So last bit with part 6? Yeah, I ran a strong Vulcanus. Ended up leaving a couple hours early and gaining about 5 hours time, I was pretty happy with that. Just kind of ran over the small demolishers with a Ferrari brand tank. I left it with belts incomplete and it is a defect of my character: it will take, well over twenty hours for me to actually put up belts because the planet is so well behaved.
That pace continued on in part 7, got a functional Fulgora running. The other thing is that I have a network of platforms hitting each planet and dropping off resources. So the resource bottlenecks on Gleba went away. It's always a joy to pack that sort into a a good space, and I took a minute to find a reasonable one though.
The trouble with a functional Fulgora is that it isn't a reliable Fulgora, so there's jams that occur over dozens of hours. It isn't that quality compounds it, it's that it's not trivial to select a good long term upcycle that produces a satisfying result, without forcing you to make a large trainline that isn't suitable in the first ten hours of starting a base. So, this starts a tradition of Fulgora being jammed.
Part 8 is integrations. So the general idea is that you have biolabs, em plants, and foundries. And these all want to work together next to big mining drills, recyclers and your science labs. So integrate all the technologies at your best pace.
That creates the literal equivalent of friction and is probably one of the two hardest parts of this run that I've recorded. Integrations means getting all the technologies I've got from other planets working together. One of those technologies is biolabs, and a shortage of shipped bioflux caused my nests to revert. Just didn't have enough fruit, and I had a few loose circuits that needed to be reprogrammed. In general, anyone sane will take some kind of precaution and mine was a substation full of lasers, but that isn't desirable.
Had to run a three headed battle against the shortage of bioflux, getting quality modules 3 online, and getting a space platform for Aquilo fixed up. Bioflux was the hardest part because you're doing a fix then waiting an hour to see how hard it holds. So that gradually gets better over hours, and there's really not a way to not have some kind of alert going off if you get into that situation. Guard rails will minimize the situation but not fundamentally change it. And it's really hard to say "go small" when you need biter eggs for productivity 3, biolabs and promethium.
Another part of integrations was switching mines over from quality based electric mining drills to productivity based big drills. Epic Quality and Legendary are set to roll out over several hours and all the mines needed to be upgraded to big drills. But the bonuses provided by legendary are so great that not getting a slow grind to do them has felt less healthy when I've done this in the past. And in general, any kind of big drill with mining productivity is a quick way to having several hundred plates a second during a phase where your factory fits in less than a kilometer circle. Since Vulcanus was done before Fulgora, there's about a ten hour period where I stockpiled drills for that rollout, but that strategic thinking doesn't show up on screen
The biolabs came online, as did the quality modules line. With a variation of the modules line on Fulgora.