First ORBITAL BASE; What To Build First In Space For Factorio Space Exploration | Guide/Walkthrough

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FACTORIO SPACE EXPLORATION
Build Cargo Rockets to launch stuff into space. Ride a rocket into space yourself and start spacewalking. Build an orbital space platform to develop difficult data-driven space science. Build a spaceship tile by tile, fly it from a planet surface to other planets, moon, asteroid belts, and more.

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I would agree with your initial assessment. First 3 things in order are basic space science, space scaffolding research and production to expand build area, and then your landing/launching systems to get resources up and down as needed.
I'm a few hundred hours ahead of you in my world (which is probably more like 50 Nilaus hours) and I am quite interested to see how you approach some of the issues I faced compared to my solutions. I am excited for the future of this youtube series.

TheFinagle
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With the "send a signal if we want it because we'll have single item rockets eventually" thing you've made a cunning plan for the future that isn't actually necessary. If a rocket is set to launch automatically it waits until the destination cargo pad is empty so when you're using single item rockets you can easily have it set up so that it doesn't empty the landing pad until you need more, and then more will come immediately without needing to worry about any signalling at all. It even works trivially as a many-many system if you're careful with the landing pad names and launchpad settings. It's pretty nice.

AylorAivo
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Nilaus You can read the contents of the landing pad, if you add this to your logistic data that should instantly mark those items as in stock instead of waiting for the items to move to the passive provider chests.

tonynungaray
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in my opinion delivery cannons are the best, easiest, fastest, cheapest and most reliable way to transport items to other planets and orbits. just send basic resources and liquids then make everything on site so you can have anything any time without causing problems to other resources. but remember delivery cannons are energy hungry and dont have any stop condition so you need to use signal transmitters to stop it (its input specifically)

fadaja
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the cargo rocket building will put out a cargo rocket symbol when there is a cargo rocket build. you can use it as condition so that the insertes will only put in when there is the signal

chillerapfel
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Love your vids, very informative. I use a memory cell to track how much passes the belt, rocket launch triggers the reset. More details of course, but that is the gist.

RobTasker-jq
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Nilaus: Thank you for these videos, as I'm working my way through my first SE run, and this series is helping immensely. One thing I don't understand on rocket logistics: At the end of this episode, you launched a cargo rocket to resupply your space base because your logistics network said that you needed resupply. While that cargo rocket is in transit, your logistic network is still going to show that you need resupply. So, while the rocket is flying to your Orbital base, I saw that your ground base was already building the next cargo rocket, and adding supplies to it (water barrels, red chips, etc...) that the logistic system was asking for. How do you stop your ground base from building and adding cargo to meet a need that a current rocket is already satisfying? Sorry for the long comment.

geraldguadagno
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You could multiply the indicator by the number of items you want to load into the rocket. Then have the inserter just insert while the number of items to load is less than the value from the multiply. For example, if the space station needs green circuits, it sends 1 (as it does now). Use a combinator to multiple what the space station sends for green circuits with 2000 (the number you want). If the space station isn't requesting anything, the result of the multiply is 0 so the inserter doesn't insert anything. If the space station says it needs them (sending a 1), the multiply results in 2000, so 2000 circuits will be inserted.

patrickbellone
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Thanks for making these summary videos!

卜仁宁
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so excited to go to space! jezus! love your vids Nilaus <3

manelmv
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Constant combinator up top with list of item counts you want to keep stocked. Subtract logistic network content from that. Now you have a signal that is only >0 when you have less than the desired amount, and it only needed one combinator. (OK maybe 2, because logistics requests can cause negative item counts to show up, and you probably want to filter those out using a decider combinator)

JuddMan
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space base blueprints please like space market for each science based on roboports maybe :D

Haleskinn
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It would be awesome if you start with astronomical science, I did that on my playthrough and starting with spaceships is very sweet

matiasleon
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There is one big issue with the signal and transmitter system. If for any reason one of them looses power, even just for a split second, ALL the values will drop to zero.
That can seriously mess up your cargo schedule if you use combinators on the ground.
It's way safer to do the logic on the transmitter side and only send binary request signals

TSteffi
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I just built the lvl 4 advanced sciences and am now reaching for Naquium - with a ground base that is maybe a fifth of what Nilaus has built up just now.

I'm not sure if that's a good sign or a bad sign 😅

mx
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When I get to space my first priority is getting space research set up and getting scaffolding

asaxander
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i would recommend using a delivery cannon for all your liquids as it is much more compact and reliable

johanskodvin
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you dont need circuits for a solo cargo rocket system, its pretty simple to set up

chillerapfel
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your orbit logistics seems strangely overcomplicated, especially considering your remarks on how expensive it is to move items back and forth. Direct request amounts based on target limits in orbit is both simple and the most efficient method possible, as you can still make a check that ensures the rocket will ONLY launch when full. You could even add overrides if you run out of a specific important resource, for example. I can understand wanting to get into the habit for dedicated single-item rocket launch logistics but building your very first starter space base for it feels like building your red science starter base with beacons and trains in mind

Kingwut
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Ah... the fond memories of the duck asteroid. (Come on, it totally is a duck!)

My Ducksteroid went through 3 stages of factory, only to be torn down again, because ironically, the thing that is the most scarce in space... is space.

Stage 4 right now is half capsule parking lot and half paved over with solars.

TheAgamemnon