid crushing productivity which is great
pretty sure asteroids are infinite, so there's no point
@@PoppyGaming43 infinite but rate limited, but the main issue is if you get backed up on too much iron chunks preventing you from getting any ice or carbon in
It'd be nice if you posted your blueprints so we can copy your build. Thanks!
What is the difference being between Physical on the planet or in RemoteView?
in remote view you need bots to build stuff and you cant see if there is no scanner in the area. That's about it. Note, you dont need bots on space platforms, they can place buildings by themselves. Also space platforms dont need power poles, the ground transmits power.
can't you use laser turret?
I think they would use way too much power
@@gavinburgess4374 yes, you are right, i tested it and it didn't go well ^^ to much power, also it seems they can't kill medium astroids, only small ones
why not make it slightly bigger and add some accumulators and laser turrets ?
Quick question: blueprints automatically place landfill under them. How do i disable it? Im trying to build walls, blueprint with 50 wide segment, and I dont need to place them on water
Thanks for help!
Make a deconstruct planner only for landfill, that more or less solves the problem
I cannot click on the platformin orbit. I don't have anything popup to click on.
I tried to expand on this idea, but it seems that inserters can't connect with the cargo bays... seems like a massive oversight tbh, but it's resulting in me rebuilding the entire platform for the 4th time. FFS maybe mention that in your video next time!!
I have no idea how you defended your platform with so little ammo. I launched mine to fulgora with about 12 turrets on just the front and 1,000 yellow mags stocked on a belt and the front of my platform was still completely oblitterated by the sheer number of asteroids I encountered. They didn't run out of ammo, maybe I have too much thrust? (4 engines as opposed to two). If anyone has any tips I'd really appreciate it.
The faster you go the less time turrets have to destroy asteroids. Also what is you damage research level?
Im sitting at lvl9 abd can safely fly between all the 3 starting planets
Thanks very helpful. I was very confused at first, the game baely gives any explainaitions.
@@Klorel123 Glad it helped! Yeah, unfortunately it's really not that intuitive in game.
Great vid dude! Thank you
Don't surround the bub with cargo bays. For whatever reason you can't pull or push items through them, only the hub directly.
Made that mistake on my first platform.
I like big buffers.
Mine still keeps getting clogged almost immediately because of ice. Ice seems to be like 10 times more rare than the other materials. I don't understand why we're setting these thresholds to 100 (or even 50) when every asteroid type only stacks to 1. I keep filling up on the other 2 and losing the ability to collect more ice.
Set your decider combibators to only 10-15
@@whermanntx TY I'll try that, but would still love too know how it works for him. My ice spawn rate just seems abysmal at times. I've started using 4-5 collectors filtered to only catch ice.
man thank you for this!
thank you for the tutorial, but some of us needed this last week!😅
When you say there are a limited number of asteroids do you mean that my space platform will eventually not get any more asteroids and I’ll have to move it, or demolish and rebuild a new one, or do you mean that there is just a set amount at a time?
They have a spawn rate. (uncollected ones will also go offscreen, so they don't build up)
@@ryanhamstra49 Ah yeah I worded that poorly. What I meant was that there is a limited spawn rate so there can only be so many spawned at one time per surface/platform
@@Xterminator thanks!!! Great videos, you and Nilaus are currently my go to guys for help with space age. Can you do a circuit tutorial at some point? I was trying to setup oil so that my recipe on my solid fuel would switch depending on which oil product I had the most of. I eventually gave up and made 1/2 of them use light oil and half use petroleum and just switch pumps on and off depending on which fluid I have too much of
how did you got to another planet with items? It doesn't let me launch to platform with anything, even ammo in gun slots. And whad do you mean go with resousrces? We need to make orbilat landing to receive those, do we?
@@gdjpodo3370 You put the items you want in the platform hub storage, since you can't take them on your character as you said.
And nope you don't have to make a landing pad to receive them initially. If you just Shift-Click them into the drop slots while over a planet, it will send them down on capsules that just land on the ground and you and collect.
@@Xterminator oooh Shift-click. I tried to drag and drop... I try to figure as much as I can on my own, so sry if that was included in your video. That was the only thing that I was missing. Thanks a lot!
did somebody create blueprint for platform?
I am kind of confused. My first ship had a similar defensive line, but i get blasted to all hell.
I have multiple assemblers and more turrets. iron in storage, more furnaces.. all with speed 2s in them. belt fully satured with ammo before i start flying
About halfway through some astroid is going to just plow his way onto my ship and ruin the whole thing. When there's 7 of them flying at my 3 turrets, they just dont do enough damage sometimes
Do i just need even higher gun damage science? OR am i just incredibly unlucky with my astroid spawns..
Only way i've managed to make it there safely, is if i only use 1 thruster, so i am not that fast, meaning slower astroids incoming
edit: okay.. weapon damage research was the solution! :P
Instead of conditioning 50 asteroids, did you mean 5? Hub + 2 cargo doesn't have enough room for 150 slots!
I'm sending stuff in less than full stacks and it's doing it Just FYI Great video
Solar Power bonus in space is triple, not double. +200% is the original 100% + 200% more, for 300%
Wait, you didn't explain how to get stuff to the other planet. How do we drop stuff to the other planet with player so he's not totally bare handed.
@@krayziez You can't bring anything in your player inventory or equipment slots except your armor, so you need to load the platform cargo bay with whatever you need, and then once you get to the planet you Shift-Click the items you want to send down and they go into those drop slots as I showed and you can collect them on the planet surface.
@@Xterminator Yes I got this info from another video. Not sure if you specifically said to drop them in the drop slots. Also do I need landing pad? That other video said to drop the landing pad first then when you drop the rest, it will go to the landing pad. I guess it will be less messy
@@krayziez While a landing pad will make it all be one central location, you can definitely do it without one. The drop pods will just be a little scattered around. But are still quite easy to collect :)
You don't necessarily need circuit logic for the space platform.
I have a circuitless belt setup that works just fine.
Especially new players might be opposed to build a spider web to make simple space science.
In your circuitless setup you probably throwing away excess of the certain asteroid chunk, which is wastefull in power and space and aslo makes grabbers do useless work instead of just plugin wires to them to "set filters" and to belts or other buffer and to constant combinator + arithmetic combinator with "multiply by -1" in it.
Anyone has the blueprint of this space platform?
I have factorio since 0.12 but i still don`t get circuits. I can enable disable an inserter or pump by reading a specific amaount but thats about it.I just cannot wrap my head around it. Some real good circuit tutorials are still welcome.
@@irineras I hope to make some more advanced ones someday but I'm actually in the same boat, haha. My ability to use circuits is extremely minimal and basically what I showed you in this video is the extent of what I can do currently. But if I do learn more, I'll definitely make tutorials!
How to escape a planet in case of an emergency - need a station?
I believe all planets are capable of producing a rocket so you’d need to get a rocket first.
Aquila cant
@@FireMissionAlpha If not, is there another solution in an emergency?
@@ritinfek If you're stuck on Aquilo, your only option is to get your other planets to build a rescue ship with the materials needed to build and power a rocket silo and rocket. On any of the other planets, you can either do that or you can take the long way and build your way up to a rocket from scratch.
There is no easy way off of a planet even in the event of an emergency.
Great info
I wish they update rockets so partial vs full sucks are sent based on item requests
50 is way too high for the combinators. I needs to be about 20.
5:30 so you can click on this? what? where do I click? fuck me.
This looks unnecessarily complicated . I am not used to using combinators and wires .Could not factorio by pass this whole process . What about just having a direct rocket to the other planets that traverses components with their weight values . Too and frow .What about later stage teleportation technology ? With the weight component a dynamic ? Why not a meteor shower dynamic ? So that meteors are collected from the ground ?
Designs and ship travel schedules that do not use any combinators/wire signals are totally feasible.
Thank you .I will keep a look out for a tutorial .When it comes to managing a kovorax balance of uranium .I set out a distinct network of charging station in a line .About seven . A two tier logistic robot speed takes a robot enough time to transport two uranium 235 at the same time as kovarox produces two more .
ty
Your setup didn't work, as the rock, ore and ice stacks in 1's. So storage fills up fast.
Add cargo bays, or lower the max amount of chunks.
i cant even get a space platform set up to start. any buttons on the rocket are greyed out. i did everything i was supposed to and the game effectively said 'no.' i cant access map to do anything about it either. no option to do anything appears. nothing. something in my mod settings must be doing something to it, so i guess im shit outta luck because i find Factorio vanilla to be beyond irritating to play.
this tutorial was effectively worthless but gave it a like anyway. thanks
All sounds great, but I plan to do these things without using solar beyond kickstarting a reactor, without placing any belts, without using wires & combinators, and without placing any gun or laser turrets. Ergo: many walls, repair packs, and extra stored up space platform & no asteroid collection in travel mode, really low upper limit on collection rate in platform mode, and not much time for parking at Gleba, Fulgora, or Vulcanus prior to unlocking rocket turret.
That sounds impossibly difficult
i hate the trigger system. Its not intuitive. I dont just play the game and stumble into the tech. I always have to find it in the tech tree, read what it says, then i go do it. I hope someone makes a mod to get rid of the trigger system soon
Your combinator's don't work