First time in my experience when removing a bug actually made the game worse. (not possible to set stack count parameter as in video anymore without using additional and excessive items like combinator that should be removed after the build).
@@StanislavPermiakov File a bug after the bug was fixed report! Unintended consequences are awesome. Maybe this will develop into a Mandelbrot set of fixes to fixes of bugs and will look pretty!? 🤔
Thank god for that stack size formula. The amount of train stations I've had break on me because I assumed the stack size of something was 200 keeps me up at night.
17:08 oh my god, you can set requests for requester chests so that the amount requested scales inversely with crafting time! 😱 That way you won't have thousands of concrete in a requester chest for rocket silos but recipes which craft on 1s won't always be waiting because the bots are feeding it 2 iron gears per second! ❤❤❤
They added this years ago as part of being able to copy paste from an assembler to a requester box. It even scales with machine speed if you module/beacon it.
Omg you are saving my life uploading like this dude. I keep opening UA-cam thinking I'll just watch a lil before release and you come and save me with a spoiler free video ❤❤
Huffing these videos as I avoid all the Space Age spoilers. Thank you so much for these, I'm going to hit the ground running on Monday haha. edit: oh my god i need these changes
Have to agree with this guy. I’m not really avoiding spoilers, but using machines and items I’m already familiar with helps out understanding this a lot.
2 things: 18:15 oh my goodness its like wheres waldo but factorio but train wreck i love it 0:50 this feature show now and forever be known as etherealnet cable. if i ever open a cable company that will be the name
I'm so happy to see detailed easy to understand Tutorials like these! I've played hundreds of hours of vanilla Factorio and really could have used them then. Im enjoying learning about F.S.G. now
At 13:32 you select what was the green circuit as an ingredient of what was the copper wire, which might very well be the reason for the weird behavior that you identify as a bug. Wouldb e very curious if selecting these in the correct order (so the thing marked ingredient of is actually the ingredient) fixes the weirdness.
The way you can parameterize all these different things is just a testament to how insanely well made Factorio is. I don't think I've seen a game with this many quality of life features its ABSURD. Hats off to Wube for creating something that is so incredibly fresh and unique, and limited only by the players skill and imagination.
i knew i remembered this voice, your "Making an overhaul mod" Video was recommended to me way back when. Ill leave a sub this time, your content is awesome!
Amazing video as always, I would love to see some future tutorials of blueprint ideas, things working, etc That will help new players or those who doesn't know much on how to make good blueprints or even circuits!
13:23 - Not sure if people explained this, but I think I get the idea. While you have two buildings with two different recipes, that field where you declared 1 as Ingredient of 0. This means that while the two building use two parameters, they are the same. Or they use the same. For instance, if you have parameter 0 being the item, parameter 1 being quantity, and parameter 2 being used in a light to turn it on, if the light is to show the same item as parameter 0, u say parameter 2 uses parameter 0. That way you hide parameter 2 from the blueprint when building, as to avoid errors and quickens the process a bit.
Remember that the ingredient parameters at 17:00 need to cover ALL recipes. So my guess is that in 2.0 the most ingredients any recipe has is 6. In 1.1 the only recipes with 6 or more ingredients are the satellite and the spidertron with 6 and 8 respectively. The later had their recipe changed in 2.0 I believe. If you can use the ingredients of a recipe as the parameter for requests then one use case for those parameters is to set the request amounts in a requester chest. So say you set it to 5 times the item count of p0_i5 for ingredient 1. In the radar example it would then put a request of 25 gears into the requester chest. Effectively you can make a generic mall producer BP this way and all you need to set is the recipe. The game will figure out the rest.
In a world full of meaningless cash grab AAA titles, there’s WUBE perfecting their game and making it better and better as times goes on. Thank you WUBE. You are awesome.
Can you take for example an iron station blueprint and change it to a copper station blueprint? Without needing to set the parametrer every time you place it.
Nilaus really didn't like the parametrization because it's too hard for non-programmers to understand. We're probably safe considering half the player base is software engineers though. I can't put into words how excited I am for this myself. Between this and interrupts, I'm going to nerd out so damn hard on Monday. And we're yet another step closer to Factorio being a perfectly viable way to teach someone programming lol
@@pavlopanasiuk7297 Well, there are some things one can do -- upgrade planners, and snipping items manually or by type. But other than that, no, alas. But, one can always place the blueprint, tinker with the ghosts, and re-blueprint it. Cumbersome, but effective.
Blueprinting a storage chest doesn't give the extra 1 anymore, which is a shame since now you can't do the handy "keep x stacks in stock". You'd probably have to set up a constant combinator or display to make it work now.
It's just new art for the personal reactor thing. It did change a bit -- art, name, and recipe are a bit different -- but it fills pretty much exactly the same game role.
I still don't have any idea where the parameter is better than building 1 and copy-pasting with the recipe set but maybe for things like city blocks where you could be setting the train stop and recipe all at once?
Yes, you were always a way to deconstruct fish. And it's pretty useful too in the beginning even before bots. Because when you mark them for deconstruction, they stop moving making them much easier to grab.
@galdocstutorials in 1.1 you can have blueprints where gun turrets or chests request items (poor man's requester chest) when built, you need an external bleuprint editor to do this. What happens when you import and build these blueprints in 2.0?
@@galdocstutorials fff 392 has a good example that it outputs the first ingredient and than the second ingredient. "Parameter 1,2,3 are set to be ingredients of the parameter 0, so when this blueprint is being built, only the value of parameter 0 is asked for, and the remaining values are automatically filled out."
@@galdocstutorials thats good... but also really unfortunate... we really need a way to add/split rows to the parameters because right now it feels like a feature that actively tries to prevent you from using it.
What exactly would be a spiller for this game? There are tutorials on how to do things like sushi belts or BUS systems. Those are just tips, and don't really ruin the game in any way.
@@galdocstutorials I managed to make it work by setting up a ghost signal :D Like: connect the assembler with wire, check able/disable, and set a random variable there. After disconnecting the wire, the variable is still there and can be picked up by the blueprint
18:02 This really DOES get worse the longer you look at it. like what the fuck are those speed modules doing there why are there so many efficiency modules you need like, 2 unless you have other modules installed and care about poll or energy use, why is that light offcenter why is that belt turned WHY ARE THERE NO OUTPUTS ON THE TOPRIGHT ASSEMBLERS that beacon has no modules why is there a wooden chest half the undergrounds are facing the wrong way. theres a single module missing from the bottom right most assembler WHY DO YOU NEED SO MANY WOODEN POWER POLES (WHERE ARE YOU GETTING SO MUCH WOOD) the output only uses half the belt this is like if you asked a generative ai to make a lategame design for a power pole and it only had a cursory knowledge of factorio
tldr; great video though, thanks for the overview of parameterization. i remember reading through one of the FFFs but not really getting it, so this video helped alot! super hype for monday
EDIT: The extra 1 in the parameters was evidently a bug, which they patched out after I made the video :(
1 week has never felt this long
REALL
counting hours
So true
playing space exploration just to skip time for space age...
FOR REAAAAAAAAAALLLLLLLLLL
Thanks for the bug report of the extra 1 in the storage chest, I will look into it. Also thanks for the nice video!
wild that this (for all intents and purposes, official) account isn't verified, and has that @
Thank you for the wonderful game, I hope the new release becomes a success
First time in my experience when removing a bug actually made the game worse.
(not possible to set stack count parameter as in video anymore without using additional and excessive items like combinator that should be removed after the build).
@@StanislavPermiakov File a bug after the bug was fixed report! Unintended consequences are awesome. Maybe this will develop into a Mandelbrot set of fixes to fixes of bugs and will look pretty!? 🤔
That parameterization where you set the request by a multiple of stack size is awesome.
Thank god for that stack size formula. The amount of train stations I've had break on me because I assumed the stack size of something was 200 keeps me up at night.
I worked around that by filling one stack in a box so I could do some math...
learning curve for factorio never been this steep
@@lakatosjuraj you ain't kidding
Oh crap... and I'm just up to starting oil, and fantasize about getting personal bots sometime soon!
5:40 You should file feedback on force replace not putting underground segments on a pipe. Gotta get that feedback in while you can. (:
For pumps you wouldn't want feedback if they are aligned with the pipe line.
17:08 oh my god, you can set requests for requester chests so that the amount requested scales inversely with crafting time! 😱
That way you won't have thousands of concrete in a requester chest for rocket silos but recipes which craft on 1s won't always be waiting because the bots are feeding it 2 iron gears per second! ❤❤❤
They added this years ago as part of being able to copy paste from an assembler to a requester box. It even scales with machine speed if you module/beacon it.
Omg you are saving my life uploading like this dude. I keep opening UA-cam thinking I'll just watch a lil before release and you come and save me with a spoiler free video ❤❤
Huffing these videos as I avoid all the Space Age spoilers. Thank you so much for these, I'm going to hit the ground running on Monday haha.
edit: oh my god i need these changes
Have to agree with this guy. I’m not really avoiding spoilers, but using machines and items I’m already familiar with helps out understanding this a lot.
2 things:
18:15 oh my goodness its like wheres waldo but factorio but train wreck i love it
0:50 this feature show now and forever be known as etherealnet cable. if i ever open a cable company that will be the name
Building smart train stations has never been so easy :o
@@TigerXGame Yep! And the train updates have good options for this too
I'm so happy to see detailed easy to understand Tutorials like these! I've played hundreds of hours of vanilla Factorio and really could have used them then. Im enjoying learning about F.S.G. now
At 13:32 you select what was the green circuit as an ingredient of what was the copper wire, which might very well be the reason for the weird behavior that you identify as a bug. Wouldb e very curious if selecting these in the correct order (so the thing marked ingredient of is actually the ingredient) fixes the weirdness.
@@MegaSheldor Will tinker on stream today to find out :)
quality video! thank you for beta testing 2.0 for the rest of us
The way you can parameterize all these different things is just a testament to how insanely well made Factorio is.
I don't think I've seen a game with this many quality of life features its ABSURD.
Hats off to Wube for creating something that is so incredibly fresh and unique, and limited only by the players skill and imagination.
Probably the only youtuber out here with spoiler free content
That video is legendary quality, thank you very much!
Factorio is slowly getting more functionality that Excel
[17:56] *THE HORROR! **_THE HORROR!!!_*
The autolandfill with blueprints is amazing
Parameterization looks like it's gonna be great for a lazy bot mall blueprint.
Thank you for sharing this! This is giving me plenty of ideas for my Space Age playthrough.
2:22 obligatory "waterfills your house" joke.
8:00 Congratulations, you made me go back and check the earlier parts of the video 😂
@@DoubLL the truth is [sometimes silly]
i love this dudes voice 🙏
Great stuff! Thanks for making it spoiler free!
Woah, thank *you*
i knew i remembered this voice, your "Making an overhaul mod" Video was recommended to me way back when.
Ill leave a sub this time, your content is awesome!
Parameterized Factories are basically Templates / Generics from programming languages, how cool is that?
@@BinaryReader Good analogy!
Amazing video as always, I would love to see some future tutorials of blueprint ideas, things working, etc
That will help new players or those who doesn't know much on how to make good blueprints or even circuits!
The landfill update is 👌🏼
Remember the time when you had to save before precise landfill placement? 😂
Thank you so much for this spoiler free content.
Loving the landfill bit. Currently using a mod for that and it's not the best.
13:23 - Not sure if people explained this, but I think I get the idea. While you have two buildings with two different recipes, that field where you declared 1 as Ingredient of 0. This means that while the two building use two parameters, they are the same. Or they use the same. For instance, if you have parameter 0 being the item, parameter 1 being quantity, and parameter 2 being used in a light to turn it on, if the light is to show the same item as parameter 0, u say parameter 2 uses parameter 0. That way you hide parameter 2 from the blueprint when building, as to avoid errors and quickens the process a bit.
Loving someone making spoiler free content! Thank you!
if this is the only factorio content I can watch, I'll take it
Remember that the ingredient parameters at 17:00 need to cover ALL recipes. So my guess is that in 2.0 the most ingredients any recipe has is 6. In 1.1 the only recipes with 6 or more ingredients are the satellite and the spidertron with 6 and 8 respectively. The later had their recipe changed in 2.0 I believe. If you can use the ingredients of a recipe as the parameter for requests then one use case for those parameters is to set the request amounts in a requester chest. So say you set it to 5 times the item count of p0_i5 for ingredient 1. In the radar example it would then put a request of 25 gears into the requester chest. Effectively you can make a generic mall producer BP this way and all you need to set is the recipe. The game will figure out the rest.
@@soggsthemage6679 Hm. Maybe. ... with Galdoc’s Manufacturing, i had some recipes with a LOT of ingredients. Will tinker with it
17:41 I see, the stack size of Ammo is 100 in 2.0, it was 200 before.
@@Tondadrd Yeah. :(
good choice on the music!
The "bug" I wonder if it's because you picked a recipe that has multiple ingredients
@@GordonWrigley Could be -- need to tinker more with it.
Maybe, but only one of the ingredients can be made in an assembler, so it should be fixable.
In a world full of meaningless cash grab AAA titles, there’s WUBE perfecting their game and making it better and better as times goes on. Thank you WUBE. You are awesome.
This.
We love 3 beacon small electric pole production with the assemblers on the edges having only 2 beacons
Can you take for example an iron station blueprint and change it to a copper station blueprint? Without needing to set the parametrer every time you place it.
You can, but you'll have to set the parameter each time unfortunately
Blueprint spider is the best thing
Nilaus really didn't like the parametrization because it's too hard for non-programmers to understand.
We're probably safe considering half the player base is software engineers though. I can't put into words how excited I am for this myself. Between this and interrupts, I'm going to nerd out so damn hard on Monday.
And we're yet another step closer to Factorio being a perfectly viable way to teach someone programming lol
You can catch fish with inserters. And the funny part, I actually used it in automation of medic packs in Space Exploration. E N G I N E E R I NG
Wube really wants all of the real life programmers to quit their job to become Factorio programmers . . .and I'm all for it.
Construction bot can put your pants on
What a time to be alive
DAMN, that parameterization makes non-MAM botmalls supereasy
I believe the "1" you are seeing in the parameterization of blueprints may be the stack size on the inserter.
This is NOT showing up for me... and i cant make it show up... really want to know where this "1" is coming from
apparently, and I only found this after making the video, it was a bug they patched out :(
All the nice features indeed. But what about the direct modifications to the blueprint? Are they still impossible beside parameterization?
@@pavlopanasiuk7297 Well, there are some things one can do -- upgrade planners, and snipping items manually or by type. But other than that, no, alas. But, one can always place the blueprint, tinker with the ghosts, and re-blueprint it. Cumbersome, but effective.
Creating a request section by a blueprint is such a great feature i never will use, because future-me can't remember it. 😭
@@akjir That is a whole mood and I feel it too lol
thanks for spoiler free!
Fantastic video! Thank you!
Inserters are the OG fishing rod
@@runamucker correct
So how do you add a variable if there isn't some convenient arbitrary 1 to repurpose? Say, if that were a steel chest instead of a storage chest?
@@macdjord you basically have to add a dummy signal right now and use its count as the variable. Dunno if this will change; i hope it will
17:16 "It goes from being red" X 2
Whoops, missed that edit, thx.
@@galdocstutorials can't wait to be as tired from late night Factorio
Subscribed because of ethereal net cable. You are my exact kind of lame
lol, awesome. working with curcuits would fry anyones brain.
Blueprinting a storage chest doesn't give the extra 1 anymore, which is a shame since now you can't do the handy "keep x stacks in stock". You'd probably have to set up a constant combinator or display to make it work now.
thank you
Spoiler free then opens up the equipment grid to something I have never seen.
It's just new art for the personal reactor thing. It did change a bit -- art, name, and recipe are a bit different -- but it fills pretty much exactly the same game role.
Are you considering any kind of (tutorialised or otherwise) playthrough? I'd watch for sure. You've got a good sense of humour.
I maaaaaay, not quite sure yet. But thank you
Upvote for good video! and "ethereal" :D
I'm salivating for all that good stuff
I still don't have any idea where the parameter is better than building 1 and copy-pasting with the recipe set but maybe for things like city blocks where you could be setting the train stop and recipe all at once?
The main use case, I think, was train stops that proccessed a single thing. But, I use it with setting up that chest example in my own base
What happens if you landfill, walk onto it and then ctrl+Z? I can only assume it's not gonna decon things under entities?
It doesn't remove it. :)
Are you able to Parametrize the settings for combinators?
@@ThePongles I will try on stream today :)
Did you miss parameterizing icons in train station names?
@@GordonWrigley I did; will cover it in the train vid. :)
You were always able to deconstruct fish...
... right? Okay, maybe that was some mod I don't remember installing.
Yes, you were always a way to deconstruct fish. And it's pretty useful too in the beginning even before bots. Because when you mark them for deconstruction, they stop moving making them much easier to grab.
I’m still working out how to specify an item with a quality as a parameter.
15:57 they got rid of the "num stacks" parameter. Do you know of any work around?
That’s even better than python))
'ammo is not part of the blueprint...'
Whhhhhhhyyyyyyy not! (bashes head against table)
@@baskoning9896 i know, right? Alas. Maybe someday.
@galdocstutorials in 1.1 you can have blueprints where gun turrets or chests request items (poor man's requester chest) when built, you need an external bleuprint editor to do this. What happens when you import and build these blueprints in 2.0?
few days to go....
One of those beacons doesnt have modules in it
@@ALANMILJAK You found one
14:00 looks like it wants to set #1 to smelt iron but the assembler can’t smelt ore.
That could be it
@@galdocstutorials just set the #1 also to an constant combinator to see what it outputs
@@galdocstutorials fff 392 has a good example that it outputs the first ingredient and than the second ingredient.
"Parameter 1,2,3 are set to be ingredients of the parameter 0, so when this blueprint is being built, only the value of parameter 0 is asked for, and the remaining values are automatically filled out."
How do i use the pipette tool with things i dont have in my inventory? Just like copy so i get a ghost to place?
@@croco1523 Anywhere you see an icon will work. Factoriopedia can help (though it will have spoilers)
14:40 Im not sure whats going on but when I do exactly this same thing i only get 2 fields in paramiterization.... is this not accurate anymore?
@@nuarius They saw the vid, found a bug, and changed it out from under me, alas
@@galdocstutorials thats good... but also really unfortunate...
we really need a way to add/split rows to the parameters because right now it feels like a feature that actively tries to prevent you from using it.
What exactly would be a spiller for this game? There are tutorials on how to do things like sushi belts or BUS systems. Those are just tips, and don't really ruin the game in any way.
I defined spoilers as the new locations and stuff you get there. Will be going into those in more depth soon tho, just in a different series. :)
damnit now they added math to this game!
Moar videos w/o spolers (like the whole series) pls kthx.
1 like for “ethereal net cable.”
3:42 how is this new?
The yellow chest phantom request in gone :(
It's merged into the product variable
@@phonxil4592 Alas, yah -- a dev said it was a bug :(
@@galdocstutorials I managed to make it work by setting up a ghost signal :D
Like: connect the assembler with wire, check able/disable, and set a random variable there. After disconnecting the wire, the variable is still there and can be picked up by the blueprint
@phonxil4592 clever!
Finally, I can say with all confidence, like my ex-wife, I can see ghosts too! But I still can't talk to them, like she says she can...
Now the real question for the broke among us is are these 2.0 features or Space Age features?
In this video these are all base 2.0 features as far as I am aware.
All these are 2.0 :)
18:02 This really DOES get worse the longer you look at it. like
what the fuck are those speed modules doing there
why are there so many efficiency modules you need like, 2 unless you have other modules installed and care about poll or energy use,
why is that light offcenter
why is that belt turned
WHY ARE THERE NO OUTPUTS ON THE TOPRIGHT ASSEMBLERS
that beacon has no modules
why is there a wooden chest
half the undergrounds are facing the wrong way.
theres a single module missing from the bottom right most assembler
WHY DO YOU NEED SO MANY WOODEN POWER POLES (WHERE ARE YOU GETTING SO MUCH WOOD)
the output only uses half the belt
this is like if you asked a generative ai to make a lategame design for a power pole and it only had a cursory knowledge of factorio
tldr; great video though, thanks for the overview of parameterization. i remember reading through one of the FFFs but not really getting it, so this video helped alot! super hype for monday
@@antheosenigma if this were a cereal box with a puzzle on the back, you would have gotten everything (I think)
Can we get a video on a breakdown of all the planets and how to work them, like how to mine, produce power and the such? I've been loving the content
@@yellowflag4803 Yup, that is planned. :)
@@galdocstutorials thats great to hear