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6:20 - For those who are happy to play with mods, my Car Finder mod is already updated for 2.0. Thanks to Wube for beta access so I could update FactorioBin & mods!
I have a strong fealing that they didnt include vehicle finder as a form of an easter egg hahaha, it is just where u last left it, gl finding it now :D
@@McMicGera It's just obvious they actually play their own game. Every single thing they did is just great. They very clearly know exactly what's frustrating when playing.
That blueprint logistics request is really neat. It's one of those things that makes me go "that is such a nice thing to have - why didn't I ever thing about that?!"
If this was a live presentation, this is one of the moments where the crowd would erupt into cheers and applause. And it's a detail they didn't even think to mention after a year of Friday updates.
The savings in landfill alone is mind-boggling!! I remember doing megabase in a book and having three teams of spidertrons filling the the freaking OCEAN so I could grow the factory!!!
Playing Space Exploration a year ago I wanted to be able to request blueprint content so badly, I even found mod for that, but it was bad to say at least. And at last this functionality is in the game itself. Tears of joy.
Yeah, I can't wait to play Space Exploration on 2.0 and finally try to finish it, there are a ton of quality of life features that are going to make the process a lot less painful and fun
Nilaus. Your logistics group multiplier is for your ice cream trucks in space age. The truck at Navius takes 4x the group giving it for example 4 planets worth of material. Then each planet could request 1x the group taking only their fair share.
@@Nilaus yeah, two sounds reasonable. Over time the planets would even put and may not draw that much from a group. It could also be a quick way to set a group for personal use and then multiply it for spidertrons or something else. Niche use I think.
I have a blueprint for a small artillery/turret fort to drop while clearing an area. With the multiplier I can request x many of them and be on my way.
One new thing with Space Age: in Remote View, hold ALT and right-click (default controls) a location to add a waypoint. This waypoint stays in place, no matter where it's placed (unlike the ping, which sets up a blinking marker on the map, and posts a chat message) and it gives an arrow to the edge of your screen. When using a waypoint, place it on a vehicle (make sure the waypoint gets specifically named after the vehicle, to make sure it's attached to it), and the waypoint stays with the vehicle (when the vehicle moves, the waypoint moves with it). Like Nilaus says "Always losing track of a vehicle", never again. No need to add vehicles to the search function 😉
I think setting assembling machine recipes with circuits would be most practical for very low volume items that aren't only for personal use. It seems to go quite well with vehicle blueprints, and if the blueprint can request equipment grid items, that represents a lot of different items you only need a few of once in a while. Also, uncommon buildings like nuclear reactors. You could just check for items needed by the logistics network, filter the signal to a list of low-volume items, and set assemblers by that.
The main advantage of the new recipe setter is to make a Make Anything Machine. And its incredibly easy too!. Just multiply everything in a logistics network by -1, add it to a Constant Combinator that has all the items you want, and any intermediates, and then connect this to something that filters out the negatives. Put a selector combinator on this and feed this into the assembler, and now you have a logistics network system that automagically makes ANYTHING that you request for, as long as it doesn't require liquids.
I wonder if this gets stuck when suddenly the assembler recipe changes and the inserter feeding it already has a mismatching item in hand. Doesnt this then block the whole thing?
@@thetute59 I think assemblers have an invisible chest inside them now to handle recipe changes, so it will pass through harmlessly and the output chest will send it back to storage.
There were changes to robot pathing that you missed. Such as what it does if it runs out of power while attempting to cross an empty field. Instead of going back to the closet roboport to recharge, it will recharge at a roboport that is closer to the robot's destination.
@@Adnidi yep, comments are for something higher level than what it does it's for why it exists, why does it have a certain quirk and documentation as in how to use it (the latter for public APIs)
@@theblackbaron4119 Comments are not for someone else to read. They are for *me* to read, so that I understand what was going through my alleged mind at the time...
40:33 "set recipe" and "read ingredients" makes a self-buffering smart mall dramatically simpler. it's a niche approach, but i always enjoy seeing a factory punch way above its weight when redirecting _all_ idle production into a single product
I love the moments when you're like "oh gee, if only I could do this thing by holding down this button and *gasp* oh you can". :D I've been reading the friday updates this whole time, and they've listed a lot of QoL changes, and it's amazing how many little things I'm still learning about.
14:45 I went to the patch notes and looked for exactly this features (I searched for all instances of "blueprint") but didn't find it. This is super great. What I want now is a way to translate blueprint ingredients or a logistic group into signals for a constant combinator. Because I typically have some chests accumulating the things I need to paste a large blueprint and I have some combinators set to light up when everything is gathered.
22:00 when I saw that, I almost cried. Such a relief to see this is possible now. I wasted so much time setting up trains. Every change they did is just so good. Thank you for showing all that stuff.
my favorite new feature has got to be the red tiles when you are trying to place a building but its hovering over a different already-placed building. seeing the EXACT TILE thats not fitting is so useful in big complex projects with PP and inserters already up
That requester feature with conditions actually has an imtersting use i saw on steam, some guy was making a mall that is basically 1 assembler that fills up and swaps through as items are drained for lesser used items, its nifty. I mean you could just go full blown but a minimalistic set up is possible now if you want it!
There might not be in terms of an allow/avoid list but there is the option to add everything to priority and check the 'only priority' option he mentioned.
21:30 O M G!.... i really really loved having seperate refueling station in any playthrough i do, and always made finicky and over complicated circuits. (which never even worked well)
Randomized input on the selector combinator could be useful for filter inserting when you have many items and some might not be available, but there is likely better ways of doing it, especially with the new inserters.
Whoa - soo many nice features! Love it. Poor developers. I can feel their pain of finding useful variable names for all the great new logistic features. Also joined patreon today to get your nice blueprints. Thanks for putting in the effort of creating (and maintaining) such a nice library.
I played a bit earlier today, and I found a few interesting things, like tab being another key for the map. Weapon changing is now the c key instead of tab, so you need to press shift+spacebar to shoot target entity (I wanted to shoot a chest that I put my pistol in). I also found that I can press q to select an item from my inventory, instead of clicking it like every other person who grabs something from their inventory. I want to say that this feature makes no sense, but I did actually do it so there is at least one person who's used it.
Man, I did not make a single tank in 40 hours and turns out they are complete beasts now. First thing I am going to do when I play again. A discharge defense with some minimal shield will make it unbeatable for those pesky aliens. No more surrounding me and blocking me into spitfire.
2:32 Folders were already a thing, unless you meant the ability to add folders within the game is new. Previously you could open the save directory and create a new folder and it would show up in the save list.
What I'm doing about the hold left click to deconstruct in map view, is just using CTRL + D for deconstruction planner, since it does not have any delay
Fun fact: I counted 118 (and still growing) QOL improvements in 2.0! This game is incredibly well improved over the years and I just can't help myself. The factory must grow! 23:20 The foot pedals were meant as an anti-soft-lock feature when you're on a bridge over water and your fuel runs out which is why it's not remotely possible. I love the idea of doing this remotely though as it'll definitely be useful. The new expansion feels amazing with the new features, but some work in specific obscure places so it'll take a little time to polish and bridge those together to really make them work like one, but it works very well as it is. Knowing the devs, we will have lots of improvements on the new QOL to work even better before 2.1, especially things that were overlooked like the map editor.
"You can drive it remotely, [crash] which means you can start hitting power poles"... "And you just flip to manual" [crash] "...aaaaand that's exactly what happens when I drive". Pure comedy!
Changing your stations name to one constant will break the logic behind those icons Using the "fuel"-icon in the interrupt condition replaces it with the fuel of that locomotive So when the condition is checked in the interrupt it checks for "[FuelType]" (gets replaced with for example coal).. so we search for a station with the name "[CoalIcon]" Your station is named "FuelIcon" .. just the icon.. so the condition will never be true
I used the "set production" circuits for logistics chests since they all take the same ingredients to reduce the footprint of my mall. I did it first with train signals to work out the bugs.
"It [combinator's description] would be as useful as programmers commenting on code.. As in not useful" Woah woah, slow down there, that's actually really useful I remember a million times that saved me on my job what the heck
9:20 so basically, you can remote killing bitters without to put yourself into danger in the slightest. Nice. A little bit overkill, since the bitters stop being dangerous and are just annoying very early in the game, but this is well in the tone of the cold, mechanical efficiency in killing you acquire.
Something to note is you still cant see outside your immediate radar coverage. So while you can still drive you may have trouble taking them out with just the pixelated view
The X and Y part for the blueprints do kinda make sense from a gamedev perspective, because drawing the screen starts from the top-left corner going right then down.
as a factorio newbie i find it interesting that the features that i find very intuitive and endlessly useful is not there just a few months ago. damn lol also love the little construction/logi bots, they saved my 100hr nauvis base when i got stuck on freaking planet Gleba with NO WAY TO GET BACK IN ANOTHER 20hrs(my space station got obliterated on the way back). very responsive and can do everything in range provided you have the absolute power grid to support them. bot is love bot is literally life
nice. i'm just about to start a blind-as-possible playthrough of space age so I won't be watching the rest of the video, but I felt obligated to come say "nice"
I did come back to watch! My jaw just physically dropped the moment you said “usually you would go into the blueprint, start remembering the parts you need” and I knew exactly where it was going! Never would have noticed that on my own!!
with randomize you can balance production, filtering requests, since it all produces an approximately equal number of each item in the random list. That new combinator is niche
Just my own note, not all feature/ understandable :P Unlimit pipeflow limit(1pipe line for all nuclear water :D) alt+ shift+ scroll = select quality Hold crtl + click/enter = change all same station name blueprint + shift = blueprint Vehicle 29:43 blue print turret c filled ammo Remote tank driving 32:31 Hold shift to nudge Blueprint ( even in different grid blue print) 33:09 Parameter thing.. 36:22 upgrade planner c module Alt+F = toggle roboport 40:40 Set recipe ( i made smaller mall this way xD) Cut building retain circuit wire connection 42:15 wired distant building with radar 43:55 selector combinator 48:05 Set specific asteroid for turret/ collector?
12:05 I manage my entire base with one space platform that is dedicated to only that, then you turn off auto requests on the rocket silo but you can still read the orbital requests, I set my needs based off of those groups. I have an arithmetic combinator that subtracts out my current logistics network inventory and then sends that signal to my bot mall where recipes are auto set in assemblers and any needed intermediate ingredients are also requested. So lets say I want to go to a new planet, I have a group that has all the resources that I need to start up with everything and my network handles everything automatically because I put the rocket silo requests inline with it. Or for example, I have a group called "Rocket Capacity" and it is the minimum capacity for every item I send so that it ensures requests are met.
At 12:10 you said you weren't sure why you would want to request double the contents of a logistics group. The reason is the blueprint feature at 14:25. That way you can bring enough to paste 2 copies of the blueprint.
Tanks have logistics built in now and if you request fuel and ammo in the tank logistics it will automatically fill the spots without the ghost blueprint shenanigans
40:34 setting a recipe with a signal - it might be gimmicky, but there was a mod for v1.0.x which did this, called Crafting Combinator. It took care of what happens when a signal *changes* a recipe - what do you do with assembler contents that are not needed for the new recipe? Does the assembler finish the current craft, or what? I liked it, and used it to balance consumption of cracked oil products, choosing petroleum or light oil to make solid fuel, depending on what I had in excess.
Adding logistic requests from BPs, best feature!! A lot of QoLs for Space Age, some of them featured I didn't know, but the BP logistics is one I've been wanting since I started playing (some time before "Base in a Book" series)
40:50 that "gimmick" could be a nice way of making quality upgrades for, e.g tanks. Say you've landed on a planet, set up a starting base and the resources are now steadily coming in. Then you'd want to explore, say Vulcanus, but there are some worms in the way. Using that logic system, you can build the tank, it's ammo and equipment, all with one requester and assembly machine. Or, if on Gleba, a tank gets stuck outside of coverage and gets destroyed, there'd be a fresh tank with all bits and bobs ready for deployment and continued expansion. Just a couple examples, and first ones to pop into mind.
15:00 this one, I thought was a mod... I had NO IDEA it was vanilla now!! :o I have been continuously complaining to my friends that it should be base game.... AND IT HAS BEEN SINCE 2.0?!??! AAAHHHHH
Good afternoon @Nilaus I got into factorio by doing a build along with your "entry level to megabase" series. Are you planning on doing a similar series for space age?
some of the quality of life is insane almost as if the developer actually play the game and think damn you know what would be nice and implement all these QOL change yes I'm being sarcastic because it seems like there's a lot of game developers that didn't know shit about their game, I'm looking at you wargaming
Aww I saw this and hoped to see how interrups worked, and then you skipped it :D So please do a tutorial on the rail system and how you can work with interrupts :D
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6:20 - For those who are happy to play with mods, my Car Finder mod is already updated for 2.0. Thanks to Wube for beta access so I could update FactorioBin & mods!
I want to express my gratitude for your mods. I've used the car finder (and Beatrix) so many times in version 1.1 that I lost count. 🚗🚆
I have a strong fealing that they didnt include vehicle finder as a form of an easter egg hahaha, it is just where u last left it, gl finding it now :D
Nice
Gg
For all of those "dude where's my car" moments.
I love every single change they did. So amazing how much love to detail they had to improve so much on the quality of life.
"I love every single change they did." I don't, and why would I?
I don‘t care.
@@McMicGera It's just obvious they actually play their own game. Every single thing they did is just great. They very clearly know exactly what's frustrating when playing.
I liked this comment and it put the likes over 69,,,
What don’t you like
50 minutes talking about QOL... truly one of the games of all time.
I LOVE IT
Any other Factorio youtuber would do it in way less time ... Nilaus seriously can't stop ranting senselessly
@@s0nycz3kkhe likes giving extra detail it's not always a bad thing just gotta find someone who makes content you like :p
@@gozzilla177 That's not extra detail, he doesn't prep a script, he is always yapping off the top of his dome.
@@s0nycz3kk extra detail isn't always useful detail xD just extra haha
@@gozzilla177 On that we can agree lol
The request groups for personal logistics may be the nicest feature I didn’t know I needed and now don’t know how I’ll play without it
That blueprint logistics request is really neat. It's one of those things that makes me go "that is such a nice thing to have - why didn't I ever thing about that?!"
If this was a live presentation, this is one of the moments where the crowd would erupt into cheers and applause. And it's a detail they didn't even think to mention after a year of Friday updates.
Yes, indeed. I've needed this for a long time, maybe for loading up builder trains to set up a 'standard outpost', or a solar farm block.
The savings in landfill alone is mind-boggling!! I remember doing megabase in a book and having three teams of spidertrons filling the the freaking OCEAN so I could grow the factory!!!
Playing Space Exploration a year ago I wanted to be able to request blueprint content so badly, I even found mod for that, but it was bad to say at least. And at last this functionality is in the game itself. Tears of joy.
Yeah, I can't wait to play Space Exploration on 2.0 and finally try to finish it, there are a ton of quality of life features that are going to make the process a lot less painful and fun
Nilaus. Your logistics group multiplier is for your ice cream trucks in space age. The truck at Navius takes 4x the group giving it for example 4 planets worth of material. Then each planet could request 1x the group taking only their fair share.
Good point. I think I will implement a 2x multiplier between request and provide
@@Nilaus yeah, two sounds reasonable. Over time the planets would even put and may not draw that much from a group.
It could also be a quick way to set a group for personal use and then multiply it for spidertrons or something else. Niche use I think.
I have a blueprint for a small artillery/turret fort to drop while clearing an area. With the multiplier I can request x many of them and be on my way.
@gazz3867 i like this!
One new thing with Space Age: in Remote View, hold ALT and right-click (default controls) a location to add a waypoint. This waypoint stays in place, no matter where it's placed (unlike the ping, which sets up a blinking marker on the map, and posts a chat message) and it gives an arrow to the edge of your screen.
When using a waypoint, place it on a vehicle (make sure the waypoint gets specifically named after the vehicle, to make sure it's attached to it), and the waypoint stays with the vehicle (when the vehicle moves, the waypoint moves with it). Like Nilaus says "Always losing track of a vehicle", never again. No need to add vehicles to the search function 😉
I think setting assembling machine recipes with circuits would be most practical for very low volume items that aren't only for personal use. It seems to go quite well with vehicle blueprints, and if the blueprint can request equipment grid items, that represents a lot of different items you only need a few of once in a while. Also, uncommon buildings like nuclear reactors. You could just check for items needed by the logistics network, filter the signal to a list of low-volume items, and set assemblers by that.
The main advantage of the new recipe setter is to make a Make Anything Machine. And its incredibly easy too!. Just multiply everything in a logistics network by -1, add it to a Constant Combinator that has all the items you want, and any intermediates, and then connect this to something that filters out the negatives. Put a selector combinator on this and feed this into the assembler, and now you have a logistics network system that automagically makes ANYTHING that you request for, as long as it doesn't require liquids.
I wonder if this gets stuck when suddenly the assembler recipe changes and the inserter feeding it already has a mismatching item in hand.
Doesnt this then block the whole thing?
@@thetute59 I think assemblers have an invisible chest inside them now to handle recipe changes, so it will pass through harmlessly and the output chest will send it back to storage.
@@subashchandra9557 wooot that would be amazing!
I wonder if you can set it up to accept liquids too, via barrels.
You Can read request on logistic network instead of a combinator
There were changes to robot pathing that you missed. Such as what it does if it runs out of power while attempting to cross an empty field. Instead of going back to the closet roboport to recharge, it will recharge at a roboport that is closer to the robot's destination.
Sweet, this has been so annoying in the past😂
@@87636f agree.
Also if they totally run out (say traversing a lake) they must charge before delivering your item.
Anyone else having to watch this more than once?
I loved the lack of spoilers. Thank you! I'm looking forward to discovering the new content myself but these UI changes are really helpful.
23:06 imagining the conductor foot pushing his locomotive like it's a razor scooter
14:45 That has to be the most amazing QOL improvements of any game. So much of my time is spent trying to remember what to bring or bringing too much.
Nilaus be like "Comments on combinators are unnecessary. The combinator should speak for itself."
Every lazy programmer ever. Then 3 months later : what the hell does this one do?
@@theblackbaron4119 That one of those situations where the answer is "I don't know what it does. But the system works so don't touch it." ?
@@theblackbaron4119 If you need comments to easily understand the code, you should rewrite the code
@@Adnidi yep, comments are for something higher level than what it does
it's for why it exists, why does it have a certain quirk and documentation as in how to use it (the latter for public APIs)
@@theblackbaron4119 Comments are not for someone else to read. They are for *me* to read, so that I understand what was going through my alleged mind at the time...
40:33 "set recipe" and "read ingredients" makes a self-buffering smart mall dramatically simpler. it's a niche approach, but i always enjoy seeing a factory punch way above its weight when redirecting _all_ idle production into a single product
I love the moments when you're like "oh gee, if only I could do this thing by holding down this button and *gasp* oh you can". :D
I've been reading the friday updates this whole time, and they've listed a lot of QoL changes, and it's amazing how many little things I'm still learning about.
14:45 I went to the patch notes and looked for exactly this features (I searched for all instances of "blueprint") but didn't find it. This is super great.
What I want now is a way to translate blueprint ingredients or a logistic group into signals for a constant combinator. Because I typically have some chests accumulating the things I need to paste a large blueprint and I have some combinators set to light up when everything is gathered.
69 NICE features.. nice.
One might even say "super nice".
Factorio nice....
nice
Nice
I was the 69th like, nice
22:00 when I saw that, I almost cried. Such a relief to see this is possible now. I wasted so much time setting up trains.
Every change they did is just so good. Thank you for showing all that stuff.
it all feels like stuff that you don't believe wasn't there all along as soon as you get used to it
my favorite new feature has got to be the red tiles when you are trying to place a building but its hovering over a different already-placed building. seeing the EXACT TILE thats not fitting is so useful in big complex projects with PP and inserters already up
Wow..with all this programming, I’m sure we can have modular builds that can switch production and input
Omg, the logistics part is so satisfying to watch. So many good features wtf.
That requester feature with conditions actually has an imtersting use i saw on steam, some guy was making a mall that is basically 1 assembler that fills up and swaps through as items are drained for lesser used items, its nifty. I mean you could just go full blown but a minimalistic set up is possible now if you want it!
One thing I wish the turret priority had was an exclude filter. So you're not wasting ammo on a biter where it'll do little to no damage on.
There might not be in terms of an allow/avoid list but there is the option to add everything to priority and check the 'only priority' option he mentioned.
Ah, the video i wanted most, the one that let's me get hyped without spoiling :)
21:30 O M G!.... i really really loved having seperate refueling station in any playthrough i do, and always made finicky and over complicated circuits. (which never even worked well)
"You can also see that there's a difference between these. And that is because this is the old version and the new one." -Nilus
That cracked me up😂
Randomized input on the selector combinator could be useful for filter inserting when you have many items and some might not be available, but there is likely better ways of doing it, especially with the new inserters.
Whoa - soo many nice features! Love it. Poor developers. I can feel their pain of finding useful variable names for all the great new logistic features.
Also joined patreon today to get your nice blueprints. Thanks for putting in the effort of creating (and maintaining) such a nice library.
I played a bit earlier today, and I found a few interesting things, like tab being another key for the map. Weapon changing is now the c key instead of tab, so you need to press shift+spacebar to shoot target entity (I wanted to shoot a chest that I put my pistol in). I also found that I can press q to select an item from my inventory, instead of clicking it like every other person who grabs something from their inventory. I want to say that this feature makes no sense, but I did actually do it so there is at least one person who's used it.
Thank you for this. I wanted to know all the QOL fixes with a minimum of spoilers on other content and you provided. Thanks!
Omg the rail thing makes so much sense. I was using my old rail blueprint book and could not figure out why I couldn't connect rails sometimes.
the blueprint nudging = CTRL + Arrow Keys. very very helpful
Man, I did not make a single tank in 40 hours and turns out they are complete beasts now. First thing I am going to do when I play again. A discharge defense with some minimal shield will make it unbeatable for those pesky aliens. No more surrounding me and blocking me into spitfire.
2:32 Folders were already a thing, unless you meant the ability to add folders within the game is new. Previously you could open the save directory and create a new folder and it would show up in the save list.
Blueprint to logistics request is awesome
What I'm doing about the hold left click to deconstruct in map view, is just using CTRL + D for deconstruction planner, since it does not have any delay
I think that the multiplier factor in the personal logistic group has a useful purpose. If you set it to 0, you get rid of the items of that group
Fun fact: I counted 118 (and still growing) QOL improvements in 2.0! This game is incredibly well improved over the years and I just can't help myself. The factory must grow!
23:20 The foot pedals were meant as an anti-soft-lock feature when you're on a bridge over water and your fuel runs out which is why it's not remotely possible. I love the idea of doing this remotely though as it'll definitely be useful.
The new expansion feels amazing with the new features, but some work in specific obscure places so it'll take a little time to polish and bridge those together to really make them work like one, but it works very well as it is. Knowing the devs, we will have lots of improvements on the new QOL to work even better before 2.1, especially things that were overlooked like the map editor.
This has gotta be one of the coolest updates ever, though I don't know why none of my old train bp's work
OMFG this is incredible! I never thought it could get THIS much better! Blueprint to logistics request??? Love the devs!
I am blown away by how good they are at making this game!!
The Folder Thing exists for Vanilla as well. Thats how I kept my Mod Saves of the various overhauls seperate.
Radars used for logic network are so fascinating! No more need to use unfuelled trains for signal transmission!!
You got my patreon support for a longer time just for this trick with the blueprint and ammo
"You can drive it remotely, [crash] which means you can start hitting power poles"... "And you just flip to manual" [crash] "...aaaaand that's exactly what happens when I drive". Pure comedy!
Changing your stations name to one constant will break the logic behind those icons
Using the "fuel"-icon in the interrupt condition replaces it with the fuel of that locomotive
So when the condition is checked in the interrupt it checks for "[FuelType]" (gets replaced with for example coal).. so we search for a station with the name "[CoalIcon]"
Your station is named "FuelIcon" .. just the icon.. so the condition will never be true
I used the "set production" circuits for logistics chests since they all take the same ingredients to reduce the footprint of my mall. I did it first with train signals to work out the bugs.
"It [combinator's description] would be as useful as programmers commenting on code.. As in not useful" Woah woah, slow down there, that's actually really useful
I remember a million times that saved me on my job what the heck
I was a manager of developers, so expect a manager answer ;)
@@Nilaus in that case, it's fair
@@Nilaus The only comment managers want is in a spreadsheet
@@Nilausall managers are banished to gleba
Ah, this explains your "if it's not my way, it's wrong" mindset @@Nilaus
9:20 so basically, you can remote killing bitters without to put yourself into danger in the slightest. Nice. A little bit overkill, since the bitters stop being dangerous and are just annoying very early in the game, but this is well in the tone of the cold, mechanical efficiency in killing you acquire.
Something to note is you still cant see outside your immediate radar coverage. So while you can still drive you may have trouble taking them out with just the pixelated view
they should never have added biters in the first place and found a less annoying way to provide a challenge instead IMO
@@squelchedotter that's definitely a hot take lmao
The X and Y part for the blueprints do kinda make sense from a gamedev perspective, because drawing the screen starts from the top-left corner going right then down.
There's so many new information for me that I don't want to start watching another video on the same topic
as a factorio newbie i find it interesting that the features that i find very intuitive and endlessly useful is not there just a few months ago. damn lol
also love the little construction/logi bots, they saved my 100hr nauvis base when i got stuck on freaking planet Gleba with NO WAY TO GET BACK IN ANOTHER 20hrs(my space station got obliterated on the way back). very responsive and can do everything in range provided you have the absolute power grid to support them. bot is love bot is literally life
the combinator thingy 40:30 feels like building an autobalancer so problems build up along more hours XD
nice.
i'm just about to start a blind-as-possible playthrough of space age so I won't be watching the rest of the video, but I felt obligated to come say "nice"
there are no spoilers, but just useful mechanics that may come in handy for your playthrough
I did come back to watch! My jaw just physically dropped the moment you said “usually you would go into the blueprint, start remembering the parts you need” and I knew exactly where it was going! Never would have noticed that on my own!!
with randomize you can balance production, filtering requests, since it all produces an approximately equal number of each item in the random list. That new combinator is niche
I really hope that space exploration gets updated to add some off the other features from it, like the randomised planets
Learned so much from this video
Just noticed the space platform hub placed on the planet!
I posted the comments less than halfway through the video and that was only the half of it.
23:15 The Flintstones
the parameter thing makes me think one could probably build a production corner that can build stuff as they're requested
Just my own note, not all feature/ understandable :P
Unlimit pipeflow limit(1pipe line for all nuclear water :D)
alt+ shift+ scroll = select quality
Hold crtl + click/enter = change all same station name
blueprint + shift = blueprint Vehicle
29:43 blue print turret c filled ammo
Remote tank driving
32:31 Hold shift to nudge Blueprint ( even in different grid blue print)
33:09 Parameter thing..
36:22 upgrade planner c module
Alt+F = toggle roboport
40:40 Set recipe ( i made smaller mall this way xD)
Cut building retain circuit wire connection
42:15 wired distant building with radar
43:55 selector combinator
48:05 Set specific asteroid for turret/ collector?
12:05 I manage my entire base with one space platform that is dedicated to only that, then you turn off auto requests on the rocket silo but you can still read the orbital requests, I set my needs based off of those groups. I have an arithmetic combinator that subtracts out my current logistics network inventory and then sends that signal to my bot mall where recipes are auto set in assemblers and any needed intermediate ingredients are also requested. So lets say I want to go to a new planet, I have a group that has all the resources that I need to start up with everything and my network handles everything automatically because I put the rocket silo requests inline with it. Or for example, I have a group called "Rocket Capacity" and it is the minimum capacity for every item I send so that it ensures requests are met.
Love the blueprint content paste into logistic groups! Thanks for telling us about it :)
39:08
LMAO I'M DYING
I love dry programmer humor.
It wasn't really that funny.
Sincerely,
Another programmer.
Hey Nilaus, great video as always! I have a request though: have you considered uploading your content in 2K? (2560x1440p)
I would really appreciate a masterclass on the selector combinator
At 12:10 you said you weren't sure why you would want to request double the contents of a logistics group. The reason is the blueprint feature at 14:25. That way you can bring enough to paste 2 copies of the blueprint.
@13:16 more legs means more feet to the gas pedal!
Tanks have logistics built in now and if you request fuel and ammo in the tank logistics it will automatically fill the spots without the ghost blueprint shenanigans
The modules in upgrade planner are so nice, one less mod (Module Inserter) on the mandatory-to-install list.
Right in time for me to start my game, thanks!
wooow that liquid update is game changing, especially when using overhaul mods
Your English is very good! Impressive video.
Hmm. Nilaus knows the difference between you're and your, too.
We need a video about trains asap XD
okay the blueprint to logistics request is pretty cool!
not sure if it is a new feature, but if you right-drag-click on logistic request slot, you can change its position.
40:34 setting a recipe with a signal - it might be gimmicky, but there was a mod for v1.0.x which did this, called Crafting Combinator. It took care of what happens when a signal *changes* a recipe - what do you do with assembler contents that are not needed for the new recipe? Does the assembler finish the current craft, or what?
I liked it, and used it to balance consumption of cracked oil products, choosing petroleum or light oil to make solid fuel, depending on what I had in excess.
”not including any spoilers”
mentions at least:
* demolishers
* lightning strikes
* asteroid mechanics in space
* rocket turrets
* railgun turrets
Spent a while trying to figure out how to "set ghost curser" for the turret blueprint. You need to hit M and build from the map.
What a fantastic video to remind us of all the incredible new features we can start using today. 🎥✨
Now really is peek QoL Factorio game play time with all these features.
Nilaus likes sushi belts? What split dimension we choose to live.
Adding logistic requests from BPs, best feature!!
A lot of QoLs for Space Age, some of them featured I didn't know, but the BP logistics is one I've been wanting since I started playing (some time before "Base in a Book" series)
40:50 that "gimmick" could be a nice way of making quality upgrades for, e.g tanks.
Say you've landed on a planet, set up a starting base and the resources are now steadily coming in. Then you'd want to explore, say Vulcanus, but there are some worms in the way. Using that logic system, you can build the tank, it's ammo and equipment, all with one requester and assembly machine. Or, if on Gleba, a tank gets stuck outside of coverage and gets destroyed, there'd be a fresh tank with all bits and bobs ready for deployment and continued expansion.
Just a couple examples, and first ones to pop into mind.
I'm calling it froboport from now on!
I would like the remote drive to be something I could put on my taskbar to any vehicle
15:00 this one, I thought was a mod... I had NO IDEA it was vanilla now!! :o
I have been continuously complaining to my friends that it should be base game.... AND IT HAS BEEN SINCE 2.0?!??!
AAAHHHHH
Thanks for the video. I'd love to have a video on how to migrate an old save game to vanilla 2.0 (w/o DLC content).
Nice!
Good afternoon @Nilaus I got into factorio by doing a build along with your "entry level to megabase" series. Are you planning on doing a similar series for space age?
Thanks for alot for the trick to get blueprint WITH ammo!
I always wanted a grid for tanks!! The bitters will live in fear now.
Some tutorials on the new circuts would be cool
unfathomably awesome and completely hidden! ~thousands of drones swarm from every direction causing a brownout~
some of the quality of life is insane almost as if the developer actually play the game and think damn you know what would be nice and implement all these QOL change
yes I'm being sarcastic because it seems like there's a lot of game developers that didn't know shit about their game, I'm looking at you wargaming
Aww I saw this and hoped to see how interrups worked, and then you skipped it :D So please do a tutorial on the rail system and how you can work with interrupts :D