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Jar Games
Canada
Приєднався 18 лис 2019
A brain in a jar, playing video games.
Oil, but it thinks for itself | Let's Play Ep39 | Factorio Space Age
This time we do cubes the SMRT way. Does it work? Nobody knows!
Do you like the Jar vibes?
Hit the tip jar to keep us going!
ko-fi.com/thejargames
Blueprint for SMRT Cubes
factoriobin.com/post/kswwh2
0:00 Intro
0:26 We have jars!
1:00 Quick ship upgrade
4:07 SMRT Oil - Upgrading Oil on Volcanus
7:31 Dynamic Cubes Rabbit Hole
16:44 Solving the Circuitry
26:21 Rocket Fuel
34:42 That's it for now!
Music by Master Planned Music
Do you like the Jar vibes?
Hit the tip jar to keep us going!
ko-fi.com/thejargames
Blueprint for SMRT Cubes
factoriobin.com/post/kswwh2
0:00 Intro
0:26 We have jars!
1:00 Quick ship upgrade
4:07 SMRT Oil - Upgrading Oil on Volcanus
7:31 Dynamic Cubes Rabbit Hole
16:44 Solving the Circuitry
26:21 Rocket Fuel
34:42 That's it for now!
Music by Master Planned Music
Переглядів: 125
Відео
Science goes home! | Let's Play Ep38 | Factorio Spage Age
Переглядів 1012 години тому
We finally ship some science back home. Low Density Structures Blueprint factoriobin.com/post/fqml2w 0:00 Intro 0:21 How will we send rockets 1:02 Designing Low Density Structures 15:14 Getting the Molten Fluids we need 21:25 Connecting the LDS 22:29 Fixing up Oil 25:33 Plastic 27:51 Producing First Rockets Music by Master Planned Music
Volcanus Science | Let's Play Ep37 | Factorio Space Age
Переглядів 1634 години тому
And simple oil setup. This gave me a metallurgic reaction. Blueprint: factoriobin.com/post/syzb1e 0:00 Intro 0:13 Base Update 1:45 Is it going to be oil? 2:46 Gotcha ;) 3:29 Designing Tungsten Plate 8:16 Yeah but we actually need oil still... 18:51 Designing Metalurrgic Science 26:50 Placing the Science 28:05 Why make stone into landfill (to ship) 29:19 Ok bye! Music by Master Planned Music
Unlimited Refined Concrete | Let's Play Ep36 | Factorio Space Age
Переглядів 1,4 тис.7 годин тому
Let's get some purple wafers and install a concrete floor across the entirety of Volcanus. Refined Concrete: factoriobin.com/post/xknutt Tungsten Carbide: factoriobin.com/post/p6pamq 0:00 Intro 0:10 Quick review 2:33 Unlimited Concrete 5:41 Some basic supplies 6:49 Tungsten Carbide Design 7:58 Quick ship sidebar 9:56 Back to designing 24:51 Blueprinting and Gotta Run! Music by Master Planned Music
Sushi Scientist | Factorio Spage Age
Переглядів 2,7 тис.9 годин тому
Get your sushi on Blueprints: factoriobin.com/post/uf60id 0:00 Are you a Sushi Scientist? 0:00 Most Important Factor - Belt Capacity 0:45 48 Belts... 1:27 20 science - why? 2:55 Quick note on Read-All belt monitoring 3:33 What it's doing 5:42 The Requester Chest Option 7:08 That's it! That's all! You are now a Sushi Scientist Music by Master Planned Music
Mining Tungsten | Let's Play Ep35 | Factorio Spage Age
Переглядів 2369 годин тому
Killing some worms, getting some tungsten. We prepare for the great Volcanus takeover. 0:00 Intro 0:14 Looking for Tungsten 2:47 Ummm tooltips? Tank dies... 5:25 Finding some coal 5:53 Why did my ship get damaged! 6:25 Finding a good Tungsten Patch 7:03 Double Worms - Don't perturb the chonkies 8:00 Cliff explosives soon please! & Planning the bus 10:27 tappin da tungsten 12:07 That's it for no...
It's Heating Up | Let's Play Ep34 | Factorio Space Age
Переглядів 29012 годин тому
0:00 Intro 0:12 Flying over there 1:19 Let's drop down! 3:12 Who forgot the robots? 4:13 Jump-start Solar 5:02 Fart Liquid 5:40 Logistics Setup 7:48 Volcanus Power 10:21 Our First Tungsten Carbs 11:16 The things we do with coal 12:49 First Foundary 14:51 Building up the Volcanus 15:30 Demolishing our first Demolisher 17:06 We are set up on Volcanus Music by Master Planned Music
Designing First Space Vessel | Let's Play Ep33 | Factorio Space Age
Переглядів 57416 годин тому
We're about to get off the ground and in this episode we design the vessel to take us afar. Blueprint: factoriobin.com/post/kv1tx7 0:00 Intro 0:20 Ammo Change-over base update 2:57 Starting the Design 4:44 Starting with the back end 18:42 Front of the ship 23:16 Designing the Ammo 31:08 Turret and Grabbers 45:48 Circuitry time 56:10 Final Touches 58:21 A Little Chonky in the rear - Outro Music ...
Power Armor Manufacturing | Let's Play Ep32 | Factorio Space Age
Переглядів 54419 годин тому
0:00 Intro 1:00 Base Review! 1:50 Modules Placed & Blueprint Theory 3:33 Starting the Kovarex Party 5:11 Nuclear Solution & Pump up the oil! 9:42 Armor Design Quick 25:24 Fixing Red Circuits 27:35 Derp, forgot the Exo Skeletons 31:33 Outro and next steps Power Armor Design: factoriobin.com/post/96nawb Ammo Machines: factoriobin.com/post/843w09 Kovarex: factoriobin.com/post/n86ho4 Music by Maste...
SPACE SCIENCE! | Let's Play Ep31 | Factorio Space Age
Переглядів 24621 годину тому
How to design space science platform?! Yes Please! Science Platform: factoriobin.com/post/cyxafz Drop Zone Logic: factoriobin.com/post/v9w5ol 0:00 Intro 0:27 Readying the starting gear 2:20 Beginning the Design 29:05 Blueprinting the design 30:08 Building the Dropping Facilities 32:52 Space Requests Logic 39:37 Space Science FLOWS! Music by Master Planned Music
Launching First Rocket! | Let's Play Ep30 | Factorio Space Age
Переглядів 259День тому
Launching First Rocket! | Let's Play Ep30 | Factorio Space Age
New Robot Builder Design | Let's Play Ep29 | Factorio Space Age
Переглядів 672День тому
New Robot Builder Design | Let's Play Ep29 | Factorio Space Age
Research Commences! | Let's Play Ep28 | Factorio Space Age
Переглядів 428День тому
Research Commences! | Let's Play Ep28 | Factorio Space Age
Early Game Production & Yellow Science | Let's Play Ep27 | Factorio Spage Age
Переглядів 295День тому
Early Game Production & Yellow Science | Let's Play Ep27 | Factorio Spage Age
Almost Died Designing Purple Science | Let's Play Ep26 | Factorio Space Age
Переглядів 39514 днів тому
Almost Died Designing Purple Science | Let's Play Ep26 | Factorio Space Age
Designing Blue Science | Let's Play Ep25 | Factorio Space Age
Переглядів 34314 днів тому
Designing Blue Science | Let's Play Ep25 | Factorio Space Age
New Military Science | Let's Play Ep24 | Factorio Space Age
Переглядів 36914 днів тому
New Military Science | Let's Play Ep24 | Factorio Space Age
Testing them ALL - Inserter Throughput | Factorio Space Age
Переглядів 4 тис.14 днів тому
Testing them ALL - Inserter Throughput | Factorio Space Age
Erasing History | Let's Play Ep23 | Factorio Spage Age
Переглядів 24214 днів тому
Erasing History | Let's Play Ep23 | Factorio Spage Age
The Glory Hub | Let's Play Ep22 | Factorio Space Age
Переглядів 75914 днів тому
The Glory Hub | Let's Play Ep22 | Factorio Space Age
Biter Fossils Be Warned! | Let's Play Ep21 | Factorio Space Age
Переглядів 23314 днів тому
Biter Fossils Be Warned! | Let's Play Ep21 | Factorio Space Age
Uncommon Serves The King | Factorio Space Age
Переглядів 3,5 тис.14 днів тому
Uncommon Serves The King | Factorio Space Age
Slow n Steady Reds | Let's Play Ep20 | Factorio Space Age
Переглядів 59714 днів тому
Slow n Steady Reds | Let's Play Ep20 | Factorio Space Age
A Tsunami of Green, sooon | Let's Play Ep19 | Factorio Space Age
Переглядів 50521 день тому
A Tsunami of Green, sooon | Let's Play Ep19 | Factorio Space Age
King of Unloading | Factorio Spage Age
Переглядів 7 тис.21 день тому
King of Unloading | Factorio Spage Age
Bus Blitz | Let's Play Ep18 | Factorio Spage Age
Переглядів 35921 день тому
Bus Blitz | Let's Play Ep18 | Factorio Spage Age
Chugga Chugga | Let's Play Ep17 | Factorio Space Age
Переглядів 42121 день тому
Chugga Chugga | Let's Play Ep17 | Factorio Space Age
Smelting Sprint | Let's Play Ep16 | Factorio Space Age
Переглядів 59521 день тому
Smelting Sprint | Let's Play Ep16 | Factorio Space Age
Side Splitting Unloaders are Old News? | Factorio Spage Age
Переглядів 13 тис.21 день тому
Side Splitting Unloaders are Old News? | Factorio Spage Age
Strategizing Smelting | Let's Play Ep15 | Factorio Spage Age
Переглядів 57221 день тому
Strategizing Smelting | Let's Play Ep15 | Factorio Spage Age
Hi, I'm currently on 7:43, you mentioned pump limits, quick-question-and-possibly-a-cool-tip from someone who never played Factorio xD... If you put more pumps in parallel do they increase the throughput?
Your design process is very zen. It is pleasant.
I'm working on my Nauvis upgrade plan, so after a planet I have an upgrade ready to go. Trying to build a foundry setup the same width as a smelting stack so i can slot in the replacement.
@@BinarySecond glad you enjoy it! yeah that's cool - the foundries usually take up less space for wayyy more throughput - it's amazing.
Walter White screaming in the car: JAR YOU'RE MISSING RED INSERTERS JAR!
I know what to do with the jars! ;) I do really like your tutorial videos. Did you ever add that missing inserter to at least one of the purple I-beam foundries?
I got purple in my eye?
@TheJarGames 🤣 Sorry I meant Tungsten Plate.
@@itllgetyadrunk omg lmao someone else said it too and it finally clicked. thanks for havin my back
Thank Jar man. I'm glad you recovered from the early 2000s horror meme
That latching with a single combinator is very spicy, nicely done.
@@BinarySecond I almost died
JARS!!!
Server is off again, thanks for the great progress this stream! Oil, tanks, nuclear, trains, military and blue science, and a ton of research. Coming to you this Wednesday at 7pm cst, BOTS! Same jar time, Same jar place.
LFG!
Live!
First!!!
Use Nixie tubes mod for display?
thnx BobFitchKSP! I tried it shortly after, but didn't even know it existed. It's a great addition for future tests! Thanks again for the suggestion!
The music is fantastic to listen to while watching the series. Plus you explain things very well. I'm glad I found your channel. Keep the good work!
Yo thanks Cyclonite! Really appreciate that. Many thanks to Master Planned Music for the copyright-free music. City Planner Plays ftw! what a champ. If you can, buy my a coffee at ko-fi.com/thejargames no pressure, but it helps a lot with keeping the series going!
Well now. My Vulcanus base has some good pasta in it, with a small buss, and i had to get real creative to belt my tungsten in using bots to jump the lava.
interesting! never thought of using bots to jump lava
i might be missing something but i think you can technically complete vulcanus without having to use simple coal liquefaction. I believe normal labs work on vulcanus, in which case you can ship all the other sciences there to do the research on vulcanus without ever launching a rocket edit: would also need to ship some heavy oil barrels i suppose if you were really avoiding simple liquefaction but probably better to just bootstrap it with a single simple liquefaction building. i suppose you could also just ship in enough rocket fuel and processing units for one rocket
please I beg don't leave 2 musics playing at the same time this bothers my personal autism so much I can't focus on your explanation
lol thanks I definitely get it. this was, I think, the only video like that - we've come a long way since then! Check out the most recent video on the train system, ua-cam.com/video/7oBIcseWXHg/v-deo.html
I cant get this working for me, my depots are constantly being filled by trains waiting for deliver. I swear I am using the updated blueprints, I have deleted the trains, and train stops multiple times trying to fix it. I have no idea what else to do, I tried joining the discord for help but the captacha says "interaction failed" when I try to verify.
Hello Dakota! Thanks for reaching out. Other people have been having issues with the captcha in discord and I'm going to remove it and rethink the entry experience. I added the correct role to you manually though in discord so you should be able to access it. Let's debug this in the Factorio channel! I'm available for screen share video call if need be, we'll get this working
We all had a blast! The server will return Monday at 7pm CST when jar goes live again. Join the discord and I hope to see you there!
Hello... I'm following Jars videos specially the testing stuff 😊 Is the server only online when he is playing?
@fiored9199 Yes, the server will only be available when jar is streaming it. We decided that if it was left running without him he would come back on Monday to fusion power lol.
Damn... it's 2am for CET. Won't be able to join.
first thing i do on vulcanous is set up belt production in bulk, using only foundries belts pipes and inserters. I copy it to other worlds if i move liquids there
Nice! I will likely do the same shortly, but I want to make sure my placement is good so that I can also fit the turbo belt production. So glad I got concrete up right away though, something makes me feel so great about a nice, tame, paved landscape
Great video, Jar🎉
Great content. I think your channel is about to take off. Also, I wonder if one were to drink your head, if ityllgetyadrunk.
lmaooooo thanks ittlgetyadrunk - one day maybe we'll find out 😉
I wish there was circuit wire option which would return "belt leftover capacity" or "belt total capacity" for the "hold belt" area, so you could just do the item calculations using math combinators.
that would be awesome, yeah "read belt capacity" signal
Looks good.
Thanks Fumbler! The blueprint I added actually is even better than the video... but yeah,
I use the mod Bob's Adjustable Inserters to place items in the lane I want. Of course not an option if you want to stick with vanilla gameplay.
oh that's interesting
Because of filters: "inserters will only put stuff out of the box that's in the box..." - would like to see the inserters putting things out of the box that are not in the box... 🧐🤭
2 sciences per belt, several belts all leading to one head lab, then that lab passes the sciences down to the next in the lab chain to the rest. I don't see why anyone needs a setup other than this.
because, sushi
This chain filling often leads to heavy lab flickering which signals the research process slowing down due to science shortage for small intervals. It is only a good choice because it is easier to build and takes up less space. If you can do it, it is always better to directly feed each lab.
@@narancs5 yeah 100% - I am actually not really a fan of sushi belts, and I don't use them in my gamesaves... but I felt like trying it out from a theory perspective
Nice setup! Are you playing a mod or can you configure something in the world settings to get to this sort of editor?
You can do this type of thing in vanilla, but I enable a mod called "editor tools" and start a game in the testing environment. feel free to join discord for more help
Decent tutorial. Some thoughts: 1. To have precise amounts being added to the belt, add an arithmetic combinator to each inserter that subracts the current count from desired amount and outputs a signal that the inserter uses to set the stack amount. The inserter will then transfer the maximum amount until less than that is needed, whereupon it will transfer the exact amount needed to match the desired amount in one final pull. 2. For higher throughput, I just use splitters pulling from feed belts, where the belt right before the splitter only turns on when more items are needed. It isn''t as precise, but can dump up to 60 items per second onto the belt. (I also prioritize adding new items to the belt, holding up prior items as necessary.) 3. I also add lane balancers at the sushi section's input and output to ensure that one lane doesn't jam. 4. For more throughput, you can run multiple belts. This multiplies the chance that the desired item will be available as soon as needed. (i.e. instead of 8 chances, you have 16, etc.) You can get *REALLY* crazy throughput if you weave belts. For example, weaving the first three tiers will provide 90 items per second, all of which can be accessed by bulk/stack inserters. Placing three inserters--pulling from each belt colour--will triple the chance of the desired item being available on top of potentially tripling the quantity pulled. 5. Running the belt back past the labs/etc. will give them a second chance at pulling the items needed. 6. That logistics version is very clever but I can't see it keeping up with later-stage science. (The stack size trick would work well with it.) Cheers!
I liked your throughput test videos but I feel like this tutorial is not good. The belt needs red science? Good grab a green one. All those combinators doing nothing that could not be set on the inserter or belt itself. My early game was simple, belt disabled if sushi ring contents for that science is greater than a value S from constant combinator, since the labs will expand inevitably. Every second science is sideloaded on the other side of the belt with either underground or inserter.
You don’t need to use the *-1 arithmetic combinator, the constant combinator can also multiply by -1
That would mean the inserters have to be on for signals that are below zero, which afaik doesn't work for setting filters. (Unless you're doing some integer overflow shenanigans; but the 2 extra spaces for the combinator and the 1 tick signal delay that you'd avoid are not worth _that_ headache.)
This is good, but I just use a sideloader belt setup.. I check the content of the single belt tile being loaded + one tile after it, and enable the sideloading belt if it doesn't contain the pack you're loading. No inserters, no capacity-specific logic. So in short, just add flasks when the sushi belt has a gap.
So much this, inserters are unnecessary.
@@AlexanderBukh have a blueprint with this design? I would like to see it
@@TheJarGames Unfortunately I can't give you a link, the URL gets my post deleted. All I can say is, take a standard sideload belt setup. Wire up three belt tiles. Two on the sushi belt, one on the sideloader. Enable the sideloader belt if (sci) == 0. Read+hold the two tiles of sushi belt. Now it only runs if there's a gap. Sorry I can't show my example, but I swear it is very simple.
@@creamydonk yeah I think I understand but it seems like you would need one belt for each science which doubles the input belts... anyways you could post the link but break it up like factoriobin . com / post/2345lkj45 so that it doesn't get deleted and I can construct it and view it. all good though either way, I appreciate the idea just wanted to see it in action
@@TheJarGames Ah good point. In that case I put it on factoriobin, the post id is g279nu And yes, one belt per thing. That is how I usually do things though, since I don't mix the outputs until they get to the sushi ring. I make a fairly huge ring behind the base and just tap everything into it.
Thank you for making this. Not many videos on sushi belts, and the few that you find are not very clear.
Always happy to help!
I love SUSHI!!!
When will they learn to just hand over the sugar??
right? I mean sheesh - I just want to bake a cake already
@@TheJarGames😂 I couldn't tell if you had used the tank equipment grid or not? Tanks get have L E G
@@BinarySecond woah wait I didn't realize that LOOOOL!
@@TheJarGames also remote control from other planets. It's like a really bad spidetron.
I've updated the blueprint due to a brilliant commenter jarring my brain. factoriobin.com/post/uf60id The belt sushi is now more accurate and more compact design. Thanks!
you could cut the decider combinators by using filters an the inserters and enable/disable them based on the capacity. i probably would still use a constant combinator to be more flexible in case you need to expand your science setup
yo dang SvenWM!! Great Idea! I set 1 of each of the inserters to filter only one type of science, then I set the enable condition being that type of science > 0, AND I set the stack size to the same science signal, so it won't ever pick up more than is needed. Now it's even more compact, simple, and accurate. Brilliant! Now this video is old news lmaoooo
nice vod, ty for tips
you can make a parameterized BP which changes the capacity amounts relative to your currentbelt tech lvl, research spd lvl, and also amount of labs being fed too, and feed it into the new combinators to make a dynamic sushi belt which overstocks thebelt or understocks it with ceetain sciences relative to what is beingconsumed and in what quantities
Glad you enjoyed it David! Thing is, it only really matters what your capacity is - based on your belt length in your specific setup. The length of your belt and what inserters you use is really the only things that matter. Join up the discord and let's continue the conversation! Maybe you can take the blueprint and parameterize it to improve it :)
Now were thinking with FISH edit. traincar buffering science? hrmmmmm :p
I'm going to send you a traincar of fish for your birthday
@@TheJarGames yoo!
#1 feature of vulcanus, cliff explosives. everything else is good too. personally ive just been placing tons of solar panels. I did see the "free" power from sulfuric acid but wasnt sure I wanted to do that when solar panels are litterally free
I am not sure why I dislike solar so much... dang hippies
I went Gleba first and it was *amazing* to have a Spidertron to get around before cliff explosives. Mech Armor is probably just as nice but I haven't done Fulgora yet. Having a setup of a few Biolabs too has made it super quick and easy to get the science done, I sent like two shipments and have all the tech trees finished. Gleba first is really solid and it gets more flak than it deserves, though it is troublesome to defend it. Tesla turrets seem to be the best option for that though.
@@mousecar23I think Gleba first could be great. I also think it's probably the easiest base to have pre-planned as it has so few inputs, two fruits and water.
@@mousecar23 yeah that's awesome - Gleba is pretty good. They are weak to tesla turrets
big mining drills and foundries are awesome. Its probably the most boring of the new planets but its also probably the best for expandability. no active enemies and the metals can be pipped which means insane throughput in just one pipe. seriously considering moving my main base from nauvis to vulcanus and just shipping the science back to nauvis for research
Why not just unload last save after losing your tank and can increase video to 25-30 minutes
Hey at around @6:23 you put down a ton of storage chests and they were being filled with an individual thing each. Did you cut the process of selecting each individual storage box to a specific item? ~@11:23 when you pulled out your refineries, you didn't have that selected in the logistic slot, so I'm a little confused how you got all the red and green circuits to bot to the same places (!) ~@12:33 the steel storage chest didn't have steel selected either... what is this voodoo you do? I have all my storage chests (and passive provider chests) linked to my logistic system so I can keep track on what to trash or not (I'm on Fulgora atm trying to get its Science research opened...) like what you did on the original small mall build so many weeks ago... but that looks wrong now, given what you're doing (!) at least with the storage chests...
This is a feature of how bots work. Checking the storage chest wiki bots will fill storage chests in this order 1. Storage chests with a matching filter 2. Storage chests with a matching inventory 3. Storage chests with no filter and no inventory 4. Storage chests with no filter and a mismatched inventory Since Jar placed down more chests than types of items he has to store (as you can see at 11:23 there are still empty chests) the bots stopped at step 2, filling storage chests with the matching inventory to the item that they carry. As for Fulgora, all items in all logistics chests will show up in the roboports logistics network. By connecting some cuircuits to the roboports, you can trash only items over X ammount in the logistics network. For example, ( roboport ) >>> ( decider combinator, "for [each] > #, output [each]" ) >>> (arithmatic combinator, "[each] - # = [each]" ) >>> (requester chest, "set requests from circuit network" ) Hope this helps!
@@EXOgreenMC Thanks a lot EXO, I didn't realize I didn't know I didn't know I didn't know that the wiki actually spoke to this (!) I only knew, I didn't know a lot about Factorio, so I asked... Btw, noted and saved your reply text. I will replicate your suggestion and be less encumbered as I'm trying to get my newly minted rare recyclers and EM Plants to help me conquer my newly found quality issues (I always want more and more!) I want rare tungsten carbide stuff to build some machines of higher quality... maybe the foundry and the big mining drills, idk, and plate for coming soon for meh: fusion reactors... but I think that'll just get spoiled 😁
@@EXOgreenMC I learned yesterday on the Factorio discord, it's more parsimonious and less wasting of resources to make quality foundries instead of making quality components first, and recycle them instead going up the quality chain... Is that your read too?
@@Logically_Fallacious Thought I replied to this, but must have missed it. Im still new to quality, so I havent figured out the best way to do it. I basically didnt touch quality until I had unlocked legendary quality on gleba, and was making legendary quality3 modules. Well, except for quality armor and components. Since all the products can come from machines with quality, I would just add a second line coming off them that only outputs quality modules. then feed those quality ingredients into a foundry with quality mods for a chance to get even higher quality.
@@EXOgreenMC It's possible, I learned so much yesterday, I saturated me little brain. When that happens there are marbles that may fall out of my ears that I don't notice to pick up and put back... Sry, if I asked the same question. Enjoy.
You silly goose! not remembering everything all the time.
lmao - I try 🥵
What does solving these problems look like if I am limiting myself to a wireless, circuit-network-less factory? Are they solvable with acceptable efficiency? How far can I push the limits of interrupt-driven logic and parameterization under these conditions? I've resolved to explore these queries in my current active save.
Hey Branllyr240! If you don't want to use wires or circuitry, you will just have to either A) live with generic trains that go to any stop, and use interupts that send it to the correct unloading station based on what goods it has, which makes trains just go to the closest loading station every time. OR B) The better option, just set up trains that are not auto-trains that go where they are needed. Set up trains that go to only one type of good, and use interupts to refuel them. basically use the same train setup as factorio 1.1
@@TheJarGames I am not so sure of this. To what extent have you explored the practical applications of the 'Station is full'/'Station is not full' interrupt conditions?
@@branllyr240 well, pretty extensively as you can see with this system (and the other 2 videos on this train system in my channel). but, that said, why not use circuitry?
@@TheJarGames aesthetics, partly. Even well-curated wiring looks cluttered to me, especially having built up factories around a wireless paradigm for hundreds of hours now. But beside that, I enjoy obtuse, unconventional, unpopular ..yet paradoxically functional designs. That the Factorio sandbox is designed with such latitude for atypical problem solving is for me among the greatest factors of its appeal.
@@branllyr240 Yea that's cool. well give it a try and let me see what you come up with. I think you could get most of the way there without circuitry but you won't have quite as nice balancing of the workload
This was really helpful for me in making my own inner planet freighter. I've been putting it off because I didn't want to think about it too hard and just using my personal ship to cart things between planets, which works but it's not really built for it. Going to Gleba first didn't really help since there's not much to export aside from some Bioflux for Biolabs, stack inserters, and science that you can't store long term so it makes sense to just make JIT deliveries.
That's awesome mousecar23! Glad it helped. I would definitely suggest exporting plastic from Gleba, if only to Volcanus. If you are in discord (or join discord?) share a pic of your ships! Would love to check it out
Hope your New Years with the Family goes well. I'm having the same thing, but kept it small. More chips, dip, party food and alcoholic beverages for me (!) I was watching you build your ~14th first space platform and I wondered why you didn’t use fusion reactors… Then I remembered different streams… 😄 That being said, now I know you’re most likely like I being a Caucasian with a Hispanic wife (except now my ex given I had to DNA test my youngest son* for some reason for me that was a deal breaker), and you said sometimes she comes in the computer room and passes by… _____________ * Unlike you, I took my wife out of a ghetto and showed her whitelandia, but she fought her way right back into the ghetto. …you can take the person out of the ghetto, but you can’t take the ghetto out of the person I guess. Is your wife like an Aztec or something cool like that, or from a transplanted European family after WWII, or none of the above? I’ve seen some attractive South American women that look like living fossils …ancient pictures in history books with the same face, but alive! When I was spitting blood teaching my wife how to speak English like a native speaker, she’d say funny things like “sheep” for ship and always the past tense for the present tense. For some reason when you said ship last night it reminded me of better times when I too had a wife and she said sheeps for ships… 😇 and only slept with me. [ffs]. The best 3 years of our 14 year marriage. <- 👀
dang bro I feel yeah. wishing you a great 2025! Happy new year!
Man I love how ships look sideways like that thumbnail. I need a mod that rotates ships visually in-game!
it just looks... faster!
You guys should just put on something like this and travel through space! _Born to be Wild_ ua-cam.com/video/rMbATaj7Il8/v-deo.htmlsi=Q6bsLogG_cuf3CGw
Очень интересное видео🎉 Желаю усидчивости и уверенности в себе в новом году, у тебя всё очень хорошо получается. Нужно лишь отполировать твой навык рассказчика❤
Thanks! I appreciate that a lot.
Dumb question I can answer by just loading up the game and trying but: can a splitter output into another splitter but from the side? Like how belts can output into one side of an underground belt. IDK why I want to know about this specifically, but it would be neat to use stack inserters to offload into splitters into dual opposite facing splitters into double belts into trains. For no other reason than "it's overly complicated and looks cool" 😂😅
lmao I actually don't know - if you push this quest further let me know the results!
@ conducted the test. It does not work by itself. But inserters work between them so it technically does work lol.
@@Sphendrana cool!
@@TheJarGames Update: just using belts into the splitters is fine, but we're back to basic belt balancing with that lol. It would be pretty nice as a bug of we could do this lol. It would be very compact XD
I just noticed your builds are starting to get more and more compact, esp last episode when I noticed (maybe missed it a few times prior (!)) you deployed a kind of factory design upgrade. That being said, have you noticed you've been "belt weaving" power poles and inserters now? You've embraced the sushi belt in SPACE Space space, so what's left to lose? 😂 ua-cam.com/video/JGlla4vGxkY/v-deo.html 🙀 Lastly, I _thought_ you didn't like using beacons, but you do use them sometimes (e.g., oil pumps) but not with your minimalls like the power armor build in this video. What is your decision matrix for placing beacons and not placing beacons, if any? I saw you beacon all the red chips and near the end the blue chips, but Idk if I completely understand your thinking process.
Hey Jeffrey! Yes, I have been trying to get more compact with my designs... plus I've learned so much.. As for the beacons, generally I will beacon things that need all the throughput it can get. I only really beacon the oil because why not? need the excess pull out of the ground. The circuits, similarly... trying to max out the builds. It's usually productivity modules in the buildings and speed modules in the beacons, but not always. For the lower throughput, there's no real reason to beacon it. The armor build for example, it ran for like 5 minutes then it's done it's job. I probably could have hand crafted it all but I don't like that, I'd rather have a blueprint I can just let do the work. Anyways, beacons aren't as good as they were before because the benefits drop for every beacon you add effect to a building, but it still is positive. for example, 3 beacons affecting one building will not do 3 times the beacons effect anymore. That said, I beaconed the crap out of that one copper ore patch because I just want it out of the way.
@@TheJarGames k, thank you for your explanation into your thinking about stuff. There's this fff-409-beacon-numbers that says somewhere around 8 beacons it becomes counterproductive to add more, but until then it's all peachy. My issue was for whom the bell tolls for a beacon... but it makes more sense to me now. Simple rule then: if it is a continuous production line or feeds a production line, beacon. If you can fit more than 8 (I never could) stop at 8.
first jar!