Maybe it's obvious, but it's worth mentioning explicitly for viewers: the search feature on the map also finds RESOURCES (as long as you've uncovered them in the map). So maybe you found an oil field way out somewhere but forgot, or didn't even notice you found one because they were buried in trees... Well, a search will now find it for you!
Regarding the "Search for stuff in Chests", this function is already implemented when searching for stuff in Logistic Chests inside a Logistic Network. Hit 'L' (Default), select the Network you are searching stuff in, 'Control+F' to search for your stuff, and boom, it shows where in that Network you have that stuff stored.
The search within remote view shows where items are being made but using the search function within the logistic network view will show you exactly how many and where you have items stored.
Which some people don't like because "e" is the default key to confirm or/and close the window. So it takes time to adjust to pressing enter instead of e.
@@GimbleOnDew Pressing Enter to confirm, used to it or not, is really only more convenient than E if you're using the numpad, in which case using _any_ letters like K, M, etc is less convenient than just hitting the 0 key a few times or using a multiplication.
I am more than happy with all the qol changes to this game. Not only that but all the other amazing detail changes to the world, sounds and many other things.
Number formatting is awesome! Thank you! I always had a calculator up to count all those "stack size + slots count + wagon count" type amounts. Never knew I could actually do this in the input where I need the result.
Another key feature that is a bit unexpected with the "one time requests" is that if you place a ghost of a turret down, and then put the ghost of ammo in it, you can actually blueprint the ghost with its request. (For some reason you cannot blueprint the requests in a placed turret). But that is huge for turret creep, as you can have a blueprint with 3 turrets all requesting 10 ammo, and then place it down, your bots fill it up, then you move forward a step and repeat. I don't like to put many more turrets or more ammo, because the bots have to go back and forth to supply them, so 3 and 10 or so was a good tradeoff for quick creeping.
On Gleba, circuit controls can ensure that Yumiko and Jellynut are only being processed for bioflux when they are both present. The fruits have a long time to spoil(about an hour), while the Mash and Jelly spoil about as fast as nutrients; Bioflux, however, also has a long spoilage time, allowing it to be stockpiled relatively efficiently.
My two favorites are the input/output flipping and the smart number formatting. Being able to remotely fuel your tank on one planet with bots is crucial and im glad they have that system in place. I wish they had some better way to filter by spoilage using belts or inserters other than spoiled first or fresh first.
I love smart values. Its so much easier to just "(stack size of item) * 40 * (wagons)" in-game than taking out a calculator on my second monitor or doing it in my head. Especially when you start doing a bunch of different items and different train lengths
The main thing I’m gonna use the first tip (one time request) is for like power armor, have all the ingredients go into supply chests and when I need like power armor or stuff for it I can just have it one time request the stuff
Too find something in chests you can open logistics mode (L) and then search item there same way like map mode (CTRL+ F) and it will show you all chests that contain the item. Works better if you have one big logistics network instead of lot small ones.
My favorite: The rocket silo has a check mark for automatically forwarding the requests of space platforms to your logistic bots. I was manually loading and launching resources until I found out that checkmark lets me order everything I need in the space platform and it gets automatically loaded and launched.
Fluid input reversal is a GAME changer holy shit i was warming up to fluids with the changes that made them less jank but with this im gonna cry of happiness
For coping input to inserter, you can also copy it to request chest, allowing robots automaticaly carry input you need. For smart number format, you can also input 5k*2.4 instead of 12k It allows to skip some multipication.
One thing you didn't mention is shift+clicking technologies in the research screen to immediately queue them. Also you overlooked something very useful about the flipping inputs/outputs, specifically for refineries. If you alternate the inputs and outputs for every other column of refineries, you can place them right next to each other (instead of leaving a tile gap) and simplify your piping even more. So instead of alternating crude - water - crude - water, and so on, it goes crude - water - water - crude. This means each pair of inputs and outputs can be treated as a single input/output instead. I never noticed the inclusion of a search bar on remote view. That would have saved me quite a bit of time over my past couple play sessions looking for specific ingredients.
Barrels are excellent for cheesing the 'mine uranium ore' for not needing an entire sulphur transport setup just so you could have efficient power on vulcanus.
@@CoreySchulz-x5z Compared to acid neutralization, there isnt even a competition. Until you setup science you don't have cliff explosives. Until you get foundation, you have to avoid lava.
You're a bit wrong with the old flipping mechanics for refineries, you used to not be able to flip them even vertically (because a horizontal flip can be done with a vertical flip and two rotations)
You can create a blueprint of a filled turret. If you place a ghost in map view and add ammo into the slot there and create a blueprint of that, it will contain the ammo request when placing.
A game changer for me was the ability to cut and paste parts of a combinator abomination and they'd keep their connections given they stayed within range. Maybe the top QoL change for me.
Nice ty! A Bonus tip 9: Can make blueprints with resource in it. Example: In remote view (bots off) blueprint a gun turret add ammo (ghost) win the game. 🚀🍻
What menu are you opening at 1:24, and what keyboard shortcut are you using to do that? Is it just your inventory using 'E'? I don't have personal or regular logistic bots unlocked yet so maybe I'm that's why I don't have the middle section of the menu, but I don't currently have any menu that looks like yours.
@@Chris_The_Sam_Man Yeah I'm just hitting 'E' to open inventory. If you don't have logistics unlocked, that's probably why you don't have it on yours. :)
Temporary requests: you can right click to add one at a time, which is extremely helpful for things like turrets where you want all your guns firing ASAP. Number formatting: math expressions come in handy for stuff like train stations where you could set the train limit based on how many wagon loads are available. Instead of calculating the number of iron plates that fit into a 4-car train, you can enter "100 * 40 * 4"
The train - file filling is nice! Picture this - your exploring a remote world - suddenly you get an alert - A slight misconfiguration and now a train is out of fuel... Do you A) set up a requester chest, an inserter, And set the request for the fuel Or B) perform three clicks and get on with the game ?
Note: The search function for the science and map view is also adressed by Ctrl+F, which is a common shortcut for search functionalities in various other software.
Being able to copy in inputs of a recipe to inserters seems a bit redundant because inserts already only pick up items the assembler needs. Being able to use it for the output seems more useful to me.
The math equations part had me cracking up. You can save time by typing 10k rather than 10,000; or you can type 10,000,000 divided by 1,000. Whatever you prefer 😂
Using 2.0.15, can't q-pick ghost items from crafting list. The only way it works is in remote (map) view. If i open my ghost turret it shows a "ghost cursor selection" list and with that i can put items in the turret, even single items by right-clicks to get my customized blueprint. I wonder why i can't do it without the map view
for the gun turret thing if you go away from your logistics network, turn your personal logistics off and then place a ghost turret and put ghost ammo in it you can then blueprint that to allow you to autodeploy turrets with ammo when you're spreading democracy.
@@tjlambaes Putting active providers on the outputs and using bots to sort things makes life much easier on Fulgora. A bit of a shame as I didn't think we really needed more situations where bots are superior to belts but it is what it is.
@@gnutrino Two words: Splitter filters. That does take up a lot more space than bots, but bots'll use more power, which also requires space for power production/storage. And EM plants are power hungry too...
@ that’s a good idea. I have a personal rule to land on the planet and build a rocket using only what the planet provides, kind of like starting fresh. I do have big plans to build a ship yard on vulcanus and a massive rocket facility there and navies to supply my galactic network. On later play through I will just plan ahead and transport in all the things I need when arriving at a new planet. For my first tho I really want to figure out how all the new planets work and enjoy the new content.
@@solarshado Another use case for efficiency modules. Im using them everywhere. The biochambers use nutrients for fuel, and efficiency modules reduce the nutrient consumption.
For number 2 (inserter filter), what would this actually be used for? You don’t need it for the assembler, because the inserter will only insert ingredients anyway, right?
I really can't see the use for the second, using the assembler to filter the inserter, it already knows what can go in the assembly, it will never pull anything that is not meant to be in there anyways.
great video but unfortunately as a new player to factorio, I knew all that as soon as i got to items that could use extra settings. I tend to mess with things as i go. Would like to see more you might know.
While it is nice you can flip oil refineries and stuff now I spent hours, HOURS, making a refinery that was to ratio for a 0.75 science per second starter base running of T2 assemblers with T1 productivity. Then if I added beacons it worked for my 8.2k megabase mall refinery making all the lube and sulphuric acid for my entire base, enough explosives for 1 artillery shell a second and enough nuclear fuel to run 1000 2-6 trains and it still exported a load of plastic. And it ain't broke! So I ain't fixing it!
My only guess is with recipe switching to ensure that trashed ingredients go to a different output than the actual products, but in that case the ingredients themselves would also most likely change and you can't shift click from an assembler without a recipe. If not that, then probably something involving inserters that aren't directly on the assembler itself, but rather are feeding something leading to the assembler or has some other relation.
Quality: Does anybody know if the quality of ingredients help to create items of higher quality and if so do all the ingredients need to be the same quality or can they be mixed quality. Thanks in advance.
To make a guaranteed uncommon item all non-fluid ingredients need to be uncommon. You can’t mix ingredient quality. When you combine a higher quality recipe with quality modules you remove the chance to get the current quality or below and the chance for higher quality is much larger. Let’s say an assembler has a recipe for rare asteroid collector and quality 3 modules are installed. Instead of a 10% chance to get an uncommon one it’s now a 10% chance to get an epic one
If you set the request outside the roboport network it will be a perma request .... Its soo back to front but yea turrents can be perma supplied by bots 😆
You flipped the fluids and still decided to do it sub optimal, but i guess ppl have to tell you before you pick up on it, like filtering the inserters.
@Xterminator if you get the petroleum next to eachother, you can output it on 3 broad when mirrored and input on 2 broad. Alternatively, you can make a cursed 1 pipe sushi setup with fluids now since the pumps have filtering
For some, maybe. There are always new players, and others who are moving slow. I have been playing since launch weekend sparingly due to work and haven't yet launched a rocket to get off Nauvis.
Maybe it's obvious, but it's worth mentioning explicitly for viewers: the search feature on the map also finds RESOURCES (as long as you've uncovered them in the map). So maybe you found an oil field way out somewhere but forgot, or didn't even notice you found one because they were buried in trees... Well, a search will now find it for you!
Regarding the "Search for stuff in Chests", this function is already implemented when searching for stuff in Logistic Chests inside a Logistic Network. Hit 'L' (Default), select the Network you are searching stuff in, 'Control+F' to search for your stuff, and boom, it shows where in that Network you have that stuff stored.
I noticed this the other day. I like that it specifies that a patch is occupied if there are miners/pump on them.
Also useful for pointing out that one square of ore you didn't get from your starter base: "Copper Ore 53"
Thanks for this. Sometimes this lofi map is hard on my eyes. Very helpful.
If only we should shift-click to move research to start or end of queue.
The search within remote view shows where items are being made but using the search function within the logistic network view will show you exactly how many and where you have items stored.
That is really helpful, thanks!
0:25 - Temporary One Time Requests
2:06 - Copying Filters to Inserter
3:12 - Re-Arranging Research
4:00 - Trigger Research
4:54 - Entity Input Flipping
6:18 - Auto Mode For Train Blueprints
7:11 - Map Search
8:44 - Smart Number Formatting
You can search logistical view too, and it will show you everything you have in boxes.
Yep, accessed via the "L" keybind shortcut by default.
@@zamu77 Good call! I'll add this in another video. For some reason I kept thinking it was via map view.
The science rearrangement should be drag an drop, it's a little finicky with the tiny arrow buttons
@@drgonzolalalala Yeah I definitely agree. The arrows are a bit tedious
Yeah, it feels very Windows 95
Baby steps!
We raised this at the lan party within the first hour lol
I also have some more features around the tech page so hopefully more to come.
Read the patchnotes, your wish has been granted!
For the number formatting in conditions and such, scientific notation works as well (12e3 = 12000)
Which some people don't like because "e" is the default key to confirm or/and close the window. So it takes time to adjust to pressing enter instead of e.
@@GimbleOnDew Pressing Enter to confirm, used to it or not, is really only more convenient than E if you're using the numpad, in which case using _any_ letters like K, M, etc is less convenient than just hitting the 0 key a few times or using a multiplication.
I am more than happy with all the qol changes to this game. Not only that but all the other amazing detail changes to the world, sounds and many other things.
Personally I find very useful possibility to change a quality of a selected ghost item with shift+alt+wheel
@@73nt3 That's a really good one! Will add that to my list for next tips and tricks vid
For the first tip, if you don't want to request a full stack, you can also use right click to add 1 at a time
Number formatting is awesome! Thank you!
I always had a calculator up to count all those "stack size + slots count + wagon count" type amounts. Never knew I could actually do this in the input where I need the result.
@@StanislavPermiakov For sure! It's so nice to be able to type shortened versions of large numbers or do actual math in the text fields
Another key feature that is a bit unexpected with the "one time requests" is that if you place a ghost of a turret down, and then put the ghost of ammo in it, you can actually blueprint the ghost with its request. (For some reason you cannot blueprint the requests in a placed turret).
But that is huge for turret creep, as you can have a blueprint with 3 turrets all requesting 10 ammo, and then place it down, your bots fill it up, then you move forward a step and repeat.
I don't like to put many more turrets or more ammo, because the bots have to go back and forth to supply them, so 3 and 10 or so was a good tradeoff for quick creeping.
@@JohnMeinel Ohhh excellent point! But also odd that you can't blueprint the requests in a placed turret.
On Gleba, circuit controls can ensure that Yumiko and Jellynut are only being processed for bioflux when they are both present.
The fruits have a long time to spoil(about an hour), while the Mash and Jelly spoil about as fast as nutrients; Bioflux, however, also has a long spoilage time, allowing it to be stockpiled relatively efficiently.
My two favorites are the input/output flipping and the smart number formatting. Being able to remotely fuel your tank on one planet with bots is crucial and im glad they have that system in place.
I wish they had some better way to filter by spoilage using belts or inserters other than spoiled first or fresh first.
I love smart values. Its so much easier to just "(stack size of item) * 40 * (wagons)" in-game than taking out a calculator on my second monitor or doing it in my head. Especially when you start doing a bunch of different items and different train lengths
@@acoolnameemm I love that example and need to do that more myself!
The main thing I’m gonna use the first tip (one time request) is for like power armor, have all the ingredients go into supply chests and when I need like power armor or stuff for it I can just have it one time request the stuff
That flipping fluids one had me running downstairs in the middle of the night to test it out….. THANK YOU.
@@richunter4545 ahaha love this! But also sorry to make you get out of bed
Wow those are actually some clutch tips! Thanks!
They also added drag-and-drop functionality to rearrange research recently as well! Great tips!
Too find something in chests you can open logistics mode (L) and then search item there same way like map mode (CTRL+ F) and it will show you all chests that contain the item. Works better if you have one big logistics network instead of lot small ones.
Woah. That's a lot of stuff i didn't know exist.
My favorite: The rocket silo has a check mark for automatically forwarding the requests of space platforms to your logistic bots.
I was manually loading and launching resources until I found out that checkmark lets me order everything I need in the space platform and it gets automatically loaded and launched.
You've earned my like with the flipping inputs tip.
Fluid input reversal is a GAME changer holy shit i was warming up to fluids with the changes that made them less jank but with this im gonna cry of happiness
For coping input to inserter, you can also copy it to request chest, allowing robots automaticaly carry input you need.
For smart number format, you can also input 5k*2.4 instead of 12k
It allows to skip some multipication.
its increadible how every qol the game gets its like "how did i live without this"
One thing you didn't mention is shift+clicking technologies in the research screen to immediately queue them.
Also you overlooked something very useful about the flipping inputs/outputs, specifically for refineries. If you alternate the inputs and outputs for every other column of refineries, you can place them right next to each other (instead of leaving a tile gap) and simplify your piping even more. So instead of alternating crude - water - crude - water, and so on, it goes crude - water - water - crude. This means each pair of inputs and outputs can be treated as a single input/output instead.
I never noticed the inclusion of a search bar on remote view. That would have saved me quite a bit of time over my past couple play sessions looking for specific ingredients.
Barrels are excellent for cheesing the 'mine uranium ore' for not needing an entire sulphur transport setup just so you could have efficient power on vulcanus.
Solar panels are twice as efficient on vulcanus than nauvis. Solar is the best energy source on vulcanus not sure what you're talking about
@@CoreySchulz-x5z Compared to acid neutralization, there isnt even a competition. Until you setup science you don't have cliff explosives. Until you get foundation, you have to avoid lava.
@@runelt99 Oh I understand what youre saying now. Yeah youre right
You're a bit wrong with the old flipping mechanics for refineries, you used to not be able to flip them even vertically (because a horizontal flip can be done with a vertical flip and two rotations)
@what42pizza Dunno if you have a maths degree, but you basically used group theory to prove your point here. Nice
On Gleba and Nauvis, Spoilage intro Nurients recipe can be used to kick-start more efficient nutrient producing biochambers(bioflux)that have stalled.
You can create a blueprint of a filled turret. If you place a ghost in map view and add ammo into the slot there and create a blueprint of that, it will contain the ammo request when placing.
A game changer for me was the ability to cut and paste parts of a combinator abomination and they'd keep their connections given they stayed within range. Maybe the top QoL change for me.
Nice ty! A Bonus tip 9: Can make blueprints with resource in it. Example: In remote view (bots off) blueprint a gun turret add ammo (ghost) win the game. 🚀🍻
You can also enable an in-game clock so you don't lose track of time.
I lose track of days.
In Options?
That's a debug option that you can enable to show in debug mode, regular mode, or both. It's not a new option in 2.0 and already existed in 1.1.
What menu are you opening at 1:24, and what keyboard shortcut are you using to do that?
Is it just your inventory using 'E'? I don't have personal or regular logistic bots unlocked yet so maybe I'm that's why I don't have the middle section of the menu, but I don't currently have any menu that looks like yours.
@@Chris_The_Sam_Man Yeah I'm just hitting 'E' to open inventory. If you don't have logistics unlocked, that's probably why you don't have it on yours. :)
@Xterminator Perfect, thanks! Looking forward to more of your in-depth tutorials and guides now that 2.0 is out!
Temporary requests: you can right click to add one at a time, which is extremely helpful for things like turrets where you want all your guns firing ASAP.
Number formatting: math expressions come in handy for stuff like train stations where you could set the train limit based on how many wagon loads are available. Instead of calculating the number of iron plates that fit into a 4-car train, you can enter "100 * 40 * 4"
@8:15 it searches in boxes if you use the Logistic window (Press L) and what you search is in a box connected to the network
The best use of the math expressions is for blueprint parameter formulas!
The train - file filling is nice!
Picture this - your exploring a remote world - suddenly you get an alert - A slight misconfiguration and now a train is out of fuel...
Do you
A) set up a requester chest, an inserter, And set the request for the fuel
Or
B) perform three clicks and get on with the game
?
Note:
The search function for the science and map view is also adressed by Ctrl+F, which is a common shortcut for search functionalities in various other software.
I was putting down a requester with fuel down on random points wherever my older trains (😅that I placed before requester), that changes a lot
i had to test it . but your copy paste recipe from a assemble also work with requester chest . GOD THAT USEFULL THX
Yeah that's been a feature for a while
What I don't like is that you can't do it with a constant combinator to make a new logistics request group without actually requesting.
Great stuff!
The insert er filter trick also apply for request box also.
Being able to copy in inputs of a recipe to inserters seems a bit redundant because inserts already only pick up items the assembler needs.
Being able to use it for the output seems more useful to me.
The copy filter tech is better used in requester chests as it will request all the needed parts to run the machine.
The math equations part had me cracking up. You can save time by typing 10k rather than 10,000; or you can type 10,000,000 divided by 1,000. Whatever you prefer 😂
Using 2.0.15, can't q-pick ghost items from crafting list. The only way it works is in remote (map) view. If i open my ghost turret it shows a "ghost cursor selection" list and with that i can put items in the turret, even single items by right-clicks to get my customized blueprint. I wonder why i can't do it without the map view
for the gun turret thing if you go away from your logistics network, turn your personal logistics off and then place a ghost turret and put ghost ammo in it you can then blueprint that to allow you to autodeploy turrets with ammo when you're spreading democracy.
Your lucky I'm still on Fulgora after 3 weeks
I went there and after seeing what the belts off the recyclers looked like, reloaded lol.
@@tjlambaes Putting active providers on the outputs and using bots to sort things makes life much easier on Fulgora. A bit of a shame as I didn't think we really needed more situations where bots are superior to belts but it is what it is.
@@gnutrino Two words: Splitter filters. That does take up a lot more space than bots, but bots'll use more power, which also requires space for power production/storage. And EM plants are power hungry too...
@ that’s a good idea. I have a personal rule to land on the planet and build a rocket using only what the planet provides, kind of like starting fresh. I do have big plans to build a ship yard on vulcanus and a massive rocket facility there and navies to supply my galactic network. On later play through I will just plan ahead and transport in all the things I need when arriving at a new planet. For my first tho I really want to figure out how all the new planets work and enjoy the new content.
@@solarshado
Another use case for efficiency modules. Im using them everywhere.
The biochambers use nutrients for fuel, and efficiency modules reduce the nutrient consumption.
WTB entity flipping on thrusters - sometimes those inputs are just the wron way around ...
For number 2 (inserter filter), what would this actually be used for? You don’t need it for the assembler, because the inserter will only insert ingredients anyway, right?
Sushi belts. Very useful on Gleba
Oh i didnt realize you could do 12.5k, the dot notation memo i missed
Gosh, I had no idea about the input flipping
The H flipping of the building is gonna be huge for me, gonna have to rearrange my spaghetti now.
I really can't see the use for the second, using the assembler to filter the inserter, it already knows what can go in the assembly, it will never pull anything that is not meant to be in there anyways.
There are edge-case uses for this, probably better to have it than not.
great video but unfortunately as a new player to factorio, I knew all that as soon as i got to items that could use extra settings. I tend to mess with things as i go. Would like to see more you might know.
A bit random but he kinda sounds like asmong gold at 5:30 when talking about flipping fluids
While it is nice you can flip oil refineries and stuff now I spent hours, HOURS, making a refinery that was to ratio for a 0.75 science per second starter base running of T2 assemblers with T1 productivity. Then if I added beacons it worked for my 8.2k megabase mall refinery making all the lube and sulphuric acid for my entire base, enough explosives for 1 artillery shell a second and enough nuclear fuel to run 1000 2-6 trains and it still exported a load of plastic.
And it ain't broke!
So I ain't fixing it!
Oh. So that's why we can't use e to close the number input anymore.
2:36 I can't see any use for pasting filters for ingredients. Does anybody use this feature? Please, tell, what does it solve for you.
My only guess is with recipe switching to ensure that trashed ingredients go to a different output than the actual products, but in that case the ingredients themselves would also most likely change and you can't shift click from an assembler without a recipe.
If not that, then probably something involving inserters that aren't directly on the assembler itself, but rather are feeding something leading to the assembler or has some other relation.
I wish map search would find cars, tanks, and radars
Quality: Does anybody know if the quality of ingredients help to create items of higher quality and if so do all the ingredients need to be the same quality or can they be mixed quality. Thanks in advance.
To make a guaranteed uncommon item all non-fluid ingredients need to be uncommon. You can’t mix ingredient quality. When you combine a higher quality recipe with quality modules you remove the chance to get the current quality or below and the chance for higher quality is much larger. Let’s say an assembler has a recipe for rare asteroid collector and quality 3 modules are installed. Instead of a 10% chance to get an uncommon one it’s now a 10% chance to get an epic one
@@Novicks Thank you very much! You helped me a lot.
If you set the request outside the roboport network it will be a perma request .... Its soo back to front but yea turrents can be perma supplied by bots 😆
5:44 Huh? HUH?! You do WHAT?!
You flipped the fluids and still decided to do it sub optimal, but i guess ppl have to tell you before you pick up on it, like filtering the inserters.
@@teridero1 how so?
@Xterminator if you get the petroleum next to eachother, you can output it on 3 broad when mirrored and input on 2 broad. Alternatively, you can make a cursed 1 pipe sushi setup with fluids now since the pumps have filtering
Tip #0 for Space Age: Play on Railworld preset.
@@PeterZaitcev so true!
Bit late on this lol
The more quality content the better. Win for the viewer. Game is still extremely new it’s been a few weeks…
For some, maybe. There are always new players, and others who are moving slow. I have been playing since launch weekend sparingly due to work and haven't yet launched a rocket to get off Nauvis.
I learned a lot from this video.
first