Mods:
- Space exploration (v 0.6.119) + required dependencies
- Miniloader (in the absence of KS2 ones. but not used in actual build, just produced) (v 1.15.7)
- Creative Mod (isn't required, just spawning resources for screenshot)
Details:
- Designed to take you through early game up to when you get logistics network unlocked in space. Doesn't make much sense in very early game.
- 87 (!) buildable items, excluding steam power items and few other small things I deemed irrelevant. But nothing unlocked by space sciences that are avaialble after logistics network research, since by then you will build logistics hub anyway
- Space assemblers too, just because you can build them on land and save rocket space. Exclude if want to cut down on one input - low-density structures.
- 14 items as input, incl batteries, small and large electric motors, heat shielding, etc. Because I anyway make them in bulk in my factory.
- No belt weaving and yellow belts everywhere, so can start with yellow belts early, and can upgrade all belts without hesitation.
- All outputs go to logistic storage boxes (yellow ones) and limitation of output is done by linking all inserters to logistic wireless network and condition if less than x of respective item in logistic network. That helps two things: always free space in chests to drop excess items (manually or with bots), and if there is already this item dropped elsewhere in the factory (in logistic chests ofc), it won't be produced.
- Some machines are limited not with output but with input inserters. For example nuclear reactors, rocket landing and launch pads. These guys are super resource-hungry. Having second item priduced to be stored in output slot of machine is too much as it drains entire line for quite some time.
- Built to (almost) fit in a classic 100x100 city block with 4 roboports inside.
