Description
NOW WITH COMPLETE BUS, YAY! Also with end of bus supply cannon things for small item delivery options, cause forgot that, of course.
Ahem, this blueprint book is designed to help people who want to deal with the fun/new stuff in Space Exploration get to it a little faster. I will not be updating this blueprint past the point of launching a satellite into orbit. As the mod designer put it and as listed in its wiki, most of the fun is in the challenge of the overhaul and I will be mostly respecting that, the exception being that the slow start makes the game drag a bit more than I'd like.
Author request: Use this blueprint only if you have already gotten a satellite into space before. This is meant to speed things up for prior players, and you will need to understand the concepts used in this blueprint in the first place before launching into orbit or to other planets.
To-do list: Finish rail blue/yellow tech card production, create lab processing plaza, make planet defense clusters to place where needed, power plant center for biofuel-steam power (made a biofuel processing center, why not?), core mining and processing (pyroflux storage included due to later recepies)... i'm sure there's more but i'll get there eventually, maybe.
current status, date 7.20.23: (20) - added two prints for at the end of the bus for adding delivery cannons and circuitry to limit firing as long as supply is needed and power is on (like requiring a positive value to load the capsule and fire.) (15) - Bus-based setup for sending satellites to space is complete. Military tech is included with and without biomass creating buildings. rail section goals are probably indefinitely suspended, at most I may still work out a biofuel delivered steam power section so you can still use the rail network for making biofuel en masse for fuel rather than solar. Maybe will make a military mall? Honestly depends on if interest returns/sticks.
4.28.23: Got distracted making a bus based setup so materials can be more easily sent into space or to other planets with cannons. in the beginning stages (beginning steam plant only produces 162MW and easily need 250 to run what is in book already.) yellow tech still in progress. Need to produce RCUs in bulk to launch the navigation satellites for the telemetry for yellows (aiming for supplying 4 nav-sats at once just because). all T1 modules are prepped in bulk and ready for mass T2 production.
Strongly recommend nanobots, construction drones, or similar 'lesser bot' substitute to make beginning much more tolerable. As with my other k2 only print, some mods are present for making my life easier but other than 'waterfill' are by no means required.
Bobs' adjustable inserters (optional, workable without, settings made for both bobs and K2 and 'should' apply even without said mod.)
Advanced Solar and Accumulator (optional, arguably trading off less power in exchange for smaller space. Regular solar array still available for without the mod)
Electric Train (optional. personal preference)
Waterfill (required)