Infraspace - SOLAR-SIDED MOUNTAIN - Factory City Builder, First Look, Let's Play, Ep 2
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- Опубліковано 7 лют 2025
- Let's fill the Infraspace with factories galore, creating glorious road gordian knots! Buy on Humble (purchase supports me directly!): www.humblebund...
A huge thank you to Dionic Software for providing me with a game key!
Release Date: 15 October 2021
Playlist: • Infraspace (Factory Ci...
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Timberborn (Iron Teeth Hard Mode, Beaver Colony Builder): • Timberborn (Iron Teeth...
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About Infraspace:
Produce Everything you Consume
Out on the edges of human space, you can't build a city by spending credits. Instead, you'll have to put your first astronauts to mining work and get some raw materials. Once you have some iron, carbon, sand, and sulfur, it's time to set up your first steel mill and concrete factory to start laying down some infrastructure. Even necessities like food and oxygen require a steady production chain that must not be broken!
Transport Infrastructure
InfraSpace simulates every. single. car. Each resource you ever produce needs to be transported to a factory for processing and each product needs to go to a habitat for consumption. Your road network can handle a lot, but without your oversight it will grind to a halt and drown in traffic eventually. Build highways, roundabouts, and multi lane roads to ensure the production heart of the city keeps beating.
Population Growth
Your first colonists will be astronauts, the best and the bravest humanity has to offer. Give them food and shelter and they'll keep your outpost running no matter what. As your settlement grows, you need to cover the increasing workload by employing scientists and engineers, which require a few more creature comforts. Any city of sufficient size will sooner or later be home to more and more families as well, so make sure your schools can handle it and you are able to deliver the latest VR-edutainment products as well.
You don't have to play hard
Traffic management can be fickle and survival can be tough. You can adjust the difficulties of both to make your city management experience as easy - or as hard - as you want it to be.
#Infraspace
#KatherineOfSky
I think "Wind Mines" are an awesome name!!! its great that this joke/name is being carried across multiple games and playlists!!! 👍💯
XD
If you use the move tool and click the nodes of the roadways you can do several useful things: 1) move the nodes to allow for a crisp 90* anchor point, 2) change the length of a road without having to delete, 3) get a distance measurement of the selected road that makes it easier to build out a perfect square at the other end of the block, 4) move the connected roads to avoid obstacles or create space between the roads and buildings to upgrade to wider roads. Love your videos, super excited to be jumping in on this game and compare notes to what you end up doing.
So far this has very interesting premise. Love how they put the transport and logistics in the spotlight instead of making this all about ratios and production. If i was living on top of the hill having to work at the bottom with all the trucka on the roads id prolly just parachute down and climb back up.🤣
hahaha!
I think aerial tramway is on the wishlist for future development; which would be cool for such situations.
Wow you’re playing this very differently from me. I have 1 area with like 3 districts all together then a small outpost for aluminum. You’re spreading all over the place haha. Part of the fun of these games is seeing how everyone is playing.
Concrete roads, take me home
To the colony i belong
Home appliances, needs to be higher
Concrete roads, concrete roads
Buildings that give efficiency bonuses to other buildings seem to be the ones that produce the items included in the crafting recipe. Concrete gets a bonus from sand mines and green science gets blue science, home appliance gets from green chip...
Does seem to favor building manufacturing as a semi-modular setup - mines lead to intermediate product lead to end products, all in close proximity. You both get the efficiency bonus and very short transport routes for easy traffic management.
45:30: That looks like the same system as that traffic manager mod thing for Cities Skylines... nice to see that catching on, it's a great way of doing it.
We need @BiffaPlaysIndie to play this .
That roundabout is wild! I like the creativity that this game allows.
A cloverleaf there might work better though 😀
Glad you appreciate my efforts! :-) Indeed, we might need to build a cloverleaf when traffic gets worse!
@@KatherineOfSky the roundabout looks like a throwing star.
Professor playing this video: "And this class, is what we call Suburban Hell. Just watch one of these trucks and see how long it takes to deliver its goods to the customers. And likewise. How much unpaid commute time the worker will have to commit to to have a job."
heck in factorio she sets out Where her main bus will be ... in this she slaps a road down then builds beside it so it cant be upgraded a bunch ... she needs space for a main 6 lane highway to bring stuff around and buildings laid down to set the basic roads for supply ... that eventually get swapped to oneway's so they go from the farthest end from the 6 lane highway ... and put a junction that runs the feeder trucks along the one way road to who needs what and then all would be fine ... but no she went for pretty and got ... a spaghetti road system that gets more stuff lost than working
The oxygen building must be built near the house because if you do a neighborhood of oxygen building far away from the house the truck 🚚 will take time to deliver the oxygen, this is why you must build oxygen building more closer to houses 🏘
45:45 one left turn (from "left" to "up" or "orange" to "green+yellow") is missing.
Are the solar panels less effective in the shadow? Are the wind turbines more efficient at higher elevations?
I think they have a fixed output value unless they are in each other's aoe (windmines)
This feels like a cross between factorio and city skylines.
Also the ability to decide what lanes can turn into other lanes is one of the most popular city skylines mods.
Imagine being the company selling you all that concrete $$$
Maniac Max has great tutorial how to manage streets.. very helpfull video
It's odd that a logistics-focused production game doesn't let you make local storage. One of the reasons why I keep playing The Colonists, despite how simple it's production chains ultimately are, is because of how dynamic you can make your logistics.
hiya, could you look at districts and explain them please?
ive got to 2k pop then total traffic gridlock and everyone left :(
spoiling us kat! now im like oh no what do i watch first :')
Should you add more research labs to handle more science?
IF you wanted to plan ahead ... place a 4 segment road down and then place another one on each side of that use the middle of the three pieces to run on while you wait for your 6 lane road upgrade ... build everything OFF of he 6 lane road line ... housing set back to back 10 deep (leave room for the 6 lane highway) ... then place a road on each side of the housing ... then place 2 o2 generators on one of the roads and add a second road down the other side ... and so on for all your needs ... everything feeds TO the future 6 lane roadway ... and everything else is set back to back attaching to that main road ... then when you get to oneway roads run that along the back of the housing line and the rest of that stuff so materiel drop off comes along the one way then out to the 6 lane highway ... every resource gathering place gets a storage depot ... all your windmills go off in the middle of nowhere so they DONT block your buildings ... then use power poles to feed your work places etc ... then as they windmills can be upgraded compress them to again fit to max ... and so on .. just like in factorio one figures out what the buildings need for space to fit nicely ... and then you place the conveyor to get them what they need ... layout everything on a nice grid pattern and you wont need traffic control so soon ...
also add 5 more landing pads ... more landings more people ...
take notice of the icons in the resource distribution line (the first one) ... at the start they were all BLUE ... meaning fine and dandy ... now mostly yellow with a few yellow ... telling you the redish ones NEED attention NOW ... the yellow ones next and so on ... the numbers on the right side tell you how much you need to adjust them ...
Aluminium is used to make reynolds wrap aluminum foil ... yup aluminum is a BRAND name not the actual metal .. just like you blow your nose with Kleenex ... er facial tissue ... and wrpa presents with scotch tape er ... cello tape ... Aluminium is correct aluminum is a BRAND name
In different parts of the world, the "proper name" varies. In the US, the element is called Aluminum, it's not a brand name.
@@KatherineOfSky I know this is 10 months old, but one thing I've noticed is many people don't seem to notice that the pronunciation comes down to the spelling of the word. If written as 'aluminum' it's pronounced as it is in the states, if spelled 'aluminium' then as England, for example, would pronounce it. In fact, I just noticed that youtube's spell checker flagged the British spelling as misspelled! :)
you have one rod segment by your appliance factories that isn't concrete yet.
we need more!!!
I think the game doesn't allow warehousing because it wants you to build more mixed development; rather than an "oxygen district" and a "farm district" that each serve a massive "housing district", it wants you to build neighborhoods of habitats with their life support systems mixed in. This makes neighborhood planning a more complex puzzle as new support systems are needed *and* as you add developments; old developments can bootstrap the new ones for a certain amount of time but eventually it starts delaying everything for everybody and both neighborhoods suffer.
Likewise, your current outlay of home appliance factories will continually favor the elder, upstream neighborhoods, and eventually a delivery truck will run out of appliances before it gets to the younger blocks. This, combined with the efficiency gains from keeping different stages of the supply chain close and the long upgrade time for habitats, makes it a puzzle to figure out how to fit more and more advanced finished goods in with all your habitats.
The lack of micro-managing in this game is so refreshing! No need to build trucks and assign routes; just make the stuff and let them figure out where it goes...
I do love that part of it!
What’s turning the blades of the wind mines if you have to supply your peoples with oxygen?
Wind pressure - No matter what the air is made of it will spin. As it's a mechanical process and not a chemical that requires oxygen (like an engine relying on fuel ignition) it would work on any planet with a dense enough atmosphere
Nitrogen
Since the oxygen factory produces oxygen plus carbon, seems like we have a carbon dioxide atmosphere on this planet. That would turn the windmines fine,but trying to breathe it would be a mistake 💀.
But it would be a short term mistake.
On another topic do you have an estimate on when you look at Dyworld? Last thing I heard from it was that devs are waiting for you to test the new version out before they release it. But not sure if that is still the case.
The modpack is already released.
@@KatherineOfSky Oh, didn't know that. Thanks for the info. That new Dyworld Dynamics looks pretty awesome, but haven't checked for updates on it in a while.
solar, you mean the SUN-mine xD
you know if you rotate the electronics factories 90 degrees you will take less space because they are not square
You're right, you can rotate them manually by degrees. The default road-snap is to the long side.
I think one of your sulfur mines are disconnected
How does the game handle making stuff in designated areas near resource nodes vs shipping resources to areas that all make what they need for that area? Guess I'm tryna ask how good the routing ai is I guess
It’s rough., there’s a system but it’s rudimentary.
@@burprobrox9134 so best bet is to just place it down and see? Good enough for me
Is there an elevation boost for wind mills energy production like in real life (and Surviving Mars)....
No, they are a fixed source of power
Watching this while waiting for moar DSP.I'm guessing there's no night time in this game to shut down solar.
Hi Katherine, just got this game after watching your first video not played it yet. Pardon me if this has been said, but it seems to me your houses are too spread out. Also I did not quite understand the reasoning behind moving the power poles.
The houses are as close as they can be to each other, so i'm not really sure what you mean...? I don't remember the moving of power poles, but it was probably because they were in the way of something else.
@@KatherineOfSky Sorry what I meant regarding the houses was the length of the road.
@@ian1957ruth we'll put more services throughout
No trains? :P
haha! No, this is strictly a conveyor belt game, where you have these boxes that carry the materials on a block conveyor. Occasional traffic jams.
It is becoming mini motorways but less spaghetti.
I think this game has the potentional for MORE spaghetti than Mini Motorways! XD
I'm sorry but those two red poles in the mountain next to your bridge messes with my ocd.
Then ignore it.
all this eating and breathing...there oughtta be a law!
45:00 that lane assigner reminds me of the Cities:Skylines mod that Biffa uses a lot. Now you just need signs and signals :)
hahaha!
First
Yay that's my first time being first on a video
you are second :P
@@legueu aw almost then
Hi Katherine i cant believe im first
You broke that other kid heart :P
@@legueu RIP
@@legueu It's fine
This looks like a cheaper Cities: Skylines in space.
Cities Skylines has been out for years and years... this is Early Access, not completed yet.
@@KatherineOfSky I didn't mean to belittle it. Merely pointing out the striking similarities in style, while acknowledging the difference in polish. Don't want anyone to think I think C:S looks like an EA title!
It has very little C:S influence, IMO. It's mostly a factory game with roads being the conveyor belts. The whole point of the game is to deliver more and more complex materials so that the colonists will upgrade their dwellings. CS is more of a sandbox and has no factory style production, etc.
You lost all your connectivity bonuses from green to blue science.
This game combine ANNO and Factorio features whilst doing many wrong turns, it really lacks the polish of either of those games. Especially things like houses autoimproving, road alignments, atrocious algorithm that calculates consumption and production. In Anno at least you could turn it off so you prepare for eventuality instead of hitting spiral of doom from all the unhappy pops. And in factorio, you had storages and actual products could be stored on belts. This game isn't funf at all.
You are certainly entitled to your opinion, however, I find it very fun to play. As far as polish goes: this game is in Early Access. Anno comes from a AAA studio, and Factorio is released after at least 8 years in development. The consumption/production seems perfectly fine. What issue are you having with it`?