One of the best guides. Too many people ramble, going into to much depth instantly and don't properly explain things. This one is a nice, step by step.
Fantastic, let me know if there's any issues/bugs. For vulcanus, been running fine for me until I realised I didn't hook in enough sulfuric acid lost power to the whole setup
@@DataEngineerPlays Well, I had exactly same issue, but it was quick fix. And also, im still on red belts so I had to downgrade a little, but now it's working perfectly.
I feel like starting out with a blueprint really helps to understand the overall concept of how automation works for that specific planet. That way we can scale much larger in the future with better understanding. Great work!
It might not be important in this build, but something you can do is set up control logic for the extra batteries to only insert if there are no batteries inside the assembler, ensuring 100% of the scrap batteries are consumed and it doesn't back up. Otherwise, only 1/2 of the scrap batteries are being used, since inserters split the duty equally.
I've been a bit stuck on how to build my factory on Fulgora for a few days now. I think this will help me very much, thank you! I have just one little suggestion, not for the blueprint itself but for the start. Getting your first bricks would be much easier if you just take some stone, make it into a little furnace and throw some stone + solid fuel in it.
Thanks for the tip, I'll have to bring some foundries over to fulgora. Since I landed on aquilo, I have many new requirements so definitely will have to upgrade my fulgora to accommodate them
Very good blueprint ! The reason why the actual game setup performs differently than the test setup is surely because of the presence or absence of various technologies speeding up the processes. Edit: at the end of the video, you mention this. So we agree.
Do you know specifically WHAT technologies is causing this? I suspected it was something productivity, but which one... Does scrap productivity increase things proportionally? Or does it increase the rate of holmium and reduce the rate of the common materials. Many questions that I don't have time to test or figure out haha! The problem I have with this blueprint is scalability. Of coures to double the science you can just make 2 of these, but that's a bit excessive. If only there was a way to increase just battery + holmium into this setup. That's why I included a partial just the scrap recycling part, so you can have a second 2 belts of scrap with 4 recyclers, double up the battery and holmium, maybe take some blue circuits and LDS back to nauvis, and turn the rest of the scrap into a quality farm?
Im not great with numbers but I think if you use a foundry for holmium plates your holmium goes further. Im always struggling to get enough holmium with my much uglier set up. And electromagnetic plants all the way for anything they can build. Love your prints though!
Pity there isnt a annoying enemy like in Star Wars the Tuskn Raiders....who steal bits of your base. Or a oil sand monster. Just something minor... I think the game needed some ambiant life that wasnt hostile. To spend some time exploring this place.
@@user-jr2ue9nu6y yeah that would be cool and add some challenge to fulgora. Feel like fulgora is too easy compared to the other planets Though at the same time imagine managing nauvis and 3 glebas constantly being attacked. So many things could go wrong. It's kinda nice having peace of mind nothigns gonna mess with my Vulcanus and fulgora base
@@DataEngineerPlays Thanks for the blueprint.... . Navis gets easier as its more a tower defense game - walls and turrets once you kinda can produce these 'on mass'. I just made Nukes and ALOT of rockets and went out for half a day claiming territory. Sometimes I would 'kite' Hit and run with rockets. Other times run in. Fire a nuke run away if I didnt want to fight backwards and forwards-drones kinda help-the armed ones since they circle you. That is how I did later area expansion and immediately stamped down walls and turrets via a blue print to hold the area I captured. Valcanus I found out Nuke rockets made on surface can work-the low end worms. But you need to 'import the Uranium 235 from Navis-you cant send complete rockets to the surface. This game has some 'funny' quirks. You cant send nuke rockets due to weight LOL or Send a spare rocket silo-but you forced' to make it on the new planet. I wanted a get out of dodge PLAN B if I wanted to leave quickly back to Navis-NOPE. Once you land make sure you prepared to grind or bring ALOT from Navis or bring ALOT of crap with. I also set up maybe 40 turrets with Uranium ammo-took that with me to Valcanus. That killed the giant worms quick also. Regards the enemy on Fulgora. They don't have to be dire or dangerous. Something quirky like mutated desert sand people. i just wanted to see some ambient life. Navis needs some animals who a neutral. Would have been awesome if in this DLC they had mechanic where you can trade or barter with neutral NPCs to go and attack biters-like mind diamonds or gold. MERCs for hire
@@DataEngineerPlays LOL I am already baby sitting 'space trains' lol-the space platforms you build to move stuff from planet to planet. So regards to keeping you head on a swivel-check. I noticed the Tier 3 Productivity module is on Gleba... This game wants you to REALLY work now for your stuff. The Cliff explosives are a Pain in my ass.
@@sterlinganon of course you can do that. I'm sure there are many improvements that can be made to the build. This is a "first" build to get you started. You can definitely optimise it yourself to make it more efficient etc
well my setup was almost the same.. but not as small so i will try it and skale it up to the 2.5+ Sci/s i am aiming for right now... and i did end up using a station in Orbit to send down Water
@@markstacey1234 have your space platform request the item. Make sure your rocket silo ticked "automatical requests" and make sure everything you want to deliver is available in a logistic chest and everything is covered by logistics bots
I used the blueprint, thanks for sharing btw ! But my system keeps getting fulled with LDS and holmium ore somehow. I am using prod 2 modules since i havent unlocked 3 yet. can that cause the problem? Im now just putting exces materials in boxes but thats just a matter of time ofcourse Thanks!
@@FootyMD I think I didn't clarify the blueprint for fulgora is a book. I just tested it works. Just "import string" from your tool bar, then put it into your blueprints folder as an entire book, it should have 3 blueprints in it. Not getting any version issues in the latest version
Ups wise very bad design, especially dropping scrapped items on the ground... They should be given back to machine to get fully destroyed. Other than ups corcerns, not bad guide.
@@DataEngineerPlays "Updates per second", it's the game's tick-rate as your computer processes all things done by your factory. Usually it's locked to 60 updates per second, which is paired with a locked 60 frames per second for a smooth experience. Some people with heavy mods or weaker computers may dip below 60 UPS but I'm yet to see that happen with Update 2.0
@@DataEngineerPlays Updates per second, it is important for megabases. You need to have few entities or calculations as much as possible so u can go higher spms.. not fully saturated belts, chests to chest insertions etc.
One of the best guides. Too many people ramble, going into to much depth instantly and don't properly explain things. This one is a nice, step by step.
I love that you cover every ingredient and dont expect us to be pros. Amazing guide, eazy to understand TY
Perfect, I've just finished your blueprint on Vulcanus, was waiting for this one! Thank you!!
Fantastic, let me know if there's any issues/bugs. For vulcanus, been running fine for me until I realised I didn't hook in enough sulfuric acid lost power to the whole setup
@@DataEngineerPlays Well, I had exactly same issue, but it was quick fix. And also, im still on red belts so I had to downgrade a little, but now it's working perfectly.
I feel like starting out with a blueprint really helps to understand the overall concept of how automation works for that specific planet. That way we can scale much larger in the future with better understanding. Great work!
It might not be important in this build, but something you can do is set up control logic for the extra batteries to only insert if there are no batteries inside the assembler, ensuring 100% of the scrap batteries are consumed and it doesn't back up. Otherwise, only 1/2 of the scrap batteries are being used, since inserters split the duty equally.
@@Spicymuffins89 yeah that happened in my lets play and I had to use that exact control logic
Thank you for this!
I've been a bit stuck on how to build my factory on Fulgora for a few days now. I think this will help me very much, thank you!
I have just one little suggestion, not for the blueprint itself but for the start. Getting your first bricks would be much easier if you just take some stone, make it into a little furnace and throw some stone + solid fuel in it.
The foundry works really good for making holmium plate!
Thanks for the tip, I'll have to bring some foundries over to fulgora. Since I landed on aquilo, I have many new requirements so definitely will have to upgrade my fulgora to accommodate them
You could use the electromagnetic plant to craft accumulators, it should produce enough by itself duo to the 2x craft speed and 50% productivity
@@Suarez7FOREVER true true! I'll make the switch and test
Very good blueprint ! The reason why the actual game setup performs differently than the test setup is surely because of the presence or absence of various technologies speeding up the processes. Edit: at the end of the video, you mention this. So we agree.
Do you know specifically WHAT technologies is causing this? I suspected it was something productivity, but which one... Does scrap productivity increase things proportionally? Or does it increase the rate of holmium and reduce the rate of the common materials. Many questions that I don't have time to test or figure out haha!
The problem I have with this blueprint is scalability. Of coures to double the science you can just make 2 of these, but that's a bit excessive. If only there was a way to increase just battery + holmium into this setup.
That's why I included a partial just the scrap recycling part, so you can have a second 2 belts of scrap with 4 recyclers, double up the battery and holmium, maybe take some blue circuits and LDS back to nauvis, and turn the rest of the scrap into a quality farm?
@@DataEngineerPlays yes, something like that. In any case, the blueprint can be stamped into a second area to double production, if needed.
Great video. Thank you!
Im not great with numbers but I think if you use a foundry for holmium plates your holmium goes further. Im always struggling to get enough holmium with my much uglier set up. And electromagnetic plants all the way for anything they can build. Love your prints though!
@@akneebreeated true. People have also suggested em plant for accumulators too
Pity there isnt a annoying enemy like in Star Wars the Tuskn Raiders....who steal bits of your base. Or a oil sand monster. Just something minor... I think the game needed some ambiant life that wasnt hostile. To spend some time exploring this place.
@@user-jr2ue9nu6y yeah that would be cool and add some challenge to fulgora. Feel like fulgora is too easy compared to the other planets
Though at the same time imagine managing nauvis and 3 glebas constantly being attacked. So many things could go wrong. It's kinda nice having peace of mind nothigns gonna mess with my Vulcanus and fulgora base
@@DataEngineerPlays Thanks for the blueprint.... . Navis gets easier as its more a tower defense game - walls and turrets once you kinda can produce these 'on mass'. I just made Nukes and ALOT of rockets and went out for half a day claiming territory. Sometimes I would 'kite' Hit and run with rockets. Other times run in. Fire a nuke run away if I didnt want to fight backwards and forwards-drones kinda help-the armed ones since they circle you. That is how I did later area expansion and immediately stamped down walls and turrets via a blue print to hold the area I captured. Valcanus I found out Nuke rockets made on surface can work-the low end worms. But you need to 'import the Uranium 235 from Navis-you cant send complete rockets to the surface. This game has some 'funny' quirks. You cant send nuke rockets due to weight LOL or Send a spare rocket silo-but you forced' to make it on the new planet. I wanted a get out of dodge PLAN B if I wanted to leave quickly back to Navis-NOPE. Once you land make sure you prepared to grind or bring ALOT from Navis or bring ALOT of crap with. I also set up maybe 40 turrets with Uranium ammo-took that with me to Valcanus. That killed the giant worms quick also. Regards the enemy on Fulgora. They don't have to be dire or dangerous. Something quirky like mutated desert sand people. i just wanted to see some ambient life. Navis needs some animals who a neutral. Would have been awesome if in this DLC they had mechanic where you can trade or barter with neutral NPCs to go and attack biters-like mind diamonds or gold. MERCs for hire
@@DataEngineerPlays LOL I am already baby sitting 'space trains' lol-the space platforms you build to move stuff from planet to planet. So regards to keeping you head on a swivel-check. I noticed the Tier 3 Productivity module is on Gleba... This game wants you to REALLY work now for your stuff. The Cliff explosives are a Pain in my ass.
Many thanks
what is the mod you are using that allows stuff from a logistic box to just dump things onto the belt without the need of an inserter?
If youre short on ice to mske water, why not drop some from space?
@@sterlinganon of course you can do that. I'm sure there are many improvements that can be made to the build.
This is a "first" build to get you started. You can definitely optimise it yourself to make it more efficient etc
Justamente lo necesitaba
well my setup was almost the same.. but not as small so i will try it and skale it up to the 2.5+ Sci/s i am aiming for right now...
and i did end up using a station in Orbit to send down Water
How're you getting the rocket to automatically launch? I'm having difficulty setting that up.
@@markstacey1234 have your space platform request the item.
Make sure your rocket silo ticked "automatical requests" and make sure everything you want to deliver is available in a logistic chest and everything is covered by logistics bots
@@DataEngineerPlays Thanks! I had the space platform auto request construction materials and I think that bugged it, it's working now!
I used the blueprint, thanks for sharing btw !
But my system keeps getting fulled with LDS and holmium ore somehow.
I am using prod 2 modules since i havent unlocked 3 yet. can that cause the problem?
Im now just putting exces materials in boxes but thats just a matter of time ofcourse
Thanks!
BLUE RPINTS given an error while importing, says wrong version
\
really? did a recent update break all my blueprints? I'll test it and get back to you
@@DataEngineerPlays Thank you for your reply. i tried it several times, got a few others, specfically the fulgora one
@@FootyMD I think I didn't clarify the blueprint for fulgora is a book. I just tested it works. Just "import string" from your tool bar, then put it into your blueprints folder as an entire book, it should have 3 blueprints in it. Not getting any version issues in the latest version
Ups wise very bad design, especially dropping scrapped items on the ground... They should be given back to machine to get fully destroyed.
Other than ups corcerns, not bad guide.
@@mertserimer6928 what's ups?
@@DataEngineerPlays "Updates per second", it's the game's tick-rate as your computer processes all things done by your factory. Usually it's locked to 60 updates per second, which is paired with a locked 60 frames per second for a smooth experience. Some people with heavy mods or weaker computers may dip below 60 UPS but I'm yet to see that happen with Update 2.0
@@G82Jesse UPS design is not a priority here, because this is meant to be a starter base not a megabase.
@@DataEngineerPlays Updates per second, it is important for megabases. You need to have few entities or calculations as much as possible so u can go higher spms.. not fully saturated belts, chests to chest insertions etc.
@@mertserimer6928 Oh really? That's interesting, definitely not there yet!