Demo.Graph
Liturgist
- Joined
- Jun 17, 2018
- Messages
- 1,187
I've been waiting for spidertron enemies for an eternity.
Flying biters and AI base builders when.
Flying biters and AI base builders when.
There're two ways to do it without circuits. (spoilers in case you want to invent shit yourself)As I’ve unlocked a lot of new item I’m in the process of completely redesigning the mall which is proving fun but does make me question the wisdom of the humble pumpjacks needing a full 5 different inputs.
Yeah, this is what I spent last evening rediscovering (it was my previous base initial hub as well but I switched to the Robo version when gearing up to mega base level so it was a long time ago). It’s just taking me very long to think and organise due to the already larger amount of stuff there is (I’m sure it will get a lot worse quickly) and is a lot trickier due to Space Exploration’s addiction to secondary products (like glass, stone tablets, heat shields, various engines…).1. Assembler grid hub.
This is pretty much mandatory for space exploration when you start using cargo rockets. It's one of the few poor designs of the mod imo, it really doesn't ease you into circuitry at all, and just throws one of the hardest problems in the mod at you "early" on.But main goal of this run will be to learn circuit logic properly, which me luck!
5 inputs isn't even a lot tbh. You can fit 2 per belt, and a simple tileable design can have 3 input belts and one output belt. "Assembler grid hub" is total overkill for a mall, where you'll probably only use one assembler per recipe anyway.full 5 different inputs.
Logistics bots are locked at about 100 hours in for space exploration. You need to colonize at least one additional planet aside from Nauvis to unlock it. One of the challenges of SE is that you have to actually build a big base with lots of complexity with just belts and trains.2. Bot-based hub.
Super dumb, duper easy to build.
I mean, I know it’s not that bad in absolute terms, I just question the wisdom of every basic production building needing that many.5 inputs isn't even a lot tbh.
Well, the way I'd use those is to not use filter inserters and just wire it up so that e.g. green circuits are loaded on one side if < 200 and unloaded onto another belt on the other side if >100, ditto for 5 more resources, then 3 assemblers (or 6 if you want to use both sides) can pull out resources with just 1 inserter apiece.Also, an early idea I had was to use Space Exploration’s giant 6x6 wharehouses and circuits controlled filter inserters but decided it was too much upfront work and might be too difficult to expand later on. Although I’m sure smarter people than me have figured out a way to do so efficiently.
Planning to do a sushi belt for the science packs to understand basic memory cells, reserve steam to use SR Latches…Stuff that you don’t need circuits for or have to do but can, that should be some basic training before we get to outposts signalling their demands to the home base rockets autonomously and all that jazz.This is pretty much mandatory for space exploration when you start using cargo rockets. It's one of the few poor designs of the mod imo, it really doesn't ease you into circuitry at all, and just throws one of the hardest problems in the mod at you "early" on.
Ah yeah, belt weaving might be good too when you don’t need a ton of throughput. This is the kind of things I forgot once I got into vanilla megabase mode and everything is based on full blue belts or near enough.Also if you want to load lots of things into something then consider this setup:
It's to mentally prepare you for the endgame recipes that have 4 outputs and 6 inputs. Or worse.I mean, I know it’s not that bad in absolute terms, I just question the wisdom of every basic production building needing that many.
You might want to apply this approach to trains.Learning Circuits, a Baby's First Journey:
So I looked up how to manage a research sushi belt by using a memory cell combining how many research packs were inserted on the belt and how many taken out and immediately applied it my little gun turret outposts so I'd now when they were running low on ammo. Hooked up the signal to a Siren (silent one) to get an alert and even hooked it up to a little lamp to glows red activated!
You might want to apply this approach to trains.
That much I had already figured out back in back in 2021.The result of this is that when an outpost runs low of any of its supplies (be it ammunition, drones, spare turrets, fuel for the flamethrower turrets or repair kits) the train station activates itself and the supply train immediately goes there. Once the train station deactivates itself the train automatically goes back to the main supply station at the base.
No, you don't need them. Feed the box directly into signal network then into station.But this whole thing was predicated on having logistic drone and the whole gamut of logistic chests
Try making a clock.What I’ll need to figure out at some point will be how to write that memory cell’s output into
Imo no, they're not worth it. Early on they drain too much power, later on the low mining speed and major hassle of sorting and priority usage to prevent deadlocks is not worth it compared to just setting up new mining outposts.Also, question to Jaedar or others who have finished Space Exploration, should I bother with Core Mining Drills? They take a lot of electricity for seemingly not much production, but will I need their infinite ressources?
It is, but most planets are still VERY big and there's a lot of them, so if you actually risk running low on iron you can just go to a good iron planet where there will be 50million+ ore veins every few chunks. You also use a lot less of the basic resources than you might expect, because about 1/3rd through you get a new manufacturing chain that double the output (before considering that it also has more room for prod modules), and as you do research into the higher tiers you start being able to add small amounts of advanced resources to double output of expensive items.Isn't planet size in space exploration limited as opposed to being infinite? It might just be there as a fallback if you run out of resources somehow on settings or planets that don't give as much.
Not really afaik. The resource settings only impact the starting planet, and I don't think there are any settings to make the planets smaller?That's kind of what I figured, but obviously you can adjust settings to give less resources and smaller planets and decide to strand yourself somewhere.