I am guessing exclusive pairing is likely the most optimized and UPS friendly of all the choices. As it limits the decision tree to just those ILS that are in your pairing list (from PtoP, Routes or Groups).
@BooseOG5 ай бұрын
I enjoy your guides thanks for them! Is there any chance you could do a one off video that goes in to setting out your universe - Mall planets, logistics routes etc
@TheDutchActuary5 ай бұрын
My masterclass series are a (longer) version of that. But basically just one mall planet, one planet dedicated to science, and one dedicated to rockets.... and you're pretty much set for endgame. All fits in a single system (or duplicate it in a few more)
@Altaree13 ай бұрын
I think groups would be a good way to section off parts of the galaxy in the late game. Especially if you have a factory planet(s) in every group. The you can have towers that share between clusters in another group.
@rocksfire43905 ай бұрын
group didn't seem that useful until i thought about it more. you can use groups to keep everything in the same system. you can then make dedicated ILS that transport out of the system, which the routes would work wonders for. using groups like that means you don't need to name most ILS as the only ones that need to be named are ones that work between systems. it would be nice to have some kind of editable name for the groups but i guess it will work if you just go by order you entered the system.
@TheDutchActuary5 ай бұрын
Interesting.... I agree that would be an easy way to ensure local production before interstellar shipping. Personally I have nearly all my production in only a few systems and the rest just serves as mining colonies, but your suggestion would make having smaller colonies much more viable. If anything, that makes dealing with power easier (just make sure you keep track of what is being produced where lol) I like it, thanks for sharing!
@JamieE055 ай бұрын
I was having issues with this..... I never unlocked vessel warp.....
@TheDutchActuary5 ай бұрын
Ouch! Vessel warp is quite neccesary late game! :D Granted, the game does not do a very good job at telling you it exists in the tech tree.
@XiskogenX5 ай бұрын
Last in this series maybe add a full scale rocket production facitiles compact, to easily and quickly put up dyson sphere in new systems?
@kristof94975 ай бұрын
Thanks.
@LightPhoenix70005 ай бұрын
I think routes are slightly too complicated for general harvesting outposts and groups are probably to simple. The optimal generalized use case is to direct all gathered resources from the outpost to the home system. It's a bit clunky to have to specify each resource individually in the route UI. The group UI basically needs a separate group for each outpost world or system (depending) to prevent moving between outposts. It gets awkward when all your home system ILSs have to be in every group.
@TheDutchActuary5 ай бұрын
Actually routes work perfect for harvesting outposts I think - Just ensure that the resources go to the dedicated processing facilities that are located close. That said, as I tend to make most of my builds from raw --> End, I never really had the logistical issues this update is trying to solve. When everything you're producing is made in the same 3-5 systems, there aren't that many stray vessels. Now what I *would* like is an UI very similar to this for the damn bots.... *THOSE* are literally flying all over the place on my planets like madmen.
@wazjig67895 ай бұрын
I wish I understood what I just heard, I'll probably just leave it to figure it out on it's own.
@TheDutchActuary5 ай бұрын
Honestly that works just fine in most situations. I get why they added this, but I haven't really found myself wanting to use it yet. In early/mid game this is not relevant, and in the (very) late game I guess it might be.... but at that point my PC melts anyway :P Now, if they would please add this for the bots....
@lacorte1432 ай бұрын
@@TheDutchActuary u actually right, it is targeted to the very very late game, once you have a entire planet (or more) dedicated to a single material ish, it'll be usefull/required to use those new features
@Yardiff5 ай бұрын
What has me puzzled is the thinking which produced twisty-belts.
@TheDutchActuary5 ай бұрын
In a game where you literally have planets of space available, I don't get it either. I guess the challenge alone will do it for some! :D
@KasiKuula5 ай бұрын
Not tried myself, yet, but seems groups should be unique named groups, so could do like "Electric Motor Factory 000" and put iron ignot, gear, magnetic coil and electric motor factories to same "Electric Motor Factory 000" group so they deliver items to primarly to electric motor factory.
@TheDutchActuary5 ай бұрын
Yep that would make things a LOT easier to dedicate. Sadly, afaik you can't name groups (yet).
@UNSSC015 ай бұрын
There was an update?
@TheDutchActuary5 ай бұрын
Yessir!
@MXKAMAL5 ай бұрын
but for example iron harvest in one planet i need to make like 20 route from this planet to all other 20 planet that need this iron? why not make it general what ever need it take it right?
@BeenThrDunThat5 ай бұрын
If I understand your question, the game would deliver to all 20 planets (eventually) without the routing. So you would only want to use the updated priorities if you want/need to prioritize or control where you wanted to send your materials vs the default game's original behavior.
@MXKAMAL5 ай бұрын
@@BeenThrDunThat yeah exactly my thought about it ty
@TheDutchActuary5 ай бұрын
Without routes the supply/demand will work just like before, and try to deliver it best it can. However, you may run into a situation where all your iron goes to planets 1 & 2, but planet 3 is not getting enough. Before, the only way to solve this was to ensure you had *even more* supply of iron. Now, you can dedicate a few ILS to each planet, for example by pairing them as shown, and each planet would have its own dedicated supply line. But yes, that is more work!
@MXKAMAL5 ай бұрын
@@TheDutchActuary yeah exactly thank u bro for all the work
@zarrexify5 ай бұрын
I think it is overly complicated. IT Networks use a 'cost' based method to control routing, that would have been a lot simplier.
@Yardiff5 ай бұрын
There is a big difference between network routing and the routing of materials. Network RIP/EIGRP vs OSPF/IS-IS routing setups both have fixed network paths to follow. The nodes are essentially set, (hopefully) short, and daisy-chained. The routing checks how busy/bad the routs are and prioritizes the best path dynamically. Logistical routes in this game are 3d point-to-point and historically appear to have prioritized the closest source to the target. A form of cost-based routing. Which has been a pain when the nearest source of (for example) iron ore gets drained by preference even when there are 4-5 other sources on the far side of the planet that are sitting chock-a-block and idle. In some cases it was so bad that it was easier to daisy-chain the outputs of a build to the next build via belt rather than depend upon drone logistics. This update appears to be an attempt to relieve the game of constant route-cost-calculations by letting the player decide priorities (galactic superhighways?) essentially setting the preferred routes manually. “You supply this planetary system, we’ll set up another supplier for that other system.” “You feed the planets for building Dyson Spheres. They will feed the planets producing Science.” Hopefully I will be able to play again sometime in the near future. Work and family emergencies have been taking all my time and energy.