... oh no lol ... those were the original stops I was going to use for the tutorials that I just never deconstructed ... and now ... now they have new meaning. I will stare stoically at nothing for one minute in solidarity.
Sometimes I have dreams about games, where there's this super cool super update that makes the game an order of magnitude more enjoyable to play. Factorio 2.0 may be the first time reality actually matches the feeling I get from those dreams.
Recently found your channel. Your humor and production level (editing) are right up there with Dosh. Thank you for kicking ass in this age of slackers.
I love these videos. I dont want to get bombarded with spoilers but a bunch of factorio youtubers that said they would put "spoilers" and "no spoilers" just aren't.
@@benjitheengi4447 The whole early access has been a nonsensical disaster. Who is benefiting from it? I doubt they somehow see extra sales from this. it is possible for a game to be exclusive for so long that people stop caring: see FF16/FF7R.
@@benjitheengi4447 i was talking about Xterminator, he showed a lot of spoilers for no reason and didn't put warnings like he said he would. There was another youtuber on my home page that i never watched just spoiling the shattered planet on the thumbnail that made me very mad on that day
18:29 One very useful detail with all of those signal slots on entities: You can change which signal they read from or write to by clicking on that box. You can also set these to items and fluids of course. This allows you for example to easily add up all construction robots that are stored in chests as well as in the network by simply setting the Total Construction Robots output to Construction Robots; useful for example for checking how many robots a wall segment has left in total. Far too many people seem to miss out on that feature that has been in the game since at least 0.15.
Thank you for all those videos! You are awesome, also, you are the only youtuber I'm seeing not spoiling the update on youtube, but actually giving USEFUL information (tutorials and such) about the update, keep going! Can't wait for the next one :)
Exceptionnal quality on this video, you're very good at this. Good voice for explaining things, good tempo, clear showcase of what you're talking about. I will make sure to recommend this in the future.
I think I may have to watch this video ten times to really absorb all the useful information. It's so dense. Your hard work is appreciated. Need more use cases for some of the weird stuff like parameters. At the moment, it's hard to imagine _where_ I'd need to use these.
That rail rotate kwybind change is incredible. 3200 hours in-game and stil finding new stuff. This game is probably the best $60 value you could ever spend in gaming.
The last thing with all the rails looked like bacteria under a microscope Also your tutorials are great I’d expect you to have more views. Keep up the great content
That shift-mousewheel keybind is awesome!! Decided not to got with blueprint railpack but experiment with the new settings first after watching your vid. Thanks
I love having trains running all over the place. I know its not the most efficient way to do it but if I can add a train to any process I will LOL. So anything that can increase the efficient of my trains is welcome. Just the fuel interrupts or the elevated rails alone will make a big difference. Less time that trains stop to fuel up or for other trains to pass means the whole system will run better. My train fueling yard can now be a lot smaller and if I use mostly elevated rails in my base I'll be much less likely to get run over, my trains kill me more then the biters. Having more rail positions are amazing but more placements of signals around curves is going to allow so much kool railways. There has been more the a few times where I wanted my rails to go one way only to discover that I couldn't put signals where they needed to be to make it work. This should allow lots more freedom in railway design. The item parameter and trains changing color are something I could probably do without but you can bet your butt I'm going to use them. Just the idea of having a boat load of trains running all over the map hahahaha! You could just sit in a train and not know where you'll end up, just sit back and enjoy the ride all over your factory. will it make my base more efficient, will it make it less? I don't know and I don't care. I'm sure I'll find even more ways to use the new systems
17:05 really appreciate you mentioning all the small mistakes here and there, when I make them I also get the feeling of oh my god I suck why do I think I know anything about this in the first place, and imposter syndromes takes hold. Openly talking about these things helps a lot, so just wanted to say thank you for doing that here ^^ Also, this tutorial is insanely useful, thank you for the super cool stuff you shared here and the effort you've put into it :)
4:00 - that keybindings idea is huge! Will totally be doing that; thanks! 6:05 - ooh, also nice! (It's the little things...) All told, great vid! (No offense to the other person, but this was so much better than the last one I just watched.) Kudos!
CTRL clicking track to send an arbitrary point on track was indeed pre-2.0, you could/can also Shift click a station and it will be added to the train schedule.
I'm going to be playing with trains and circuits for like a week in sandbox mode before I get around to actually playing Space Age. There are so many great changes.
Thank you very much! Such a nice and detailed video i really appropriate the work you put into it. And i must admit, you sound like a guy that is really pleasant to be around.
This was really helpful. Rebuilding my megabase is not making time, but finding out some good vanilla train perks is nice. Now I need to figure out how to use cybersyn and somehow get the logic tlnetwork to start the base up in a specific sequence.
Fiddling with rails is probably the first thing I'm going to do tomorrow. Thanks for the preview. That control rebind sounds especially nice, 90 degree bend might no longer be my most used blueprint. (:
Turns out you can't make a symmetrical roundabout with rails that are only once rail width apart. Wish I had known that before. Don't be like me: make a rail BP book with rails separated by two rail widths. My base will now have the "old" section and the "current" section with some very janky interconnects between them.
I genuinely saw this in in my recommended and went 'nah, don't want to get spoilers' and started to move on until I saw "(Spoiler free!)" and that literally was the only reason I actually watched it
So for the circle radius of the new 2.0 rails vs Legacy, the bigger one is actually better. It ties into City Block layouts now without any structures blocking it, making it much easier to add rails and roundabouts to existing city blocks, without forcing you to move power lines, roboports, etc.. Also, RIP LTN, you were good to us.
To add to that you can drive tanks remotely from anywhere. I had a problem on Navies. I loaded a tank with a robo port and supply’s and it was like I there. Only problem is you have to have radars or robo ports anywhere you want to go but not to travel.
Looks like I can now create an generic Item Pickup Station which is handeled by Priority (Ore is Higher than Green Circuits), get any Train that comes filled up and the train system sorts with parameters where this train needs to go? So Train A runs to station A, Fills Up Iron Ore, runns to the smelter and then it runs to Station B (since A is full) and fills up Copper which goes to the Circuit production? And If it needs refueling it does. And if there is no stop to get Items it simply can go to an "Depot" and wait? Also if I need more trains I simply add "Generic" ones without the need of where they are needed? Sounds like vanilla LTN for me.
And a lot of those used to be mods or part of mods. Thats what Iove the most about Factorio. The devs see a mod that adds something awesome and beneficial, and add it into the basegame.
For a beginner this is a lot of useful info. Too bad I am not even understanding how the signals work. I just crashed two train that met at a crossroad
Can you explain how I would put parameterizing to use in Factorio 2.0 such that : Trains for Liquids and Trains for Items do not get mixed up ie: Liquid wagon trains try to pickup items or vise-versa; So that multiple trains do not try to pickup at the same station at the same time; So that multiple trains do not try to deliver to the same station at the same time; that trains trying to deliver to a station do not get blocked by other trains that deliver there first (making the need for a delivery to disappear);
Generally, you'd use the fluid wildcard in the train schedules and use the train limit at the station to make sure they don't get overwhelmed with trains. :)
We got that Minecraft Mouse Tweaks shift-drag feature bois PS: How come nobody has made a mod to turn the research finished sound into the Windows 3.11 tada sound? PPS: Definitely gonna check out those Blender tutorials
The fact you had "happy place" as an unreachable train stop really hit home
... oh no lol ... those were the original stops I was going to use for the tutorials that I just never deconstructed ... and now ... now they have new meaning. I will stare stoically at nothing for one minute in solidarity.
the train literally hit the home
Dude the mouse wheel rotate is so genius thank you
Making lag machines out of placing rail ghosts in all possible orientations just got a whole lot easier!
@@dripthanos5595 oh boy did it ever
Sometimes I have dreams about games, where there's this super cool super update that makes the game an order of magnitude more enjoyable to play.
Factorio 2.0 may be the first time reality actually matches the feeling I get from those dreams.
Space Age adds an ORDER OF MAGNITUDE of complexity... and I'm here for it.
Train stop priority is going to be so nice for a lot of mods
It really, really is
This is the first video that I watched where I grasped train interrupts. Thank you!
Recently found your channel.
Your humor and production level (editing) are right up there with Dosh.
Thank you for kicking ass in this age of slackers.
That one-minute undo confirmation is some of the sickest UI design I've ever seen. That's incredible.
I love these videos. I dont want to get bombarded with spoilers but a bunch of factorio youtubers that said they would put "spoilers" and "no spoilers" just aren't.
Hey dont be mean to trupen like that
Im mad everyone put the lava planet enemy on the thumbnails thats exactly the kind of thing i wanted as a surprise
@@benjitheengi4447 The whole early access has been a nonsensical disaster. Who is benefiting from it? I doubt they somehow see extra sales from this. it is possible for a game to be exclusive for so long that people stop caring: see FF16/FF7R.
@@benjitheengi4447 i was talking about Xterminator, he showed a lot of spoilers for no reason and didn't put warnings like he said he would. There was another youtuber on my home page that i never watched just spoiling the shattered planet on the thumbnail that made me very mad on that day
The undo confirmation is crazy!
I'm going to need it so, so often
the software engineering of that is beautiful. such legends
I need that in vscode right now.
I've been looking up your channel over the last couple of days waiting for this one
Sorry -- it literally took me 3 days of solid editing to get this one out.
Thank you. I am the Swedish factory "Fabriken", and I will give you credit in my next music video. The factory must grow! Infinite expansion
Could not link, but the music video is called Fabriken AGI - Endless Hunger Machine
you became my favorite youtuber overnight lol, your humour and overall quality on these factorio videos is amazing
18:29 One very useful detail with all of those signal slots on entities: You can change which signal they read from or write to by clicking on that box. You can also set these to items and fluids of course. This allows you for example to easily add up all construction robots that are stored in chests as well as in the network by simply setting the Total Construction Robots output to Construction Robots; useful for example for checking how many robots a wall segment has left in total. Far too many people seem to miss out on that feature that has been in the game since at least 0.15.
Thanks Galdoc for getting this out before release! All of your tutorials will be my reference throughout my time in space age. Cheers
Thank you for all those videos! You are awesome, also, you are the only youtuber I'm seeing not spoiling the update on youtube, but actually giving USEFUL information (tutorials and such) about the update, keep going! Can't wait for the next one :)
Exceptionnal quality on this video, you're very good at this.
Good voice for explaining things, good tempo, clear showcase of what you're talking about.
I will make sure to recommend this in the future.
I think I may have to watch this video ten times to really absorb all the useful information. It's so dense.
Your hard work is appreciated.
Need more use cases for some of the weird stuff like parameters. At the moment, it's hard to imagine _where_ I'd need to use these.
Finally. Trains
High quality and entertaining explanation. 0 bs, 30 minutes of good stuff my dude
That rail rotate kwybind change is incredible.
3200 hours in-game and stil finding new stuff.
This game is probably the best $60 value you could ever spend in gaming.
The last thing with all the rails looked like bacteria under a microscope
Also your tutorials are great I’d expect you to have more views. Keep up the great content
@@cornbonzo7027 Cargoteria
That shift-mousewheel keybind is awesome!! Decided not to got with blueprint railpack but experiment with the new settings first after watching your vid. Thanks
I love having trains running all over the place. I know its not the most efficient way to do it but if I can add a train to any process I will LOL. So anything that can increase the efficient of my trains is welcome.
Just the fuel interrupts or the elevated rails alone will make a big difference. Less time that trains stop to fuel up or for other trains to pass means the whole system will run better. My train fueling yard can now be a lot smaller and if I use mostly elevated rails in my base I'll be much less likely to get run over, my trains kill me more then the biters.
Having more rail positions are amazing but more placements of signals around curves is going to allow so much kool railways. There has been more the a few times where I wanted my rails to go one way only to discover that I couldn't put signals where they needed to be to make it work. This should allow lots more freedom in railway design.
The item parameter and trains changing color are something I could probably do without but you can bet your butt I'm going to use them. Just the idea of having a boat load of trains running all over the map hahahaha! You could just sit in a train and not know where you'll end up, just sit back and enjoy the ride all over your factory. will it make my base more efficient, will it make it less? I don't know and I don't care.
I'm sure I'll find even more ways to use the new systems
This video comes in clutch as I have just started to expand to a second base and mining outposts in my Space Age save, thank you!
Tomorrow, how quickly time flies. Thanks, I think my brain checked out, but I tried to stay motivated.
S'all good -- enjoy the game tomorrow
17:05 really appreciate you mentioning all the small mistakes here and there, when I make them I also get the feeling of oh my god I suck why do I think I know anything about this in the first place, and imposter syndromes takes hold. Openly talking about these things helps a lot, so just wanted to say thank you for doing that here ^^ Also, this tutorial is insanely useful, thank you for the super cool stuff you shared here and the effort you've put into it :)
The new trains look awesome can't wait to automate them
4:00 - that keybindings idea is huge! Will totally be doing that; thanks!
6:05 - ooh, also nice! (It's the little things...)
All told, great vid! (No offense to the other person, but this was so much better than the last one I just watched.) Kudos!
13h to go and you're still dropping sick spoiler free content ! Thank you
CTRL clicking track to send an arbitrary point on track was indeed pre-2.0, you could/can also Shift click a station and it will be added to the train schedule.
Loved this tutorial, I forgot a bunch of the changes on trains so this really helped refresh the memory and even learn new tricks
Incredibly useful and detailed tutorial, thank you. Time to go break my already janky rail system completely.
Thank you!! I definitely have to remake my train station blueprints. I think dynamic priority, interrupts, and parameters are going to be huge for me!
the allow interruptings other interrupts got me
I'm going to be playing with trains and circuits for like a week in sandbox mode before I get around to actually playing Space Age. There are so many great changes.
This is the first video i got in my timeline from you. Man i like your humor and the editing style. This won't be my last visit here.
thank you :) this solved one of my problems i had when setting up my trains
Thank you very much! Such a nice and detailed video i really appropriate the work you put into it.
And i must admit, you sound like a guy that is really pleasant to be around.
That tip for changing the bindings is really good!
1st video i’ve seen of your collection, and i will subscribe to it. I like the information and especially the humour . Good job!
This was really helpful. Rebuilding my megabase is not making time, but finding out some good vanilla train perks is nice.
Now I need to figure out how to use cybersyn and somehow get the logic tlnetwork to start the base up in a specific sequence.
Fiddling with rails is probably the first thing I'm going to do tomorrow. Thanks for the preview. That control rebind sounds especially nice, 90 degree bend might no longer be my most used blueprint. (:
Turns out you can't make a symmetrical roundabout with rails that are only once rail width apart. Wish I had known that before. Don't be like me: make a rail BP book with rails separated by two rail widths. My base will now have the "old" section and the "current" section with some very janky interconnects between them.
"i clicked too far"
Side note: the game loads *so* fast
That is music to my ears (i have a shitty laptop)
I accidentally found out about rail planning in map view to place it over a long distance. Changed my life instantly
The thumbnail alone deserves my like.
you may be the first person to get the reference
Very good tutorial. Thanks for making it spoiler free too, huge!
MY DUDE, shift+scroll for rotating the rails??? That's my biggest pet peeve when building rails and you solved it just like that
Oh my, there were a lot more changes than I remember. Again, thank you for making these
I genuinely saw this in in my recommended and went 'nah, don't want to get spoilers' and started to move on until I saw "(Spoiler free!)" and that literally was the only reason I actually watched it
So for the circle radius of the new 2.0 rails vs Legacy, the bigger one is actually better. It ties into City Block layouts now without any structures blocking it, making it much easier to add rails and roundabouts to existing city blocks, without forcing you to move power lines, roboports, etc.. Also, RIP LTN, you were good to us.
Very nice video! Must have been a lot of work and effort! Good job
The 3 hour absolute basics video on factorio trains just got a whole lot longer🫠
that ctrl shift is so awesome
...and now I'm clearly going to have to spend another few dozen hours creating a whole new railway blueprint book. :sigh:
You’re legit funny. Could come off as cringe so easy but you stop just shy of it. Subbed. Good job.
Oh and the video was very informative 😆
this video is very well made bro..
...you really look like Matt Damon on your live :))
it's my natural bourne identity (I tried so hard for a pun there; that was the best I could come up with)
incredible video! can't imagine how much time this took to make :D
Hooray, just when I was looking for something to tide me over until tomorrow.
My brain isn't big enough to understand parameterization and the implications of it. But it looks super useful.
WHAT! Remote control trains!!!!! This is awesome!
To add to that you can drive tanks remotely from anywhere. I had a problem on Navies. I loaded a tank with a robo port and supply’s and it was like I there. Only problem is you have to have radars or robo ports anywhere you want to go but not to travel.
Thanks for these videos! They rock!
Just so you know. Now watching it for the second time. Click'n'drag music joke works perfect still ))
Yay. :) Also cool aphex twin logo
@@galdocstutorials 🤝
28:57 its actually super fun to drive on those, havent tried with 2.0 rails yet but it should be great
Yah. And I love that you can get in / out of trains on the 2nd level with ease
I do strongly believe that everyone who likes to play with this circuit stuff, would be a pretty good programmer
Very.
this video is insanely good
Keep it up! Everything's presented very well!
This is so epic I can't wait to play tomorrow!!!
as someone who's noob enough to feel intimidaded of making a train base, my brain is ready for the challenge
Looks like I can now create an generic Item Pickup Station which is handeled by Priority (Ore is Higher than Green Circuits), get any Train that comes filled up and the train system sorts with parameters where this train needs to go? So Train A runs to station A, Fills Up Iron Ore, runns to the smelter and then it runs to Station B (since A is full) and fills up Copper which goes to the Circuit production? And If it needs refueling it does. And if there is no stop to get Items it simply can go to an "Depot" and wait? Also if I need more trains I simply add "Generic" ones without the need of where they are needed? Sounds like vanilla LTN for me.
@@fabianholzle9692 just so
thanks for not editing "that" out 🤣
Great work! Thank you!
Nice to see the new train derby arena, but a shame we didn't get to see you actually driving on it.
can't reveal my superpowers because then everyone will want me to fight crime
15:00 there's also a condition for "Full Fuel"
True!
Excellent video man.
nothing like factorio trains at 2am before an exam
Rest!
Video worth it just to get the tip to add a keyboard shortcut of rate to shift + mouse wheel
its like they took all the things that suck about trains and fixed them.
And a lot of those used to be mods or part of mods. Thats what Iove the most about Factorio. The devs see a mod that adds something awesome and beneficial, and add it into the basegame.
Nice thorough video
Thanks for the video! you forgot to put the circuit network updates one in the description though
@@zitronenwasser o shoot, thanks; will fix!
Great video I learnt a lot
Great video, thanks!
For a beginner this is a lot of useful info. Too bad I am not even understanding how the signals work. I just crashed two train that met at a crossroad
great video, thanks
I found you with this video, i'm subscribing because i have to begrudgingly have to learn Blender after years of using Maya. :(
As someone who just started this week, I’m so glad I didn’t join before SA 😭
Undo confirmation is huuuge I’ve deleted so many random belts and circuit connections on accident halfway across the map
Very yes
15:37 which is EVEN funnier of you know a bit about cpus and how OS interrupts work. Your common 0x21 keyboard interrupt interrupt. Etc.
The shift transfer thing at the beginning made me come a little.
15:03 probably want to wait at the refuel station until all locomotives are full on fuel?
Yeah, that's true. :)
i know for a fact that the obstacle avoidance planner isn't new as Ive been using it
the switch port also has the keybind hints on by default
Correct :)
great guide!!!
Thank you to DoshDoshington for the cursed rail knowledge, and thank you to Galdoc for showing us what it looks like in 2.0 🤣
you rock :-) thanks
Can you explain how I would put parameterizing to use in Factorio 2.0 such that : Trains for Liquids and Trains for Items do not get mixed up ie: Liquid wagon trains try to pickup items or vise-versa; So that multiple trains do not try to pickup at the same station at the same time; So that multiple trains do not try to deliver to the same station at the same time; that trains trying to deliver to a station do not get blocked by other trains that deliver there first (making the need for a delivery to disappear);
Generally, you'd use the fluid wildcard in the train schedules and use the train limit at the station to make sure they don't get overwhelmed with trains. :)
5:12 "perfect" lmaooo
Great tutorial, but I still have questions. how do I use the station is full/empty train conditions?
We got that Minecraft Mouse Tweaks shift-drag feature bois
PS: How come nobody has made a mod to turn the research finished sound into the Windows 3.11 tada sound?
PPS: Definitely gonna check out those Blender tutorials
3:50 NO MORE UNKNOWINGLY BREAKING SOMETHING FROM 500 KM AWAY
So good!
Traindabout supremacy.