An AQUILO worthy spaceship - Controlled Trust, Asteroid balancing - Factorio Space Age Tips & Tricks

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  • เผยแพร่เมื่อ 4 ก.พ. 2025

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  • @DylanRJohnston
    @DylanRJohnston 2 หลายเดือนก่อน +106

    You can massively simplify the asteroid collection balancing to a single constant combinator, a single arithmetic combinator. Read the contents of the belt and collectors, multiply it by negative 1 in the arithmetic combinator and then connect the output and the constant combinator together. Set the desired number of each asteroid on the constant combinator and then wire that to the “set filter” on the collectors and the inserters. Filters only get set when signals are positive. I use this single combinator trick to balance the items counts of everything on my spaceship. From ammo to calcite to rockets. It’s nice being able to control the entire ship from a single combinator.
    You can replicate a lot of the complex logic of decider combinators by exploiting the behaviour of positive and negative numbers. A lot of the time when you find yourself making multiple decider combinators a constant combinator + arithmetic combinator can compress them all together.

    • @BioHazarddasdadfasfsad
      @BioHazarddasdadfasfsad 2 หลายเดือนก่อน +17

      Man you are complicating just connect 3 decider combinators to asteroid belt, per combinator set if belt amount (material) < desired_amount ---> output material(1) and than connect this output to asteroid grabbers using "set filter" - anyways my text is short : D

    • @RidwanMarian
      @RidwanMarian 2 หลายเดือนก่อน +22

      Both solutions here work, but by setting the filter at the collector, you're not using the collector's storage.
      The video trick will allow you to use the asteroid collector storage (30) as a buffer as well. This makes it slightly more optimal for a smoother supply of material.

    • @Sariel49
      @Sariel49 2 หลายเดือนก่อน +3

      guys, it is amazing, all of you. Can you send blue prints please?

    • @BioHazarddasdadfasfsad
      @BioHazarddasdadfasfsad 2 หลายเดือนก่อน

      @@RidwanMarian haha you are right, I often think that I am wasting so much buffer space, ok I ll think of something but your solution is still complicated : D

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน +17

      @@BioHazarddasdadfasfsad you can't say I've "overcomplicated" the solution. What I've done is provide the dumbest solution. Your solution is elegant but way more complex. Using less components but far more complex logic. But thanks let me try these out and when I understand them myself I might do a seperate video on more elegant asteroid balance solutions

  • @november382
    @november382 2 หลายเดือนก่อน +6

    Factorio's changes to how logic circuits work has been just enough to tickle my interest in actually learning how it all works, and let me tell you... This video taught me a lot more than just how to build an Aquilo-class spaceship. Sincerely, thank you for the bit of new knowledge!
    I'm gonna go continue tearing my hair out now over more engineering problems..

  • @BinarySecond
    @BinarySecond หลายเดือนก่อน +3

    For the reactor I use another combinator; IF Fuel=0 % T

  • @stephenmcorby
    @stephenmcorby 2 หลายเดือนก่อน +10

    I really appreciate how clearly you explained everything. Spaceship circuit logic has been a bit confusing to me, and most contact creators just show us the designs or briefly blow through things. This step-by-step approach is really helpful!

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน +1

      I got you!

    • @SloppyDeck
      @SloppyDeck 2 หลายเดือนก่อน

      Yeah watching Nilaus's videos he assumes we know how to set up all these circuit conditions already and its difficult to follow. Thanks!

  • @mortware
    @mortware 2 หลายเดือนก่อน +7

    Amazing introduction to advanced spaceship concepts. Thank you for putting in the work!

  • @mertserimer6928
    @mertserimer6928 2 หลายเดือนก่อน +7

    Thanks, You can dispose/throw away extras by simply an inserter pointing out of void in the edges, just throw the used fuel cells into space..
    Another thing is filtering just depending on belt contents is enough. So 3 deciders connected to all collectors will ensure belt is filled as u desire.

  • @guest578
    @guest578 2 หลายเดือนก่อน +7

    What a great tip at 24:57. I built an electric pole to open the electricity menu.

  • @Nyha.n
    @Nyha.n 2 หลายเดือนก่อน +3

    You can make the timer for the thrusters simpler by removing the constant combinator with the 1 A signal and simply set 1 A as the second output of the decider combinator

  • @Olden_son
    @Olden_son 2 หลายเดือนก่อน +7

    Few ideas to improve:
    - For Nuclear - you can read T and Fuel. With this info - add Decider Combinator with Input from Nuclear Reactor and output to Inserter (with overriden stack size to 1). On Decider - add condition T < 520 AND Uranium Fuel Cell = 0. With this setup - you won't burn fuel cells when T is over 1k Celsius, thus - saving Cells QUITE abit (in video - you shown setup with Reactor with 1k degrees and 5 cells that will burn into nothing)
    - There's abit complex logic on how you can automate asteroid Reprocessing (one type into another), here's extended explanation to it - you read content of whole belt and filter its content with Decider Combinator to output only asteroid chunks. You then, with two Selector Combinators - read output of that Decider. Both Selector Combinators should be in mode of sorting (first option in dropdown list, its on by default), But - one Selector should be ascending, and another descending. This way - you get asteroid chunk that you have the most on belt, and the one you have least. Then - with Arithmetic Combinator you put Descending Selector Output (lower of two) - to the input of Arithmetic, and use option to multiply it by -1. Output should be any other signal other then these asteroid chunks (i put just White Signal). Output of this Arithmetic Combinator you put to another Arithmetic Combinator to which you also put last Selector Combinator output (the one with highest asteroid chunk value). In this Arithmetic Combinator you set EACH (Yellow * symbol) + (plus) your negative value from previous Arithmetic combinator (White Signal in my Example). Output here should be difference of asteroid chunk between highest and lowest, and negative value of your signal doubled (something like 12 ice chunks and -1xx of your White signal). This output we put to another Decider Combinator where we set check EACH (Yellow * symbol) > YOUR_DELTA where YOUR_DELTA is constant number you pick as you feel comfortable. I use 10. YOUR_DELTA is difference of asteroid chunks that should trigger reprocessing (Example: you have 50 metallic, 45 carbonic and only 10 oxide (quite common in area of pre-Aquilo planets), in this setup you will filter out 50 metallic and 10 oxide chunks, arithmetic combinators will multiply 10 by -1 and turn it into -10 White Signal in my example, then add this to 50, resulting in 40 metallic asteroids. Then these 40 will be checked - is it higher then YOUR_DELTA which personally i put around 10, if so - it will output your metallic asteroid chunk). Result - should be connected to three Decider combinator - each for different type of chunk. Condition on these Deciders should be (for input) ASTEROID_CHUNK_TYPE > 0 (for output) ASTEROID_CHUNK_REPROCESSING_TYPE (continuing example - if Metallic Chunks > 0 (in example its 40), you output Metallic Asteroid Reprocessing that returns 40% metallic, 20% carbonic, 20% Oxide). This output you connect to your crusher that have "Set Recipes" option on. That is not very optimal build in terms of space, but its fully automates switching recipes and balancing of asteroid chunks you have on belt, with consideration of other asteroid chunks with only one crusher. This setup is space optimal (surprisingly), especially if you have very tight ship, where you dont have two 2x3 for other crushers + 1x2 decider for each crusher and + three 1x1 for inserters for each crusher (24 tiles total), but you have plenty 1x2 for combinators for this setup (18 tiles). If you manage to build this - you might notice that if you have 0 of one of three chunks on belt - it just filtered out of all equations. This can be fixed by adding Constant Combinator with all these three chunks set to 1 on input of starting Decider Combinator (that filters out all other content of belt except chunks)

    • @UtmostDisgust
      @UtmostDisgust 2 หลายเดือนก่อน

      hey man appreciate yah, this comment legit vastly helped my understanding of logic. I couldn't get it to work but I kept re-reading, and I realized I didn't have read fuel checked, nor did I have the actual inserter set to use the stack size, and couldn't figure out why it kept inserting. I also couldn't for the life of me figure out how you do the AND part, but started and finally saw the add condition button. The process of clicking read fuel, seeing the uranium icon turn green along with the temperature, and seeing how that translates to the inserter activating when conditions are met, its like it clicked something (in my head) I couldn't understand before. Maybe you should make some tutorial vids. You seem detail oriented.

  • @vasianduban9995
    @vasianduban9995 2 หลายเดือนก่อน +5

    Recycling nuclear waste getting crazy with legendary prod modules lol !

  • @mikeb7931
    @mikeb7931 2 หลายเดือนก่อน

    Great video, thank you for the blueprint and the reminder on how to use the combinators for pulsing!

  • @TheDurid1
    @TheDurid1 2 หลายเดือนก่อน +2

    8:39 I think a better way to balance the belts is to hook one or more astroid grinders to the belt that changes its recipe to grab the kind that is the greatest number, then crush it to another kind of asteroid. Can fill an entire belt with a variety of astroids this way.
    It takes more electricity, but it guarantees that you will always have the kind of asteroid you need, as long as you have asteroids at all.

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน +1

      I haven't played with asteroid reprocessing, but cool idea

    • @ElenaAideen
      @ElenaAideen 2 หลายเดือนก่อน +1

      We are using asteroid reprocessing primarily on stationary platforms to generate the calcite needed on Nauvis instead of having to launch it from Volcanus. Thinking about a design that will have ship that flies back and forth with more storage that can dump larger quantities because you encounter more asteroids while moving. Probably more efficient that way, but still in the early design stages. Thinking might setup a belt weaving storage system to just grab as many asteroids as possible with a circuit that says, if not enough in the system go for a jaunt and refill

  • @marksw5499
    @marksw5499 2 หลายเดือนก่อน

    Very clever but simple designs. Thanks, mate.

  • @DeimosDarkness
    @DeimosDarkness 2 หลายเดือนก่อน +2

    Very nice ship! I love how we can build our own ships the way we can in this game! I am getting ready to build a couple of transports for materials, and there is something that I highly recommend for other players. Use quality modules for your ships' equipment. It is well worth it!

  • @_prototyp
    @_prototyp 2 หลายเดือนก่อน

    Thanks so much! This video is the compressed info i wanted about space ships!

  • @4ndr3w1431
    @4ndr3w1431 หลายเดือนก่อน +1

    You can do _all_ of what you just demoed here with a single combinator.
    Read the entire content of the belt. Check EACH (yellow star) is less than an arbitrary amount, say 20.
    Output EACH as 1.
    Set your output to the collector, which would be the filters when "each" has less than the desired arbitrary amount.
    This setup won't leverage the extra storage space the grabbers offer, but that will quickly become moot after your second or third ship.
    Edit:
    Alternatively, set up a constant combinator with the desired quantities of each mineral.
    Attach green to comparator from constant, and attach red to belt reading all contents.
    Then do EACH (Red) < EACH (Green) -> Output EACH (1).
    Then set that as the filters for the grabber.

  • @joeschweyer3721
    @joeschweyer3721 หลายเดือนก่อน

    Thank you for your explanations defintley earned a sub today

  • @alexanderafonin1688
    @alexanderafonin1688 หลายเดือนก่อน

    thank you! Very structured guide. Would be nice to see some case and circuit for resource reprocessing

  • @sawyermccall2370
    @sawyermccall2370 2 หลายเดือนก่อน +1

    I just built my first aqqillo spaceship. For some reason I thought rockets took up a lot of space so I made it massive with 25 thrusters ad over 10K space foundation. The throttle control system needs 3 pumps to work. It took a long tome to build but its fantastic, it has a massive amount of storage and is pretty fast too, going 295 km/s going full speed which it can sustain for a full round trip from nauvis to aqqilo. I also bad a ton of empty space left after building it so I just filled it with like 30 cargo bays and 200 fuel storage tanks. I don’t know why I built a ship that big but it works great.

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      @@sawyermccall2370 that sounds amazing and super overkill. Well done

  • @bad_manbot
    @bad_manbot 2 หลายเดือนก่อน +5

    you don't need to faff with combinators to throttle the fuel that goes into your rockets, it is possible to simply use a pre-load tank and choke the input to a certain % of fullness. For example, for a 25,000 capacity tank, (for my ship) if i pump it with

    • @rhueoflandorin
      @rhueoflandorin 2 หลายเดือนก่อน

      problem with that approach is you limit the capacity of fuel storage. or require two tanks. the combinator clock is a lot easier to fine tune. and you get to keep the full storage capacity of the tank. which means if the balance of asteroid chunks causes a hiccup in ice processing, for example, you aren't out of fuel a few seconds later because you have no fuel built up.

  • @DeanShirley818
    @DeanShirley818 2 หลายเดือนก่อน +1

    I am still a long way off from Aquilo, but loving the tips on the sushi belt and on the collectors. Really need to do a stand-along "intro to ciricuts" video with stuff like that. I'm 1000'ish hours into Factorio between 1.x and now 2.x and Space Age and I'm just now playing with circuits well enough to do stuff I want with them.

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      @@DeanShirley818 I barely know anything about circuits myself it's such a huge system taking hundreds of hours to master

  • @DonsMooreSales
    @DonsMooreSales 2 หลายเดือนก่อน +1

    Very helpful.

  • @baldorthewizard
    @baldorthewizard 2 หลายเดือนก่อน

    Thanks for the breakdown! Very helpful

  • @ChosenPlaysYT
    @ChosenPlaysYT 2 หลายเดือนก่อน +1

    Hey you actually provided a blueprint. Giving you a like.

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      Why does everyone make a fuss about me providing blueprints... it doesn't cost me anything lol

    • @ChosenPlaysYT
      @ChosenPlaysYT 2 หลายเดือนก่อน +1

      @ Because most creators weirdly don’t / refuse to. It’s like the one thing most people want so they can try something out but so many won’t provide it.

    • @cecilkorik
      @cecilkorik 2 หลายเดือนก่อน

      @@DataEngineerPlays You're one of the few! It is very hard to find anyone who provides blueprints along with accompanying tutorial/explanation videos. Obviously you can download lots of great blueprints from lots of different places, but they're often very highly optimized and extreme, typically only documented with at most some paragraphs of text, rarely any pictures, and basically never with a good explanatory video like this that walks you through any of the tricks the blueprint is doing or why. For someone who just wants a blueprint to use as a magic black box that is super optimized to do what it says, that might be fine. But it won't teach you much and for someone who wants to learn hands-on with a real blueprint they can use and understand it's almost impossible to find good resources.

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      @cecilkorik yeah I'm not a fan of black box blueprints. If you ever need to tune or fix something it's very hard to do if everything is super convoluted. My design philosophy is to strike a balance between simplicity and optimisation

  • @Ed-ti1ss
    @Ed-ti1ss หลายเดือนก่อน

    I use single decider combinator to check for multiple conditions like ammo, fuel and if all are greater then set lvl, output ready signal. Ship will not leave orbit unless signal is positive (add circut condition in ship's schedule})

  • @kevinaabt
    @kevinaabt 2 หลายเดือนก่อน +1

    You can also balance the asteroid collection by monitoring the total of each asteroid type and enabling an inserter that tosses them into space (just target empty space with the inserter drop off point) when it crosses a certain threshold.

    •  2 หลายเดือนก่อน

      If you do this on trip to Aquilo you'll be missing asteroids. Reprocessing is definitely better.

  • @GewaltSam
    @GewaltSam 2 หลายเดือนก่อน +1

    The stuff about thrust is very informative, thanks for that!
    For filtering the asteroids, I actually use three decider combinators to which i route how many material there is on the belts. Those deciders set the filters for the collectors as well as for a inserter that loads material from the collectors on the belt - so, when I got enough material, the rest stays inside the collectors, and they won't gather more of that asteroid. I think that's a bit more elegant than three inserters which you control directly, and it makes changes to your values much easier.

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      @@GewaltSam wouldn't the condition to collect asteroids differ from the condition for deciding what goes on the belt? I want my collectors to always be full of asteroids despite what the belt needs. Does your logic achieve that?
      What I don't want is my asteroid collector going "oh the belt needs ice asteroid, now I'm gonna try and collect some" I want the asteroids ready to go in the collector

    • @Z3rgatul
      @Z3rgatul 2 หลายเดือนก่อน

      I find this too redundant as well. I actually put everything to the belt, and drop excess asteroids out of the platform.

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      @Z3rgatul that is certainly one way to do it. I don't think you'll ever run out of asteroids so long as you're travelling. I just like the peace of mind of knowing we have a full bank of asteroids in 6 collectors

    • @Z3rgatul
      @Z3rgatul 2 หลายเดือนก่อน

      @@DataEngineerPlays I see. Having some buffer with asteroids inside collectors can be beneficial

  • @ivanpayne144
    @ivanpayne144 2 หลายเดือนก่อน

    Very nice guide, thank!

  • @MountaindewM
    @MountaindewM 2 หลายเดือนก่อน

    My system has 3 decider combinators that reads the belts and each one is set to 20. They are then connected to each asteroid collector so if I have 20 or more of an asteroid on them they are filtered to not collect more. Having the inventory seems like a great idea though and could really work but it takes way more inserters but I think I might have to go to that system in the future to fine tune past Aquillo.

  • @jigorkij
    @jigorkij 2 หลายเดือนก่อน +8

    There's slight problem with reactor refuelling set up like you did - even though you limited inserter to stack size of one, it will continously insert another fuel cells until temperature reaches threshold (which may not happen quickly enough while power demand is currently high). Solution is easy, just move this logic to inserter removing depleted fuel cell (only remove depleted cell when temperature under X) and link input inserter to output one (where you need to set to sent info continously while item is held) and set up logic "input only when you detect depleted cell in other inserter). This way only exactly one fuel will be inserted, you just need to insert first fuel manually.

    • @Olden_son
      @Olden_son 2 หลายเดือนก่อน +4

      you can just toggle "Read Fuel" on reactor, add decider that tracks T and Fuel, and outputs signal to inserter

    • @jigorkij
      @jigorkij 2 หลายเดือนก่อน

      @Olden_son sure, you can and it will work too, i just prefer my way since there's no need for decider

    • @manuelquerochang2275
      @manuelquerochang2275 2 หลายเดือนก่อน

      Amazing, i don't Even understand circuit logic in spanish, and i'm a native spanish speaker and I'm here reading comments about it in English.
      Hahahahahaha, I just know that there are some amazing people trying to help others here on media.
      Thank you to yall

  • @DavidSmith-cr7mb
    @DavidSmith-cr7mb 2 ชั่วโมงที่ผ่านมา

    some comments here cast your methods as suboptimal... just remember the goal is to make the giant slab of metal fly!!! lol. buffering asteroids in collectors I think is smart because it can always make sure you have a stock of ALL asteroids ready, it I think is more useful lategame though when youre trying to squeeze every asteroid into resources via reprocessing and rebalancing, like oil cracking. I think for haulers with automation in mind, buffering asteroids, especially your ice if you have a nuclear reactor or two running on board, is beyond smart to do, because Im OCD and have had many brownouts in mindustry before I ever touched factorio, lol... I dont mess with power, and ice asteroid scarcity= NO POWAH

  • @egdod3750
    @egdod3750 2 หลายเดือนก่อน +1

    No need for all those combinators. I just monitor the whole sushi belt same as you, but have three inserters reading the whole belt each filtered to one type of rock. When there is too many of that type they chuck them over the side. That way my sushi belt is always balanced, and no grabber has to worry about what to grab. They are always working, and the belt always has what it needs. No combinators needed.

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      That's brave. Here I am making sure I have 6 asteroid collectors with a full bank of asteroids just in case lol

    • @egdod3750
      @egdod3750 2 หลายเดือนก่อน

      @ not really, I use six collectors too. My shushi belt holds around 500 items on one side, my ammo is on the other side. The carbon and metal inserters are set to 125 and Ice is set to 200 which is a good sized buffer. I haven’t used it for Aquilo, but it’s works perfectly for the other three.

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      @@egdod3750 what if you're parked outside a planet for say 20 hours

    • @egdod3750
      @egdod3750 2 หลายเดือนก่อน

      @@DataEngineerPlays it’s the same, there’s plenty of asteroids especially other than at Nauvis, but even there it’s still fine. I actually send down the extra iron to Nauvis, just because. The belt never runs out. The amount of asteroids on the sushi belt is more than the contents of 6 collectors inventory, plus all the collectors are full too, so it’s way more resources than you’d ever need, before Aquilo anyway.

  • @Jcewazhere
    @Jcewazhere 2 หลายเดือนก่อน +1

    I like bringing all the roids onto the belt, then dumping the excess off the side of the ship. That prevents any possibility of the grabbers clogging with one material.
    That three inserter setup works for a while, but there's a possibility of it clogging. Plus it's 3 inserters per arm instead of 3 inserters total.
    //you fixed that with circuit logic
    Your way definitely works, but it means you don't grab every rock which slows down their spawning of the ones you're not full of. Also takes way more space/mass.
    Plus it makes my brain hurt :P
    Just three inserters from the sushi belt either straight into space, or onto a belt that leads to another inserter that dumps them off the side. One wire from one belt reading all contents to each inserter. Dump when it's greater than belt capacity / 3 or whatever.

    • @bad_manbot
      @bad_manbot 2 หลายเดือนก่อน +2

      I prefer your method as well, for two primary reasons: 1: it loads up your belts exactly when you want them loaded up (in transport), and 2: it saves *TONS* of ship real estate, thus mass, making the whole thing lighter/faster/simpler.

  • @MattWyndham
    @MattWyndham 2 หลายเดือนก่อน +1

    Hear me out: advanced fuel production with calcite. Sort and fill up some belts to the crushers that direct insert into the chemlabs, with excess asteroids getting reprocessed into the other kinds, get full fuel usage and go FAST

    • @MattWyndham
      @MattWyndham 2 หลายเดือนก่อน

      Also if you use filter splitters into priority splitters then you can avoid circuits entirely

  • @erik19988
    @erik19988 2 หลายเดือนก่อน

    Assembling fuel on the platform is one-to-one with just sending it there
    But with productivity in assembly, you can get up to 100% more fuel for the same number of launches
    Recycling can get to 50% productivity, so you would get 9 out of 19 U238 back from 10 cells, with legendary recycling 10 cels would "cost" only 1 U235 and 10 U238
    With those 2 bonuses costs drop to 0.5 U235 and 5 U238 per 10 fuel cells
    In the end, you get 400 cells with 11 launches instead of 110
    ps Kovarex destroys 2 U238 for 1 U235 but we need both in 10 to 1 ratio so it is useless and even detrimental

  • @DavidSmith-cr7mb
    @DavidSmith-cr7mb ชั่วโมงที่ผ่านมา

    some questions: why did you not consider foundries for copper, steel, and iron? you have calcite and ores, and nuclear power? this opens the door to extremely easy red ammo, which decreases resource demands even more, and shouldnt be too complex to set up. also, do you ever think walls would be a legitimate defense strat for space ships? how many walls does it take to punch through a meteor? is there a way to actually purposedfully design for some impact, with buffered walls in the main?

  • @kleebgaming5209
    @kleebgaming5209 2 หลายเดือนก่อน +5

    You don't need any circuitry to balance asteroid chunks on the belt if you're using the reprocessing recipes. Set each reprocessing recipe inserter to enable if the respective ingredient is greater than the others, round-robin style. For instance, I reprocess metallic if it's more than oxide, oxide if it's more than carbonic, and carbonic if it's more than metallic. I also toss overboard metallic if it's greater than 50, to ensure that there's always a bit of room on the belt for new asteroids.
    This will only back up if you receive only a single type of asteroid at a great enough rate to overwhelm that recipe's reprocessing, which is so astronomically unlikely that it can be effectively considered impossible.

    • @SalamiJim
      @SalamiJim 2 หลายเดือนก่อน +1

      I thought the oxide asteroids dominate most of the space when you fly to Aquillo? Wouldn't that cause issues?

    • @kleebgaming5209
      @kleebgaming5209 2 หลายเดือนก่อน

      @SalamiJim haven't actually gone to aquilo myself but if that's the case, I'd just change the garbage dump inserter to yeet oxide chunks instead.

    •  2 หลายเดือนก่อน

      ​@@kleebgaming5209 it's better to just have more crushers

    • @DeimosDarkness
      @DeimosDarkness 2 หลายเดือนก่อน

      There are so many ways to balance materials. I keep a few metallic and carbon in my platform and double ice. I monitor my belt and use 3 separate inserters to throw excess overboard.

  • @evilfreakofdesboesen
    @evilfreakofdesboesen 2 หลายเดือนก่อน

    Thx for the detailed Video. Great Design! Maybe its not perfect, but i can understand the Logic behind it and it works 😊 what i wonder is if you can feed a Heat-Tower with Carbon for Power up there 🧐 it probably eats up the carbon to fast i guess, anyone tried?

  • @UtmostDisgust
    @UtmostDisgust 2 หลายเดือนก่อน +1

    I suck at the game but going to pretend I solved a problem maybe others are having. The ship begins to take damage after orbiting Aquilo after a while, maybe 30 or 45 minutes. I'm slow at the game so instead of having another trip of supplies planned, I just let the ship orbit. Since its primarily Oxide asteroids by Aquilo, which I didn't realize, it runs out of both iron and carbon, needed for rockets. I added 2 Oxide reprocessing grinders under the right asteroid collector, and there was enough metallic and not enough carbon, so I added 1 metallic reprocessing under the other. I've been orbiting just goofing around with design and optimizing fuel as the comments have suggested, and it appears to be enough to keep the iron and carbon fed. I researched at least level 2 asteroid processing and like, level 8 explosives after realizing the issue, but it appears I'm about to orbit indefinitely without issue now, and didn't really change the ship layout much because I rather like it besides that initial issue. Also I'd lose a collector at the front from Aquilo to Gleba, adding just one more rocket launcher fed from the front most launcher prevented any further damage.

    • @DavidSmith-cr7mb
      @DavidSmith-cr7mb 2 ชั่วโมงที่ผ่านมา

      now THIS is good input... didnt think about running out of iron... I was planning on a foundry based system with lots of belt and core buffered rockets, but I want it to be able to idle indefinately, which means I should reprocess when idling...

  • @Hacks666
    @Hacks666 หลายเดือนก่อน

    11:05 - the conclusion of my research into this indicates that if you use Full Legendary Productivity modules on all the processes (kovares, repurpose, craft) you lose 2 U238 for each fuel used. Just BARELY below infinitely sustainable (guessing it's intentional).. Using Legendary Reactors will prolong the burn time of each fuel cell but still below sustainable.

  • @RaNoL1N_ilia
    @RaNoL1N_ilia 2 หลายเดือนก่อน

    asteroids balance can be made with 1const 3 deciders . Put in const ammount of asteroids u want and compare that to belt if belt is not full output asteroid u want and put a check box "enable flters" on in collectors . and that works with only 1 manipulator per collector

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      Oh that's really clever I must try this. Sorry I'm pretty bad with circuits

  • @R1po
    @R1po 2 หลายเดือนก่อน

    Great video!

  • @88porpoise
    @88porpoise 2 หลายเดือนก่อน +2

    Any particular reason to not use foundries? You have the calcite on hand.

    • @KiotheCloud
      @KiotheCloud หลายเดือนก่อน

      I think its because this was made to be simplified and use more common stuff that people are familiar with and let them edit it by themselves once their more confident

  • @78501
    @78501 2 หลายเดือนก่อน

    @7:00 u can do it all in one decider. just check each and give out each as a 1 if true

  • @CuratedPile
    @CuratedPile 2 หลายเดือนก่อน +1

    This is great, I'm going to use the blueprint and modify it to be a freighter - nowhere near enough storage for a first trip to Aquilo. Also swapping out a few items for quality. BTW, your Nauvis conditions aren't set in the blueprint.

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      Thanks! I'll fix that up and update the blueprint

  • @MrXaule
    @MrXaule หลายเดือนก่อน

    I really like this design, thanks for the blueprint. However, it's too fast at 250 km/s and could not deal with the larger asteroids. It got destroyed on the way to Aquillo and again on the way back. So I swapped the circuit logic that optimizes the fuel with a system to reduce the speed with the pumps allowing finer control of the speed.

    • @DataEngineerPlays
      @DataEngineerPlays  หลายเดือนก่อน

      @@MrXaule yeah we might have a different projectile explosive dmg upgrade level. After you level up your dmg more you can increase the speed too

  • @Xingmey
    @Xingmey 2 หลายเดือนก่อน

    the for the tips with the fuel.
    right now i just brute force everything and it works too - but it's not elegant.
    just the sledge hammer approach :D

  • @power2084
    @power2084 2 หลายเดือนก่อน

    Great design ! As mentioned in the latest episode, slight improvement could be made if you remove the unused space platform foundation tiles, to reduce weight. The other easy improvements would be to use uncommon-quality stuff for some of the structures like the chemical plants.

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      I tried to remove unused platforms, there's not many, because paltform tiles are 2x2 it doesn't let me remove some of the ones in the middle of the ship

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน +1

      And yes, I didn't mention it in the video because its unecessary for the build, but I purposely made all the margins on this build very tight because if you upgrade every building to legendary/epic, you're gonna be able to scale the power of this ship drastically. Which I assume I'm going to need for the prometheum ship

    • @power2084
      @power2084 2 หลายเดือนก่อน

      @@DataEngineerPlays indeed, you will need everything for the next ship.

    • @power2084
      @power2084 2 หลายเดือนก่อน

      you say platform tiles are 2x2 minimum ? Are you sure ? Isn't this a question of changing the size of the drawing tool using + and - on the numeric keypad ? Try it plz and keep me informed.

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน +1

      @@power2084 either I'm wrong, or I'm doing it wrong, but when i try to delete a single tile of platform, it comes up with a red X but doesn't actually delete anything

  • @Microwavecranium
    @Microwavecranium 2 หลายเดือนก่อน

    I noticed that within the central processing area, output from the crushers can get bottlenecked, say if carbon output is full, but sulfur is not, it will stop processing asteroids (and thus, sulfur) until carbon is emptied. Did you just add another belt circuit condition to dump products over the edge if it got too full?

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน +1

      The central crushers work with 1 advanced 1 non advanced. The basic idea is when the advanced crusher is supplying enough basic material, great. When its not the circuit will tell the basic crusher "there's not enough ice, make me more"
      You might have to tune the circuit wires a little in my blueprint to get the desired result
      Personally I don't like the idea of throwing material away, but if you find that is an easier way of keeping things unclogged, you should be able to easily modify this blueprint to achieve throwing material overboard

    • @Microwavecranium
      @Microwavecranium 2 หลายเดือนก่อน

      @@DataEngineerPlaysaaah that makes sense. I didn't copy your blueprint exactly, I just watched your video (which was VERY helpful!) and made my own design copying your concepts, so I missed the part about the backup crusher. I agree about not throwing away materials, that seems like a crutch for imbalanced production.
      thanks for the clarification!

  • @PejmanMan
    @PejmanMan 2 หลายเดือนก่อน

    What I’ve found is, lasers handle small asteroids and you have excess energy from the nuclear. So you set their filters to small. Medium I handle with gun turrets filtered for medium. Large and huge are rocket turrets. I never even SWEAT with my ammo cause I have an insane stockpile left after like 6 back to back runs.
    Given how much electricity I have, my next ship will use extensive use of rare speed 3 modules in rare beacons.
    I set up my fulgora quality farm for it.

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      Thanks for the tip, very handy about the laser turrets

  • @saltywagyu
    @saltywagyu 2 หลายเดือนก่อน +2

    You can massively cut down on the number of combinators by having the wire travel via lamps, they can carry signals like power poles. Place lamps inbetween collectors 1 & 2 and so on. You could also colour your lamps and add a 125 clock combinator and have the lamps light up from top to bottom in a series for a cool effect like you'd see on starships in movies, e.g. L> 25, L>50 L>75 and L>100

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      @@saltywagyu haha cool tip. But each set of combinator is just checking its own asteroid collector would it work aggregating it all together? I suppose it doesn't matter which collector collects which asteroid as long as overall there's 1/3 of each asteroid in the bank?

    • @saltywagyu
      @saltywagyu 2 หลายเดือนก่อน +1

      @@DataEngineerPlays Good point, it would aggregate which would be undesirable I guess... I've not had a chance to try your method of storing in collectors yet, I currently read the number of asteroid materials on a large round belt and they set filters on all the collectors when the numbers drop.

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      @@saltywagyu That's what seems to be the consensus, I think I've just been paranoid from my crappy earlier non circuited asteroid collectors never having the right amount of asteroids I need, now I feel like I always been a "bank" of asteroids.
      But seems like a lot of you just read the belt and when the belt's out of asteroids then you tell your collectors to go grab that asteroid. I feel like that's "too late" if you know what I mean
      For example if you've run out of ice asteroid on your belt, and you're stationary at nauvis... and you ask your asteroid collectors to at that point find and collect some ice asteroids.. surely... you'll run out of power before getting 1

  • @Александр-р7н4ю
    @Александр-р7н4ю 2 หลายเดือนก่อน

    Thank you

  • @genl0rd
    @genl0rd หลายเดือนก่อน

    good work! but i dont understand:
    7:07 why does the ouput signal 1 override the input count on the same cable?

    • @DataEngineerPlays
      @DataEngineerPlays  หลายเดือนก่อน

      Apparently it doesn't override, but the signals by default "add"

    • @genl0rd
      @genl0rd หลายเดือนก่อน

      @@DataEngineerPlays exaktly. but when i have 10 iron asteroids in the collector, the output of 1 iron asteroid is the only signal i can see. i would expect to see 11 instead

  • @oceanofgaming
    @oceanofgaming 2 หลายเดือนก่อน +1

    For high demand nuclear i recommend 700, for low demand i recomment 600 degrees for 0 waste

  • @Erkle64
    @Erkle64 2 หลายเดือนก่อน

    I've been controlling thrust based on the ammo on the belt versus velocity like velocity < ammo*maxVelocity/maxAmmo.
    It tends to go up and down by about 5 to 20km/s, depending on the ship.
    Now you've got me thinking about adding that pulse circuit and adjusting the duty cycle based on the ammo. 🤔
    Maybe even a basic PID controller in between just for the sake of it.

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน +1

      @@Erkle64 I've seen so many complex circuits use velocity to control thrust... but isn't my method simpler?

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน +1

      @@Erkle64 as for ammo, you can just roughly estimate how many rockets/bullets you need and set a condition to park at nauvis until you have enough for the journey rather than travel slower?

    • @Erkle64
      @Erkle64 2 หลายเดือนก่อน

      @@DataEngineerPlays @DataEngineerPlays Yours is simpler for an aquilo run. Mine works for me because it's for prometheum runs. So it slows down if it gets into dense parts of the field and speeds up to full speed on the aquilo to nauvis section. I can also just slap it down on any new ships and not worry that I might have made it too fast for the ammo production.
      Yours is definitely the right one to show people in this video. Mine is just because I enjoy designing the circuits, especially when it's overkill.

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน +1

      @Erkle64 oh true I haven't done Prometheam runs yet so maybe it does need more advanced speed control.
      Will definitely make a new video for a Prometheum worthy spaceship when I figure one out!

    • @theultimateevil3430
      @theultimateevil3430 2 หลายเดือนก่อน +1

      Nice! I'll be stealing your idea for my next ship.

  • @greiratOS
    @greiratOS หลายเดือนก่อน

    Maybe I'm wrong, but isn't it way easier and more space efficient to just bring your sushi belt over to the side of the space platform and have three inserters for each type of asteroid reading the contents of the belt and just throwing off any excess into space?

  • @masterslim6297
    @masterslim6297 2 หลายเดือนก่อน

    Huge thanks for the solid vids and the blueprints. Really do appreciate the explanations behind some of these circuits!

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      @@masterslim6297 thanks so much for your generous donation =) if you have any issues with anything feel free to hit me up on discord!

  • @Devnbp1
    @Devnbp1 2 หลายเดือนก่อน

    you need to change enable/disable logic to "

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      Yes I did tune these numbers after playing for a while in game

  • @teknoid5878
    @teknoid5878 2 หลายเดือนก่อน

    Waiting for the prometheum ready ship, its a whole new ballpark.

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      Getting there, getting there. I just finished aquilo

  • @CyberAndrew
    @CyberAndrew 2 หลายเดือนก่อน

    1) How to open editor mode?
    2) Which mod do you use for Rate calculator from video?

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน +1

      1) Third button down on main menu "Map Editor"
      2) Mod is "Rate Calculator" and "Creative Mod" for generating stuff

  • @M_1024
    @M_1024 2 หลายเดือนก่อน +4

    11:07 I did the math a while ago, and no, even with legendary productivity circuits it's nowhere near enough to sustain itself

    • @Richard-jm3um
      @Richard-jm3um 2 หลายเดือนก่อน

      Thanks, I was wondering this myself

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      @@M_1024 yes I thought so

    •  2 หลายเดือนก่อน

      That's pretty obvious from game/logic perspective. But it might still be worth it for reliability - no risk of the system clogging with waste.

    • @erik19988
      @erik19988 2 หลายเดือนก่อน +1

      Assembling fuel on the platform is one-to-one with just sending it there
      But with productivity in assembly, you can get up to 100% more fuel for the same number of launches
      Recycling can get to 50% productivity, so you would get 9 out of 19 U238 back from 10 cells, with legendary recycling 10 cels would "cost" only 1 U235 and 10 U238
      With those 2 bonuses costs drop to 0.5 U235 and 5 U238 per 10 fuel cells
      In the end, you get 400 cells with 11 launches instead of 110
      ps Kovarex destroys 2 U238 for 1 U235 but we need both in 10 to 1 ratio so it is useless and even detrimental

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      @erik19988 very interesting thanks for doing the maths!

  • @dalastjedi1768
    @dalastjedi1768 2 หลายเดือนก่อน

    How are you in a map editor? i have been unable to figure out how you all do these. i have to have a running game to test things out.

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      Third button down on the main menu "map editor" + mod "Creative Mod" to generate items and infinite power etc for testing

  • @silvk1000
    @silvk1000 2 หลายเดือนก่อน

    thanks for the nice build. How about putting a tank for steam? Would it make sense and would it save some nuclear fuel? (and inserting fuel can be linkien to level of steam in a tank)

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      yeah feel free to modify the blueprint, it's just a starting point, I'm sure the community can enhance it much more

  • @Menai1888
    @Menai1888 หลายเดือนก่อน

    how high are zoure upgrades for gun dmg and explosion dmg?

  • @Sariel49
    @Sariel49 2 หลายเดือนก่อน

    Thank you for the fantastic video and for explaining how the asteroid logic works! Is there any way to make improvements? The asteroid balancing system looks incredibly robust yet takes up limited space on the platform. I’m not quite skilled enough to create something like that myself, but I'd be thrilled to build a similar system for my platform. Be my hero and help me out, please!

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      @@Sariel49 if space is a concern just have your asteroid collectors filtered for 1 asteroid each. It will work but not as robustly. Remove the 3 decider combinators

    • @Sariel49
      @Sariel49 2 หลายเดือนก่อน +1

      @DataEngineerPlays i saw that Nilaus somehow made a system which sends a signal to asteroid collector and says which asteroid to collect when the amount on the belt is "lower than". I tried to do the same, it doesn't work for some reason, i need a better guide.

  • @weckerladekabellul8981
    @weckerladekabellul8981 2 หลายเดือนก่อน

    When i used the ship it kept getting destroyed put of nowhere? Idk is my gunlevel top low or what?

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      Yes maybe your weapon damage is too low. What's destroying the ship did you look?

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      Easy solution is just to limit the speed more, make it go slower

  • @R1po
    @R1po 2 หลายเดือนก่อน

    Why is your constant combinator counting (for the fuel pumps) so slow? Isn't tickspeed 60?

  • @LXST-IN-TRVNSLVTIXN
    @LXST-IN-TRVNSLVTIXN 2 หลายเดือนก่อน

    do you only pulse the fuel or you need to control the oxidizer as well?

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      Theoretically you only need to control either the oxidiser or fuel. In practice, it doesn't hurt to do both. It will only consume based on the lower of the fuel or oxidiser, so it doesn't matter if you oversupply 1 or the other

  • @LosashExote
    @LosashExote 2 หลายเดือนก่อน +7

    Asteroid collector approach is very suboptimal. Having 3 combinators per collector is very wasteful. Just set filters for all collectors based on the state of your sushi belt, which you read contents (entire belt). You don’t really need prepared asteroids inside collectors.

    • @LosashExote
      @LosashExote 2 หลายเดือนก่อน +1

      I’d also like to introduce you to constant combinators. You can set multisignal filtering with them easily. Let’s say you only want no more than 50 of each asteroid in your belt. Set constant combinator with signals of -50 of each asteroid, then connect it to belt and to a desider. Any signal

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน +2

      @@LosashExote interesting, a more complex circuit with less components, I'll give it a go.
      Nobody seems to like my bank of asteroids in the collector. Strange. Is it just overkill? I don't want my collectors grabbing asteroids when the belt needs it, I want them grabbing asteroids and maintaining a full inventory of evenly split asteroids

    • @Stublet
      @Stublet 2 หลายเดือนก่อน +1

      @@DataEngineerPlays I like the idea, but it probably is overkill, I haven't needed more than what fits on a belt so far, but I"m not even to Aquilo yet. BUT!, if anything is worth doing, it's worth overdoing right? This is factorio, where the answer to "there isn't enough of X" is just doubt it.

    • @goldenmonkeee
      @goldenmonkeee 2 หลายเดือนก่อน

      @@DataEngineerPlays ive personally found that having a bank in each collector is nice, but you can simplify it down to one constant combinator that has each meteor at 13, then one decider comparing "Each" on red wire (reading from collector) to "Each" on green wire (reading from constant combinator, this can be chained if you don't want to have one per collector) and outputting "Each" if true. This will set filters of the collector only if each type of meteor is under 13 (that you set in the constant, you can also set it as a logistic group so you don't have to manually set it every time). You can also use this for the main belt, and have another logistic group for the belt limits. then you only need one grabber per collector with the set filter option available, and it will automatically change depending on what the main belt still needs. It is also easily adjustable, you just have to go to the constant combinators and change the values depending on what limits you want. This way you can have separate limits for the collector's storage and the main sushi belt while only using one decider per collector rather than three.

    • @goldenmonkeee
      @goldenmonkeee 2 หลายเดือนก่อน

      also, a side note is that I like designing my ships with the main platform hub further back in the ship so that if anything goes wrong the asteroids have to break through the front mass to be able to wipe out the full ship. That combined with a sprinkling of mines has saved me quite a few times so I find it worth doing in all my designs now.

  • @rogermsn2001
    @rogermsn2001 2 หลายเดือนก่อน

    how do you create a space surface in editor mode?

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      Just make a rocket silo and launch a ship in editor mode. When you exit remote view it'll move your character to the ship and you can build creatively there like you do on the ground

  • @kollba6670
    @kollba6670 27 วันที่ผ่านมา

    How does that ship deal with huge asteroids ?
    The video showed a filter setup with only big asteroids. Are there enough rocket launchers ? Can the rocket assembler keep up with it ?
    I built a much smaller platform without any manufacturing but it takes forever to load 2000 rockets and 500 green ammo. Yes, that is what is used for a two way trip from Navius to Aquilo. I have 8 rocket launchers and 8 gun turrets in the front of the platform. Rocket launchers filtered for big and huge asteroids. Also there are two launchers on the sides that only activates when the platform is not moving.
    I am not happy with my construction and too bored to start over so I am looking for a blueprint (platform) that can make it to Aquilo without any problems. I have seen a few but they are huge and manufacture everything except for chocolate milk. That is not what I want.
    Since the video is almost 2 months old I am not sure if you read the comments, but I would appreciate an answer since your setup looks like something I could use (and maybe modify a bit).

    • @DataEngineerPlays
      @DataEngineerPlays  27 วันที่ผ่านมา

      The rocket platform shoots the big asteroids. From memory it uses like 2000 yellow ammo + 500 rockets with my upgrade levels at around 7 for explosive and weapon damage

    • @kollba6670
      @kollba6670 26 วันที่ผ่านมา

      @@DataEngineerPlays Yes. But I asked how it is dealing with the huge asteroids. When you set the filter in the video, you only set the big asteroids, not the huge ones. Did you include the huge ones outside the video ? I am asking cause I do not want to build your ship only to test and find out that I built it all in vain.

    • @DataEngineerPlays
      @DataEngineerPlays  26 วันที่ผ่านมา

      @kollba6670 huge asteroids don't exist on the way to aquilo. Are you referring to the asteroids on the way to solar system edge?
      In my lets play check the "solar system edge" video I modify this spaceship with rail guns to deal with the huge asteroids

    • @kollba6670
      @kollba6670 26 วันที่ผ่านมา

      @@DataEngineerPlays Jeez. I guess I am getting too old for this (I am 71). You are right.
      The first 2-3 times I tested my ship everything was ok until there were few asteroids looking real big that broke through my defense and ruined the ship so just assumed they were huge...
      Sorry... I feel a bit embarrassed right now. ☺😁
      (I will test your blueprint now) Thank you for your answers.

  • @farkler4785
    @farkler4785 2 หลายเดือนก่อน

    not sure if anyone else has commented this, but you can make a clock without any constant combinator, just add a second output for the signal that outputs 1 instead of input count, this way the combinator will output input + 1

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      @@farkler4785 yeah apparently that's a thing now

  • @yevhenbaidiuk8695
    @yevhenbaidiuk8695 2 หลายเดือนก่อน

    i did it mach simpler ) but i think my solution also not perfect)

  • @annieabsorbsaqua5793
    @annieabsorbsaqua5793 2 หลายเดือนก่อน

    You can connect wires to belts?!?!?! This changes everything...

  • @igornikitovitchnosorog874
    @igornikitovitchnosorog874 2 หลายเดือนก่อน

    I used it, came with a full pack or rockets, fuel, ammo, everything and didn't even reach Aquilo, the ship got destroyed and me with it at 2/3 of the way. Those rocket turrets aren't enough

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      Interesting, I've been using this ship in my let's play and it hasn't had any issues. Try upgrading some of the front turrets to higher quality so they have more range. I've had some close calls with the front being hit a couple times, but never any major incidents yet

    • @igornikitovitchnosorog874
      @igornikitovitchnosorog874 2 หลายเดือนก่อน

      @DataEngineerPlays yeah I was very surprised, I added more turrets both gun and rocket and I'll try again. Not aboard this time

    • @The578unit
      @The578unit 2 หลายเดือนก่อน

      Are you researching rocket damage and turret damage?

    • @igornikitovitchnosorog874
      @igornikitovitchnosorog874 2 หลายเดือนก่อน

      @The578unit yes but maybe not enough. refined explosives is rocket damage right?

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      @@igornikitovitchnosorog874 oh crap I forgot to check mention my explosive damage in the video. Mines level 7

  • @moofymoo
    @moofymoo 2 หลายเดือนก่อน

    7:00 too simple, overengineer it!, let machine grab everything it can, count how many free slots it have, when running low on free slots, dump back in space some asteroids of most common asteroid type.

  • @thethubbedone
    @thethubbedone 2 หลายเดือนก่อน

    Small channel with good content and good audio, about Factorio? That's an easy like/subscribe/comment from me. Good luck with your future growth!

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      @@thethubbedone aw thank you! Still new and learning myself. Will try to continue to improve and iterate

  • @FerintoshFarmsPhotography
    @FerintoshFarmsPhotography 2 หลายเดือนก่อน +1

    Thanks, my space ship is 42% better at least.

  • @thunderclap8687
    @thunderclap8687 2 หลายเดือนก่อน

    Не нужно на каджую хваталку астероидов ставить кучу логики, можно объеденить все на один блоком проводом и задать фильтры.

  • @14768
    @14768 2 หลายเดือนก่อน

    Your asteroid collector logic is pretty bad. Connect the belt to 3 decider combinators. Each decider combinators says if the amount of one type of asteroid on the belt is less than a given value, then output that asteroid type. Connect the output to the asteroid collector and set it to set filter. This will make the collector only collect the type that is needed, and you only need one arm moving from the collector to the belt, and it doesn't need a filter. A lot more simple and compact

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      @@14768 so many people have suggested this. I don't like it. If my belts run out of ice asteroids, it's too late to collect ice asteroids as my whole power system is at risk of shutting down. I want a bank of asteroids in each collector hence the messy circuitry

    • @14768
      @14768 2 หลายเดือนก่อน

      @@DataEngineerPlays Your logic is flawed. You're using the collector as a buffer chest, just make your sushi belt bigger and you'd get the same effect. Also if your entire collector fills with a different type of asteroid then you STILL would not immediately get ice asteroids. You have zero control over it. You could also end up with a situation where all of your collectors are full of two types of asteroids but you run out of the 3rd type and can not collect any, which would be pretty catastrophic. All in all just a bad design.

    • @DataEngineerPlays
      @DataEngineerPlays  2 หลายเดือนก่อน

      @@14768 Well I won't argue with you, you're obviously entitled to your opinion and there's a million ways to solve each problem in factorio. But my goal was to have have 6 buffer chests of asteroids rather than a longer belt as the buffer, the likelihood of all 6 asteroid collectors simultaenously not having a single type of asteroid at any point seems a bit unlikely to me, but sure that could also happen I guess?

  • @KotShushok
    @KotShushok หลายเดือนก่อน

    wo ah

  • @rtem-h6c
    @rtem-h6c 2 หลายเดือนก่อน

    Uota copa