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Jar Games
Canada
Приєднався 18 лис 2019
A brain in a jar, playing video games.
A New Landing! | Let's Play Ep1 | FACTORIO SPAGE AGE
I'm starting a new series right from the very beginning of Factorio: Space Age!
Bucking up, sit back and relax while we explore the game right from the very start.
Blueprints:
factoriobin.com/post/7pc6te
0:00 Intro & Map Setup
0:46 First Landing
2:39 Era of Steam Power Begins
5:29 Mini Jump Start Stamp
8:56 Research Begins!
13:03 Red Science is Automated
14:48 Logistics Researched & Fixing the Jump Start
19:24 Getting Green Science
22:04 Oops, why green?!
24:14 Everything, Faster.
26:12 Radar Time!
27:44 The Last Researches... for now
28:19 We Are Set Up!
Music by Master Planned Music
Bucking up, sit back and relax while we explore the game right from the very start.
Blueprints:
factoriobin.com/post/7pc6te
0:00 Intro & Map Setup
0:46 First Landing
2:39 Era of Steam Power Begins
5:29 Mini Jump Start Stamp
8:56 Research Begins!
13:03 Red Science is Automated
14:48 Logistics Researched & Fixing the Jump Start
19:24 Getting Green Science
22:04 Oops, why green?!
24:14 Everything, Faster.
26:12 Radar Time!
27:44 The Last Researches... for now
28:19 We Are Set Up!
Music by Master Planned Music
Переглядів: 112
Відео
CLOCK for THRUSTER CONTROL! - Unlock Thruster Efficiency | FACTORIO SPACE AGE
Переглядів 1,7 тис.День тому
Once you go clock, you never go backwards in time. Why you need to control your thruster fuel input, and how a tiny little clock circuit can do that for you. AND how to set it up to use on your ship. Music by Master Planned Music
Circuitry Setup; Your First Spaceship | Part 2 of 2 | FACTORIO SPACE AGE
Переглядів 142День тому
Is it a smart-ship, or a dumb rock? Still not sure... but let's build one together. This section contains the final steps, including the circuitry setup. 0:00 Intro 0:25 Pincer Setup 6:58 Turret Setup 11:56 Wiring Up the Collectors (Pincers) 13:20 Ammo Storage Setup 15:54 Thruster Fuel Controller Setup 24:09 Looba Dooba Doop The ship blueprint: factoriobin.com/post/heq7f5 Music by Master Planne...
Your First Spaceship | Part 1 of 2 | FACTORIO SPACE AGE
Переглядів 195День тому
Is it a space ship or a space platform with thrusters? Still not sure... but let's build one together. Tips and tricks for building your first spaceship, and staying efficient while you do it. The ship blueprint: factoriobin.com/post/heq7f5 0:00 Intro 0:28 Sending Things Up 4:03 Placing Cargo Bays 6:05 Fuel Manufacturing 20:06 Ammo Production 23:07 Astroid Re-Processing 28:07 Outro Look out for...
Channel Update - 100 Subscribers!
Переглядів 74День тому
Wow! I can't believe it. Leave your comments for what you like to watch on UA-cam for gaming videos! Look out for another Factorio video later today! twitch.tv/jarplace
Kovarex Processing in Factorio Spaceage - Jar Style
Переглядів 2,1 тис.День тому
factoriobin.com/post/bqrdbv Circuitless Kovarex Processing
Trains; PERFECTED - Factorio Spaceage
Переглядів 7 тис.День тому
Blueprint book: factoriobin.com/post/bzvymt 0:00 Intro 0:39 The Goal 1:15 The Problem 1:37 The Solution 2:23 How to Set It Up - Loading & Unloading Stations 8:20 Parking Stations 12:13 The Trains 13:52 How It Works 29:25 Final Thoughts 30:12 NnnNnDit Music by Master Planned Music
Black Mesa Chapter 02: Half-Life 1 Let's Play
Переглядів 62 дні тому
Second chapter of the Half-Life series remake, Black Mesa. Crowbar Acquired!
Asteroid Rebalancing: Automated! Factorio Space Age
Переглядів 1,2 тис.14 днів тому
Check out these 2 setups to balance (or Rebalance?) your asteroid chunks for you space ships! The blueprint has since been updated to be even MORE compact, thanks for commenters' input! I updated it to check which is the most abundant (over-collected), and ensure there is need still. I also updated it to read the contents of the inserter's hands as it puts material into the crusher, so that it ...
Black Mesa Chapter 01: Half-Life 1 Let's Play
Переглядів 2014 днів тому
Beginning the playthrough of the entire Half-Life series, right from it's humble remake beginnings. Grab your crowbars! Music at the end by Master Planned Music
Secret to Factorio Trains: A Mathematical Approach
Переглядів 5 тис.14 днів тому
Secret to Factorio Trains: A Mathematical Approach
Do you have a community Discord server?
Yes, it's in my bio. Would love to see you there! Small but growing community...
Looking forward to this series :)
Congrats, you reinvented PWM (Pulse Width Modulation). :D In real life it it's used, for example, to control apparent brightness of LEDs. I picked up this trick on the Factorio forums and it's extremely useful, I'm glad you're putting it out here. One note: you have to tune it for your ship, specifically the amount of thrusters one pump is handling - a pump has a throughput of 1200 and if your engines have a combined consumption of, say, 600, then any "duty cycle" setting above 50% means "full thrust" and your thrust control is really between 0 and 50.
Great point! Definitely.
good luck with the series! I'll be following :)
I don't understand the point of these contraptions. Just ditch the storage tanks and feed chemlabs directly into engines, making sure there are more engines than the labs can supply the fuel for. After burning through rather insignificant fuel buffer in the pipes, the engines would end up naturally starved at about 20-30%
That's a nice solution! However, in my case, I want the thrusters running at about 33% full. This means they need about 40 fuel per section each. With 3 thrusters, that means I'd need to produce 120 fuel per second. That means I would need 3 chemical labs for each, fuel and oxidizer. Then I would need more chem labs for water. So it's much more efficient in terms of space and power to have a buffer storage tank that can fill up in between flights. To each their own, though! That's the beauty of factorio.. many ways to solve the same problem.
Nice video. Ive watched a bunch of your videos and i like them and them helpful. I think it would help if you explained your goals before you start making changes. In this video, there was a part where you made a move, and I only understood your reasoning after watching it. It would be great if you could share what you're trying to accomplish as you go-like 'I'm aiming to make a 4x4 square here for a battery later, so I'll leave a gap for that.' That way, I can follow your thought process and understand the steps with you.
Thanks Chris! I appreciate your thoughts on it, and will strive to be more clear with my goals.
I do not even own the "Space Age" game and why did I listen to you spouting on and on about clocks and filters and shit, when I believe the real issue is you have no clue how to build a ship in the first place. But I guess that doesn't matter since if UA-cam does not hide this video from me I will block your feed so I never ever have to listen to you. Bye.
I wonder why watching this is so relaxing. I can spend 6hrs when I play when I only want to play 4hrs to take breaks, but that doesn’t happen without an alarm that harshes my calm… But I have to say foul with your use of BPs 😂. For some reason I think you’ve played this game before… What’s your theory of playing without mods? You don’t like sneaking through things? Or other QoL mods, like the miner placement perfectly across a resource patch, or the mod that makes my logistics wires much more visible when I’m setting stuff up… Today I found it sad that my forests were dying, (first time for everything I guess) so I got the tech to the second phase of uranium processing because why kill trees when you can make more radiation so the spitters I turned off could mutate! (I still have the nests that actually get more numerous over time which is amazing; must be all underground bitters now (!)
lol, yes I will be using blueprints for this :) I am not a huge fan of mods even if they are just quality of life, since I am kind of vanilla. I may use rate calculator later, but that's about it. Glad you enjoy, I know I would. super chill. Going to aim for a new episode every day! Thanks for your support Jeffrey, means a lot!
@TheJarGames Thanks for the content. Way more work than watching, but I'll do my part too 😂. It's amazing what a guy like I misses, that I notice seeing something presented again, but in some variation. Keep well.
Nice, didn't know about thruster efficiency and my ship takes a lot of time to refuel. Thanks for sharing!
Glad to help! Spreading the word of efficiency!
Love your setup, i use it with some Minor changes. One big improvement though with really little changes for you: Integrate the new Selector Combinator. It can give you the stack size for any given Item the station is using, so your calculations will also work well with stuff like curciuts or rocket fuel which have other stack sizes than 100.
Hello ElSchnarchi! Thanks for the comment. The stack size of things is actually calculated by the parameterization for the different stations, so when you determine what type of station it is during the setup blueprint-stamp, it calculates the stack sizes of the items. Where I could see using the Selector Combinator's stack size feature being useful is making it easier to assign the fuel in the depot. It could just be set with a "1" signal and then have a selector and arithmetic combinator do the math for me, setting the request for each fuel requester chest to 3 stacks of whatever fuel is indicated. Let me know if I am understanding your comment correctly.
@@TheJarGames oh of course you are right :D I just looked into the parameterization of the liquid stations, and of course there is nor formula for stack sizes :D forget what i said ;)
@@ElSchnarchi Wise, my friend! I really tried super hard to compact the combinators as much as possible hah so the parameterization is great.
It's a very compact little starter ship. I also like the relaxed style of the video. Felt like sitting in a lounge and relaxing.
lmao that's awesome, definitely the vibe I'm going for. I'm inspired by my other favourite youtubers, who I watch. Gaming content is probably my favourite thing, more than movies or anything. Glad you enjoyed it!
Personally i dont have the need for priorities. Another approach for depot trains is ltn style but fully made in vanilla through the new signal interrupt that can make schedule depending on what is needed in the network. Its abit complicated but the gist of it is requester station sends negative item value to the network when it requires a train worth of stuff. The schedule is assigned to a train in the depot accordingly. I play around by negating that signal if a train is on its way and also train limits to ensure it goes to the correct station that actually require/can provide the stuff. Theres a video in youtube about it (made by someone else) if you wanna understand the logic behind it. But from his video i made my own implementation and Ive honestly overengineered it to the point that it is configurable to be compatible with any wagon train (i can use 4 wagon train but stations could be 2 wagon worth only). And another thing i made is it makes another request of a train if the current train in the station isn't gonna be able to fill it up. My station usually only has 1 train worth of space so setting train limit 2 if it needs 2 train worth isnt feasible, so what i did was to send request for another train only when the first train is in the requester station so the 2nd train can go to the provider while 1st train is unloading. Usually this way 2nd train arrives in the requester when the first train finished unloading
Been running a 3.6k actual spm produced base just fine with this.
sounds pretty cool! would be interested in the video, do you know the video name / youtuber?
@@TheJarGames it was made by faith like a month ago. Thats where i got the whole idea from. I personally just took bits from his idea and added my own to fit my needs. Try searching "designing ltn style train"
@@Alfol572 awesome! I found the video. It's great! what a brilliant, unique solution. I think I prefer mine because it balances priorities, and is more dynamic. For example, you don't have to add a new interrupt for each individual resource. The balancing of the priorities meaning that the provider stations will have a highest priority if it's 10% full or 100% full, which helps improve production and remove almost-done ore patches. There's some really good information in that video though, and may help me improve a next variation of my train system. Thanks for the share!
That's one of the changes i made personally when i was implementing it. i don't have new interrupts i have one that's universal for all the trains by using the signal parameter in the interrupt instead of actual item.
just use the Speed value V to regulate instead.
The factory must grow
You can skip the clock by just controlling the pump directly based on the speed -- this will have the same end result. Depending on mass and amount of thrusters your most efficient speed will vary, so you'll still need to tune it, but it's a lot simpler than adding a clock in between which basically just acts as a % speed limiter. For my quite large platform with 3 thrusters I disable my fuel pumps once V > 105, which works great!
There is a slight difference, because the speed is not just affected by the thrusters, but also the distance between planets. You get pulled back towards the start for half the journey and then get a speed boost for the second half. Not sure about the exact numbers, but using the clock method you can observe a clear difference. The impact on the efficiency is minimal though, especially compared to no regulation at all
The major difference is that the clock control will give a higher speed in the second half of the trip while the speed control will give higher efficiency in the second half.
I'm here for the tips - Factorio got me here but I have a feeling there's more to keep me around - automation games are my favorite type now. This currently includes Captain of industry, DSP, Timberborn, and The Crust. I wish you much success with the channel, wouldn't be the first one I've seen rise from the low 100's to the tens of thousands
Thanks Jockeril!! That means a lot. I will probably play all of these automation games.
beep boop indeed!
I find I have better speed control when using a empty tank as buffer between the pump and the thrusters and having the pumps controlled by the levels in the buffer tank. Sure it uses up more space but at least this way, but you have a much wider control of the speed the platform goes due to being able say how much fuel goes to the engines based on the buffer tank capacity of 25k instead of the 60 speed steps that the clock has. Also side note: may need more than one pump on either fuel type as you get more thrusters.
I put everything down as you said and im having my trains stuck at unload station and the station is full with items in the train is full to but it’s not moving to the parking area and my loading stations. Chest are full, but the station is disabled and looks like the station you’re enable It’s reading everything that’s in the base for that one item. and trains they’re going to load stations with half cargo and they are going to other stations like copper and getting loaded with copper so now I got a mix train with cargo. 26:13
dang! that's strange. I would be happy to sort through it on discord video call, I also updated the blueprints recently to fix the refueling station's train stop names. let me know if I can help!
@ I do agree with you lol I watch this video 5 times to make sure I was doing right the owner thing I full like I am doing different I am using my own loading and unloading stations. My loading stations about 48 chests and my unloading stations got 32 chests.
@@alboutgaming8760 them some biggun trains.. well hopefully it works out but I am happy to help if I can
@@TheJarGames I’ll hit you up tomorrow on the cord
The problem with speed control is that there is a chance of deadlocking the ship if your thrusters can't get you up to (20 in your case, which is unlikelybut bigger ships etc...) speed with 1000 units of fuel. If you add another combinator you can check if you are moving (any planet signal == 3) and then turn them on. This means your thrusters always have between 40-60 fuel in them whether or not you are parked and you don't take the small efficiency drop right when you launch.
Interesting, great addition to the efficiency mission. Thanks!
I don't see your video showing your first space platform (what I'm up to too, 🤔 I call it the JSS for Jeff Space Station, like the ISS but mine (!)) the JMG Space Platform, which I assume was for Space Science, which is something I need to produce as well... given your heavy use of circuit logic, I'm interested. And, I'm gonna have stuff chucked back into space because I saw that somewhere, and I think that looks cool. In space nobody can hear you scream (except in Disney Star Wars, or put fires out in space without an oxidizer) and I was told many times in various Exec Board emails that pollution doesn't exist if nobody sees you throw it out... ask DuPont!
Lol. Sure, yeah I'll make a vid on my first space platform. It's the John Michael Godier Science platform, as a shoutout to one of my favourite science creators here on UA-cam. All I'm doing is controlling the filters of the pincers to maintain the belt full of the correct astroids. I'll do a video on it, but it might be part of my upcoming Let's Play series.
@@TheJarGames k, cool. I'll look out for that. I watch John too, but one of my comments pissed him off once, Idr the specific topic, it may have been that he presented that the Big Bang hasn't been disproven by the JWST _seeing galaxies,_ let alone stars older than the Big Bang itself. Could have been something else... Idr... he's ok with me these days. But seriously, I was pretty pissed that most of the things we are taught is as real as bedtime stories. I understand the Scientific Method, but the way they present hypotheses as theories and theories as facts, not as yet disproven hypotheses doesn't help the lay ppl take them seriously.* Priests are no longer considered authority (Logical Fallacy: Appeal To Authority) figures because ppl understand the game. Sadly, given the ytube video by Sabine, "The Reproducibility Crisis" demonstrates peer reviewed (freakin' "peer reviewed" studies) are about as real as paying a priest to get into heaven. I left academia decades ago (Applied Mathematics and Statistics dude that speaks da' Engrish, which helped me get a TAship) because I saw what was going on and I could never get funding to honestly find out some things that must have been verboten. I wouldn't take money from the corp that wanted a specific outcome to then say they have a study that shows their product is something the pleb should buy. I'm so not with the program (!) _______________________ * I had the "luxury" of DNA testing my youngest son by the same DNA testing firm as the Maury Show. I know to 99.95% that my son is mine, but I would know with _certainty_ that he was not. Idt the lay person understands that concept at all. That no one, not even God herself can know something is true with certainty (!) though theoretically with numerical methods you can get arbitrarily close depending how much computational time you're willing to use. I know you're not a layperson per se, but if your like my bro (MS Computer Science/MS Computer Engineering) he doesn't get it, or he just won't take anything I can teach him seriously cause he's still mad after all these years that my adv degree he thinks was harder to get than his. (It was, but so what, we're bros! I couldn't make that up even if I tried...)
Not for nothin' but you've seriously expanded my thinking about how Factorio's game system is deep af. I just started to learn circuitry, and both this "simple" happy trails space platform, and your trains and loaders videos showed me how much I don't know after a month back from not getting too far in 1.1... tyvm!
Glad to help, Jeffrey! That's awesome!
If you want to "coast" you can shut off the engines past mid travel distance
Cool! I didn't know that
Is there a way to set up some logic to accomplish this without thinking about it (after you set up the logic for it to execute by itself, i.e., can you read how far you are to/from planets... never looked for that)? Like a constant combinator conditional to the planet you're going towards (I think each planet is a different distance away from each other... Can it be that simple? I also thought it's not really coasting, but the attraction/love* from the planet you're going towards pulling you towards her, at greater and greater speed the closer you get, no? ______________________________ * I can call it this because still to this day, physicists have no idea what gravity is, cause if they did, they'd be able to make Einstein's version play nice with Quantum Mechanics, but they've failed over and over again.
Tyvm for stuff to potentially use _after_ I study it to understand what the heck you've done! Given you don't need space science packs, given I just made my first space platform, I'm hoping I can use this as is after the week it'll probably take for me to understand your logic network stuff (and why you used the white radar wires, being the 3rd logic wire...) along with your "heavy" logistic bot loading system... I'm afraid of the load on my CPU, though having some additional heat in my room just from my workstation, isn't so bad in winter... 🥶 Wait, you're "Secret to Factorio Trains..." uses belts with belt balancers with the logic system here, but without radars (I don't understand everything you presented yet, so that may be missing given you mention in this one you can't set the amount in the loading station based on the unloading station... which I thought you can do given this video... (?))
Hey Jeffrey! Yes, this video is the updated version with more features. Grab the blueprint book and take a look. You can use trains to bring fuel instead of bots if you want. Also, there is no third radar "white" wire, just a green wire connecting to the radar. Let me know if I can help break it down more!
@@TheJarGames k, tyvm. I have already downloaded the BPs, but I don't like the idea of using BPs I don't understand, so I'll play with them off save of my "production [code]" game, and use a copy save as a "test" [code]... and use the BPs when I understand them. Idk why, but I must have misunderstood when someone connected a radar to the logic network. I might have mistaken a _highlighted_ logic cable was a "grey" one... but I recall distinctly that the person (video and person lost to my saturated mind) made a distinction and said "grey wire" for connecting to the radars for some reason... I have to follow up what the heck that was actually about then.
@@jeffreyspinner5437 Yea that makes sense. It was probably "green wire", but maybe I was talking too quiet again. 😅😅
@@TheJarGames Just to test assumptions, is the BP downloaded from part 1 and part 2 the same after you updated it? I downloaded both and labeled them BP part 1 and BP part 2, just in case. I play most of my ytube videos on my 32" flatscreen 2ft from my face (with blueblocker glasses), so I hear everything usually... sometimes a person will [~]see or [~]hear something based on expectations... which is great... not. I could have done that... Finally booting up the workstation to play the game. Enjoy and stay safe given current events, ffs.
@@jeffreyspinner5437 Yes I think I put the same updated link in both of my train videos the most current train blueprints.
Another great vid. Glad to see collectors controlled by logic. You might want to consider adding a inserter that uses logic to drop items off the belt and into space. I usually use the logic for the collectors (collect until 80 ice for example) and multiply it by two to get the cutoff limit (start dumping ice at 160)
Awesome, glad you enjoyed it. That's something I think I need to consider for bigger ships, but with this size I don't think it's necessary. I think it's a must on every ship after mid game, we'll see. Thanks for the suggestion!
It's becomming really compact. Nice. One thing missing yet: the blue inserter for the lower left furnice got lost. You can restore the place you need to place it by using underground belts on the left side too. 😉
Awesome, thanks Uweschwarz1760! I actually noticed that but I think the clip with the update to it was cut out or it made it to part 2. Glad you enjoy the design process!
That's one of the reasons I was waiting for part 2. I assume at end of part 2 shop actually flies. Then any issues become apparent and get fixed.
@@IIMatt_DII Yup! I also have a short coming showing how much more efficient a ship can be with the clock controlling the fuel input pump into the thrusters. It's amazing how much more efficient it is!
I will leave my questions until I've watched Part 2. But just a small bit of constructive criticism, at some points your voice was a little low, like when you were doing the math for working out power requirements for "thruster" section, I had to replay and turn up the volume on my TV to pretty much 70% of max. Most of the video I managed to hear ok when TV was set to about 50% of max. Looking forward to Part 2.
Thanks Matt! I appreciate it!! I have been working on volume and sound balance, I definitely need to keep my voice at a good level and it's a bit of a struggle when I'm designing. Thanks again for the comment and I appreciate the constructive criticism!
Great video mate, looking forward to seeing more!
Thanks JoJoats, that means a lot to me! I was worried that this is a bit long or boring, but I'm sure some will want to see the fully detailed process. I have Part 2 ready, I think it's the more interesting section as it includes the circuitry setup. Will release it shortly!
Awesome video! Thanks for explaining it so clearly. One little notice, at 14:00 there are 2 musics playing, yours and factorio, and its really offputting :)
Thanks boss! I appreciate the comment. In my first video I turned off my in-game Factorio music, I forgot to do that in this video. For my future videos, I will turn off the Factorio music. Glad you enjoyed!
I didn't understand why or what was happening
Always enjoy hardcore biter gameplay so I can muster up my courage to do so😁but honestly informative videos to help grease up my factory is much appreciated your train network was how I discovered you. As a suggestion outside of factorio content, I would recommend Dyson Sphere Program. I haven't played it since Space Age came out, but its fun and unique twist in the factory genre. When I first found out you could build vertically, I knew a dense and tall factory must grow and soar to edge of the planet(s)... Plus you can customise your mecha to resemble your avatar!!
Hey Lazy Cloud! That's awesome, maybe I'll try a hardcore series. I think I am going to do a vanilla series though from the very start of factorio and include sidebars on the theory behind certain decisions. I think it would be fun and helpful! Also, I love Dyson Sphere Program!! I have it, and played it, but haven't gotten to the endgame, so that could also be awesome content and a lot of fun. Stay tuned!
What's the benefit of this over having an interrupt for depot, fuel, load when no train, train x unloads at x? I know I'll always have a train waiting to empty at unload and loaded trains waiting for an open unload station but that buffer seems like a benefit to me.
You can have parking spots with this setup at your actually loading / unloading stations, however I've leaned towards not requiring parking spots at the actual stations because it allows my base to be built more compact together and tighter. There can always be a significant buffer of items inside the chests of storage at the stations, so it's not a problem to have trains waiting off-site, and keep stacked belts flowing. The only time you won't have belts flowing fully compressed is if you aren't mining enough... I like building 1 train stops on the edge of city blocks
Note that this can clog. When the train sits in the cargo row with full cargo, after the 30s have passed, it will stand in the station for a few seconds and try to find a path. In that time, even if it fails and goes back to standing in there, in the meantime, it isn't considered to be in the station, thus the pickup station for the cargo won't be disabled. It would probably not have more than like 3 or 4 trains per item, but depending on the timing, there could be a lot of full trains in the depot. Unsure how to fix this without removing the 30s timer, which would require the more advanced wildcard I mentioned in my other comment.
brilliant observation! I haven't seen it clog yet, but I'll keep my eye on that. When I've left my factory idle for a while, I usually come back to see a good balance of different materials sitting in the train depot, so it's been working great. That's great insight on a potential corner case though, thanks!
Does this system handle over provisioning so when a requester needs something 2 waiting trains don’t end up going there? And you get a left over train with loaded with something. So you don't end up with 10 trains full of iron plates sitting at the depot because there was 1 request
Yes, it does that by using the radar to disable stations. It's not perfect but it's a decent solution.
Man, you've got to write a script. This is impossible to follow with you just ad-libbing the explanation.
Thanks for the comment Mekhami! I will work on my presentation to be more clear and precise.
Something's bugging me. All the loading station have the wildcard icon in them, though it doesn't actually do any "wildcarding", it just searches for any station named "Wildcard 4 Wagons". And I'd love to be able to call my station "Iron Plates 4 Wagons". So I tried doing that, but for some reason it just won't actually interpret the wildcard signal in the station name and search the available stations for any "[ ] 4 Wagons" station, even if I set it up as an interrupt. Wonder if that's just working as intended or if it's something missing from the game.
On further reading, the wildcard help text says "Special Wildcard signal. When used in schedule interrupt, it will match the first item that passes all wait conditions and replace the signal with that item." So, "searching through all stations" just doesn't seem to be possible, since the item the wildcard replaces would have to be defined in the interrupt conditions (and setting the condition "Wildcard = 0" doesn't work). Using the green * (Anything) doesn't do anything either. One might be able to realize that with circuitry, but a) not sure whether that wouldn't collide with the other circuitry at the refuel station, and b) it would probably not extend dynamically if I create a new type of loading station. Unfortunate.
Just seeing, that same applies to the No Path -> Cargo Full target wait condition, the wildcard doesn't get interpreted so the condition will never be true.
I'm not the first to think of this though, see post 117749 on the Factorio forums (don't think I can post a link here). There, Kovarex says "Yes, I never thought about it being used this way, trying to use it to "select" any station (set of stations) with some properties. This might be worth trying to implement, but I don't promise it now." and "this is a feature we will do later." Though I wonder whether later means in a week or in 2.1 :D but that's unfortunate. I'll have to setup differently then, and maybe even go back to dedicated trains until this is implemented.
Things I think would be cool in no particular order: A general "let's play" of Factorio similar to Nialus' old videos. It'd be cool to see a new one for Space Age. As part of this, I'm particularly interested in your decision making process. If there was one thing that I feel is lack in Nialus videos it's that he does a poor job in explaining why he's doing things the way he is. Honestly any of the old content from other creators could do for a freshening. That said, be yourself and don't try to be them. I personally really enjoy content where the creator explains their rationale for why they chose to do something a specific way. Cool thing videos. Likely shorter content that just happens to scratch your itch and get to explain something. I've found a lot of times even if I'm familiar with a thing I can learn more about it or new ways to use it that I hadn't thought of. General organization videos. Kind of like the idea of the general let's play, just different ways that you work out the logistics of upgrades or other similar factory changing events. Again, I love other people's insights on what changes they make and why.
Awesome! Thanks for writing such a detailed comment. I will keep this in mind as I move forward! I think I will do a general Let's Play of Factorio Space Age! Thanks for the insight!
I feel like I must be doing something wrong, I've tried your blueprints and I'm not quite getting the same result so I've been troubleshooting my setup for a couple days now. I'm trying to see if I can adapt this to my "just got yellow and purple science" base that already had trains using the old fashioned one/two trains per commodity setup. I placed your hub, it's big for my needs but that's not a big deal. I noticed first that none of the trains would go to it, and solved that by realizing that all the hub 1 train stations were set to the fueling station and not the one in the schedule. I switched those around and got the trains to go there. I'm not sure if it was a problem with your blueprint or if it was due to how my bots built it but the red wire that informs the inserters to not take fuel missed every other pole and needed to be manually put on. I have re-setup my various requestor and supplier stations with blueprinted ones (space constraints made me have to recreate a requesting station partially), and it seems they're functioning properly, setting priorities and enabling/disabling properly. With that established on to my issues: 1) The interrupts don't seem to be working quite right. Trains in the station will just sit, empty, even when supplier stations are full. I can manually trigger the interrupt and they'll happily go get supplies and even deliver them if a requesting station is ready. They'll then return to the hub and just sit. 2) Sometimes the train logic seems to get stuck. Example I have a train of coal waiting in the hub and my coal levels dip enough to drop coal, the train will move enough that it's no longer considered docked and then sit there saying it has no path. This is doubly frustrating since now other trains will almost exclusively go for coal from the supplier, and I'll end up with loads of trains full of coal since it never shuts off. Not expecting a "fix" just kind of curious if I'm missing something obvious.
Interesting! I think I spotted a bug in it because I used a Fuel Wildcard in the name of the depot stations, which was a mistake. I will correct that today in the blueprints. Until then, I would just rename all the depot stations to something like "<station symbol><train symbol>" and use control+enter to save it, changing all the stations at once and the schedules within the trains. Otherwise it seems to be working for me. Feel free to reach out through discord if you want and I can help further!
MouseCar23 I found the issue in the red wire, it was incorrect in the blueprint! I fixed it and some minor other tweaks including renaming the fuel stations so there isn't a problem with it. It seemed that the train blueprints themself have the correct naming in their schedules. New link updated, let me know if anything else comes up! Always happy to help factoriobin.com/post/bzvymt
woooooooooooooheeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
yeeeeeeeeeeeeeeeeeeeee-hawwwwwwwwwww
You're Video was recommended cause of Factorio. I like the very technical content and of course the avatar. 🤪
haha thanks.
Thanks for the bp. Gonna stamp more of this all over my base as soon as I make enough 235 to actually clear biters for more space.
boooooom
why is the background all creative mode looking?
I'm using Editor Extensions to build in a testing environment
I just have two centrifuges feed the output into each other. Then I have one inserter wired up to remove only one 235 when the machine finishes and an inserter for 238 that only inserts if the machines 238 content is less than 5.
You grew so quickly these past few days! I remember subbing like last week and you were at 60 subs! Congrats!
I do love any Factorio content (tips and tricks, showcasing saves, etc), but maybe you could take a look into Songs of Syx in the future? It's not a very popular game, but the people in this niche are all very loved haha
Thanks Miguel! You bet, I'm so thankful! Going to keep going and expanding!
subbed for tips n tricks for Factorio. never got disappointed.
legendary! More coming!
Drop your Twitch link in description (and the jar, fresh, thingy, I believe the term (if in relation to food preservation early days)) is "fart" "belch" "relieve gas" - I could be wrong, it has been a while since Jars were modern technology..... but I could be reading more into your language than you mean me too? So, what brought me to your channel was trains, and train logic, train networks, circuits etc., so a small guide series towards "hey, you've crash landed here .... but the ""uranium/insert resource here" you need is over here"" so lets get a small, leading towards connected, rail networ, up and running :) maybe? maybe no? A start to finish on getting everything connected by rails, so that when you build a mega base, you know enough to start creating logic networks for them, or trust those who have. (?) edit I miss a ) second edit """"" inserting some of these. They're like Oregano, they don't sound like much, but when it's added, it's a palette changer.. (Please let me know if I get this food trope wrong?!?)
lmao. this is hilarious. yea I don't think I really have a meaning for the burping or relieving gas haha but it just took on some new meaning. love it. that sounds good, I will do more tutorials on trains but also other things in factorio. I may do some on getting bots & trains running from scratch, with my jumpstart blueprint. Thanks for the input!
When you get to larger inserters, as long as the stack size of the inserter divides 40 evenly, you can use that number, so you can use 1,2, 4, 5, 8, or 10 if you want to upgrade it later. Larger stack size will allow less downtime
definitely! good point.
Okay, but what am I supposed to do with it all?? I feel like the limes meme guy, except I'm trying to hold on to too much u-235. My Nuclear plants all have *more than enough* and Im now just crafting the overages to A-bombs but soon I'll just be limes guy meme holding those..
lmao yea, I feel ya. so easy to get sooo much. but hey, you get so much of the dark green stuff, why not convert it all to the good shinies?
Can never have too many a-bombs. Now if only tanks could fire them...
@@noxus0zero292 right? that'd be awesome
@@TheJarGames .... now if they made ICBMs or Artillery nukes I'd be all-in. I guess I'm more wondering what's the expectation from the game that you would be producing all the 235 for? It cant just be power.. can it?
@@chumprock yeah I mean not a bad question, but at least have 2-4 of these reprocessing machines is definitely worthwhile. You can move more and more to just fission power, using the nuclear fuel for trains, and blowing up biters with nukes... I still usually have way too much 235
nice video but Factorio sundtrack in the backgroud is a bit disrupting
good point. I will have the in-game music off and just add my own music (mostly master planned music) for the future.
This is an amazing tilable Kovarex system, 10/10! How did you get the Blueprint mode up? A friend and I haven't been able to do this since Space Age. We can make BPs normally in game though we want to do full test runs of systems before making them
It's a custom scenario through a mod, "Editor Extensions". You have to enable the mod "Editor Extensions" and then create a test scenario. Super useful. There is another mod I've used that allows that type of blueprint lab in-game, but I didn't find it as... nice. I dunno, I prefer my vanilla game separate of the testing zone game-save.
@@TheJarGames You sir, are amazing. Thank you!!!
@@QuantumVLOG Always glad to help!