Same. I have been avoiding all the FFF’s and anything related since the Gleba monster reveal. The only stuff I really want to know about before hand is stuff like the circuits and QOL changes.
@@americankid7782 Good for you! I couldnt fight with curiosity and read all FFF's but I don't watch spoiler videos and Im happy there is still something I don't know yet. Always good to be surprised while playing for the first time
@@TheBloodrian I really want to experience being out of my depth again. I know Nothing about the last planet other than the fact that it has the new “thing” they mentioned in FFF# 420 and that it’s probably cold. Otherwise, I want to be completely blindsided with stuff.
I had designs for a dynamic ,on-demand, stacker based, train system where each station can support both provider/consumer function . It was about 90% of the way there, but when my combinator count per station got to be 20+ and space age beings only 3 months away at the time, i decided to put it on hold. I am ITCHING to get ahold of these combinator changes and finish the design!
To be fair you already get the wires for free with blueprints, so it makes sense that now you can just drop them where needed. Modded stuff notwithstanding, of course.
The radar one could also be explained as "All Radars act like radios." All are on the same channel/frequency, so if one of them hears a signal, all of them hear it.
I'd like a number of biters and nests going across my radar network. Maybe, I want to trigger more ammo being sent early if the biter count gets to a certain number.
You can always make it more terrible by making the sushi more cursed, such as making it car sushi, using belt & inserter signals and gates to control whether cars stay on the sushi or are directed into a module, based solely on the filters of the car... Technically I think it's very slightly more ups efficient so long as all the cars point up...
This was an absolutely stellar tutorial. A lot of people aren't aware of just how much extra thought and skill goes into teaching something well, and it really stands out when somebody truly knows how to teach. I expect I'll be seeing more from you in the future, and I look forward to it!
What I love about my SE run is that I was forced learn circuits. And I love this style of growing your factory in a smart way, even if it takes years to grow it to megabase. Using circuits everywhere, basically making a GUI to your factory. You can see numbers, led strips, buttons, etc, and it is very satisfying to see everything works great. And changes in factorio 2.0 are a huge gamechanger for me. By the way, thanks for all these spoiler-free videos, they'll scratch the itch for a week.
The recipie combinator is actually really crazy. In theory, you could just make a fat array of assemblers that takes in items, sorts them by type, and then just tops up a chest whenever it gets low, prioritizing the most basic resources first.
This is the first time i understanded a little bit about circuit networks. Thanks for this and i will try to learn more about these things when i get my hands on the dlc
This is great. My favorite improvements in factory games are the ones that reduce the repetitive clicks that add up to a good chunk of a 50-100 hr play-through
THANK YOU! I've just started learning/experimenting with Circuits and every guide I've found shows the old UI for Combinators, even the wiki. So, I essentially had to fiddle and click things until the system "just worked" and I didn't fully understand why. You're the first I've been able to find that explains just how those R&G signal filters work.
Awesome video! It was a very good balance of detail without letting the pace get bogged down. I'm still salty that we didn't get a signal from the turrets for "currently firing". It would've been super cool to have it output what it was shooting at, but even just a binary on/off for firing/not firing would be useful. It can be emulated by reading the ammo count, but that's a bit more cumbersome.
dude the music at 13:07 actually scared the crap out of my lol, playing a game that can feel kind of spooky sometimes and there was a new update. so I wasnt sure what to expect from it lol
Needed this. Started a fresh game to work towards the new content and have been noticing a lot of new stuff, didn't see where the dang G/R wires was!!! Thank you.
5:36 You can actually add multiple outputs of the same signal, so if you need a constant output of "2 active provider" you can simply add 2 outputs of 1 active provider. In fact, the "output 1" setting under the hood is a "output constant" setting, where the constant can be set to any integer. The in-game GUI only allows for a constant of 1, but if you manually edit a blueprint, you can change the constant to any number, and it will actually work.
Great video! Small correction that it would be great if you could include for people who come to this video later: at 7:55 the Select Input sorts the signals by count, not by the order they come in, so you can select the largest count, smallest count (or most negative) or some other index like 2nd largest value.
Something I found super useful that you didn't mention is you can freely use Q or the pipette fuction to quickly grab signals, items, etc, pretty much in any kind of logistic page. Instead of opening menus, clicking though menus, trying to remember where that one random item is in the list of 100's by endgame, every single time like you were showing.
This is awesome, Im looking forward to all the train station logic that's gonna get so much easier. And the messages are gonna be great for setting alarms and factory state notifications
That decider combinator randomization sounds really good for MAMs. I think I will try one of those once I have gotten my logistics system researched. It'll eventually equalize and once you take out specific stuff, it'll only rebuild that specific stuff. INFINITE EFFICIENCY! We know some crazy people will make MAMs for the entire science tree using the set assembler recipe...
The free cables is going to make tinkering with circuits much more approachable and interesting, and all the updates definitely make it something worth checking out. Man I want to try this already!
Do you remember if you manually set the selector combinator to be descending sort or is it descending by default when you place it? I assume it's descending by default since it's on the left. I just feel like the position of ascending and descending are swapped, I feel like ascending should be on the left and descending on the right but that's probably just me and definitely not important 😆 Thank you for the video! :)
13:54 The packed RGB thing is basically a colour hex code (e.g. #ff0000 being pure red) converted from hexadecimal to decimal. 16777216 is 256^3, as in three colour channels, each with 256 values.
Great video, seems like it will stay as a handy tutorial/QRG, even after release. Question about assembler crafting recipes from the start, how does it deal with changing the recipe while a craft is in process? Does it cancel and eject the items immediately, or hold until the craft is complete?
oh so i cant impress my friends with like 7 decider combinator to find the max signal out of three signals? i can do that with one combinator now? well, at least we finally have wireless circuit networks
Nice, at least some one is actually doing tutorials with the 1st week head start, most people are just doing an early lets play instead... lots of neat feature in the circuit network, much needed. I wonder how long until a mod that adds channel to radars xD
Did they by any chance add a way to read recipe compositions? Like what parts are needed in copper wire, the output, input and base crafting time? I usually had a mod for it.
The source of random is super welcome. One of the mods I made for the game was a combinator for that specifically. Do you know if the randomness is a unique seed for each combinator, tied to their lifetime, tied to their power on time, or a shared global random function?
15:27 💥💥💥, Ngl nice guide, Will there be a guide for trains? (New menu) or has there been little change? If you can talk about it, of course. It will be interesting to see!
They should have written it big somewhere, feeling like an idiot right now... Was searching for the wires for half an hour...
Місяць тому
How does the arithmetic combinator red/green split work with the "each" signal? Is it easy to, say, divide each element on the green signal by each of the same element on the red signal?
How do I copy the rotation of a building? A great example is advanced oil processing. I can now make two rows with outputs on the inside, but when I copied the flipped oil refinery, it still placed it down in the default input/output orientation.
"There are 60 ticks every second, and that's a fixed value that never changes." You just aren't trying hard enough. Build more! You can get under 60, I believe.
Uh, I've seen "quality signals" in other screencaps but it wasn't covered here-in fact, I didn't even see an option for that in your UI. Could you please make a follow-up on how those work?
at 7:14 did you mean to mouse over the *power pole* rather than the constant combinator to get the index order? Does the whole belt counter see what's in the splitter internal storage or is that something that can't be seen?
@@galdocstutorials The signals you placed in the constant combinator happen to be in their ID order thus the order on the power pole and the constant is the same. But does it matter what order those signals are placed in the constant?
"Wires should look a lot better now" the red wire is connected to the left side of combinator, the shadow shows a right side connection... Wube pls fix
Shame the display is semi worthless. Hopefully some modder will apply the same logic as the new space center hub where it can be expanded. Being able to increase it's size to 2x2 & or 3x3 would be great!
I read most of the FFF but forgot how awesome the circuit network is going to be. I stopped playing for a few days because I don't want to not have the expansion and this sure ain't helping with my case
Make an 'overlapping connection' with the wire you want, and it'll remove what was there. So, if you wanna remove a green wire, string another green wire between.
60 ticks every second never changes he says? Is that statement valid? I will admit that I have been playing for a while now and have more than 3000 hours so I now run a counter of ticks/second on my screen. I have to admit I have not seen it drop down to like 12 ticks per second ever, and maybe I saw 59 but that isn't something I would swear my life on, but as I finish basic factories they seem to do OK, and that generally makes me happy. I'm always unhappy when my factory is out of fuel in my steam plants and I've been too lazy to get solar set up, oh and I messed up not getting purple inserters set up and I have no panels in the chests... an unhappy smile.
Thanks for including "spoiler free" in the title! Wouldnt have watched otherwise
So unfair that peasants like us need to wait for a week while the feudal lords make videos and farm views
Same. I have been avoiding all the FFF’s and anything related since the Gleba monster reveal.
The only stuff I really want to know about before hand is stuff like the circuits and QOL changes.
This 100%!! ❤
@@americankid7782 Good for you! I couldnt fight with curiosity and read all FFF's but I don't watch spoiler videos and Im happy there is still something I don't know yet. Always good to be surprised while playing for the first time
@@TheBloodrian I really want to experience being out of my depth again. I know Nothing about the last planet other than the fact that it has the new “thing” they mentioned in FFF# 420 and that it’s probably cold.
Otherwise, I want to be completely blindsided with stuff.
I had designs for a dynamic ,on-demand, stacker based, train system where each station can support both provider/consumer function . It was about 90% of the way there, but when my combinator count per station got to be 20+ and space age beings only 3 months away at the time, i decided to put it on hold. I am ITCHING to get ahold of these combinator changes and finish the design!
@@jamesrundle1849 The train video is going to be very exciting for you then :)
@@galdocstutorials On the rails, no doubt.
no more crafting wires.
ahhhhh... finally. I am FREEEEEEEE
I was the same way till i found the "wires shortcut" mod which basically adds buttons for them like space age will do :)
To be fair you already get the wires for free with blueprints, so it makes sense that now you can just drop them where needed. Modded stuff notwithstanding, of course.
Finally a way to spread a value in circuit networks over my whole base. AWESOME.
I saw those in the FFF but seeing them in action makes me even more excited to use them, Great video !
I like the slow moving clouds cover lol
The radar one could also be explained as "All Radars act like radios." All are on the same channel/frequency, so if one of them hears a signal, all of them hear it.
@@TaeruAlethea Just so :)
Radars Are Doubling As Radios
I'd like a number of biters and nests going across my radar network. Maybe, I want to trigger more ammo being sent early if the biter count gets to a certain number.
@@brianpleshek5593 reading detected biters/nests from a radar would be very helpful to request artillery trains on demand.
I've been reading all of the FFF's every week, but had forgotten about some of these. Thanks for covering them all in such easy an to understand way!
Same 😂😂
I can't believe I'm actually considering a sushi base, and that it might not be absolutely terrible.
Very possible, now!
If it's not terrible, is it really sushi?
You can always make it more terrible by making the sushi more cursed, such as making it car sushi, using belt & inserter signals and gates to control whether cars stay on the sushi or are directed into a module, based solely on the filters of the car...
Technically I think it's very slightly more ups efficient so long as all the cars point up...
You could do the most cursed sushi of all: BloodBus
Thanks for making a spoiler free video! It's been harder and harder to dodge them in the last few weeks :D
Incredible production quality, expected this to have order of magnitude more views
This was an absolutely stellar tutorial. A lot of people aren't aware of just how much extra thought and skill goes into teaching something well, and it really stands out when somebody truly knows how to teach. I expect I'll be seeing more from you in the future, and I look forward to it!
Great comprehensive review of the circuit network! The music around halfway through startled me lol
@@haemophilu6138 Oops, my bad. Which was it?
What I love about my SE run is that I was forced learn circuits. And I love this style of growing your factory in a smart way, even if it takes years to grow it to megabase. Using circuits everywhere, basically making a GUI to your factory. You can see numbers, led strips, buttons, etc, and it is very satisfying to see everything works great. And changes in factorio 2.0 are a huge gamechanger for me. By the way, thanks for all these spoiler-free videos, they'll scratch the itch for a week.
You've just got a new subscriber because of the "spoiler free", thanks for it! I wasn't aware of all of those changes :)
The recipie combinator is actually really crazy. In theory, you could just make a fat array of assemblers that takes in items, sorts them by type, and then just tops up a chest whenever it gets low, prioritizing the most basic resources first.
It’s going to completely change the mall design game. Already working on doing this exact thing.
thanks you sooooooo much, this will come handy in the 2.0 playthrough :D
This is the first time i understanded a little bit about circuit networks. Thanks for this and i will try to learn more about these things when i get my hands on the dlc
This is great. My favorite improvements in factory games are the ones that reduce the repetitive clicks that add up to a good chunk of a 50-100 hr play-through
this is exactly what i need since i already forgot some info from reading the FFF's
THANK YOU! I've just started learning/experimenting with Circuits and every guide I've found shows the old UI for Combinators, even the wiki. So, I essentially had to fiddle and click things until the system "just worked" and I didn't fully understand why. You're the first I've been able to find that explains just how those R&G signal filters work.
Awesome video! It was a very good balance of detail without letting the pace get bogged down.
I'm still salty that we didn't get a signal from the turrets for "currently firing". It would've been super cool to have it output what it was shooting at, but even just a binary on/off for firing/not firing would be useful. It can be emulated by reading the ammo count, but that's a bit more cumbersome.
That would have been dope, I agree
This popped up. Entered, was hit by: sense of humor, good taste of music, good quality video, technical compression, entertainment. Good shit!
dude the music at 13:07 actually scared the crap out of my lol, playing a game that can feel kind of spooky sometimes and there was a new update. so I wasnt sure what to expect from it lol
Ha! I'm sorry.
Needed this. Started a fresh game to work towards the new content and have been noticing a lot of new stuff, didn't see where the dang G/R wires was!!!
Thank you.
5:36 You can actually add multiple outputs of the same signal, so if you need a constant output of "2 active provider" you can simply add 2 outputs of 1 active provider.
In fact, the "output 1" setting under the hood is a "output constant" setting, where the constant can be set to any integer. The in-game GUI only allows for a constant of 1, but if you manually edit a blueprint, you can change the constant to any number, and it will actually work.
This was excellent. I really appreciate someone explaining all these changes.
Going to have a lot of fun with this.
13:05 finally, RGB gamer lights were added to Factorio
Great video! Small correction that it would be great if you could include for people who come to this video later: at 7:55 the Select Input sorts the signals by count, not by the order they come in, so you can select the largest count, smallest count (or most negative) or some other index like 2nd largest value.
@@HazzaPi Oh crap, is that how it works? Thank you, will add it in the next vid :)
I have included this correction in my next video. Thank you!
Something I found super useful that you didn't mention is you can freely use Q or the pipette fuction to quickly grab signals, items, etc, pretty much in any kind of logistic page. Instead of opening menus, clicking though menus, trying to remember where that one random item is in the list of 100's by endgame, every single time like you were showing.
As an archaeologist I can confirm this person is widely regarded as intelligent and good-looking
This is awesome, Im looking forward to all the train station logic that's gonna get so much easier. And the messages are gonna be great for setting alarms and factory state notifications
I've been looking all over for those wires. ugh! Thanks!
This is amazing. Gonna have to use this, for sure. So many possibilites!
Very cool, I like the stack size mode from the selector. And the logistics groups, of course!
That decider combinator randomization sounds really good for MAMs. I think I will try one of those once I have gotten my logistics system researched. It'll eventually equalize and once you take out specific stuff, it'll only rebuild that specific stuff. INFINITE EFFICIENCY! We know some crazy people will make MAMs for the entire science tree using the set assembler recipe...
The free cables is going to make tinkering with circuits much more approachable and interesting, and all the updates definitely make it something worth checking out. Man I want to try this already!
Sooooooooon
I just had signals click for me.
Thank you for this video. I cannot wait to start automating my base.
Why must we wait whyyyyyyyyy
very informative, i was confused about the wires before this
also nice pfp, i love og deus ex!
@@luckss4659 I can hear the theme music every time I look at it
Do you remember if you manually set the selector combinator to be descending sort or is it descending by default when you place it? I assume it's descending by default since it's on the left.
I just feel like the position of ascending and descending are swapped, I feel like ascending should be on the left and descending on the right but that's probably just me and definitely not important 😆
Thank you for the video! :)
@@stronkpotato6776 i think it was default as it is in the video -- which is backwards to how I would expect it, too
MUCH love for the style and tone of the way you explain things.. Jokes aside ... lol jk jokes are amazing! keep it up
13:54 The packed RGB thing is basically a colour hex code (e.g. #ff0000 being pure red) converted from hexadecimal to decimal. 16777216 is 256^3, as in three colour channels, each with 256 values.
@@moldman5694 ooo. I didn't realize that. I use hex codes all the time. Thank you!
Great video, seems like it will stay as a handy tutorial/QRG, even after release.
Question about assembler crafting recipes from the start, how does it deal with changing the recipe while a craft is in process? Does it cancel and eject the items immediately, or hold until the craft is complete?
@@EMBossGames Thank you! And, it ejects the reagents immediately :)
big help buddy, thank you.
My mall is getting one heck of an upgrade 😁
I do not care about spoiler - only spoilage ;-) However, this video was very well made! Thank you!
This all really great for a circuit newb. Thank you!
The radar one is amazing, because it makes lots of sense,
oh so i cant impress my friends with like 7 decider combinator to find the max signal out of three signals? i can do that with one combinator now? well, at least we finally have wireless circuit networks
because it was a awesome video i subscribed
Great video to show the power of the new combinators. Dynamic build everything mall when?
You'll totally be able to do this
Great video. Thank you!
It was kick in a D from wube to release the game 10 days earlier just for streamers.... Thank you for including a no spoiler spoiler
Alt G and Alt R... that saved my day haha... Thanks...
smells like the old familliar game but feels like a completely new one
Super usefull, thumbed up!
These look like some very nice QoL improvements
This makes logistic train networks so much easier
Very. And the train improvements will help even more.
@@galdocstutorials i hope you do the train changes soon
Love how you pronounce "Arithmetic"
I say it like "A-ryth-ma-tick"
Nice, at least some one is actually doing tutorials with the 1st week head start, most people are just doing an early lets play instead...
lots of neat feature in the circuit network, much needed.
I wonder how long until a mod that adds channel to radars xD
@@Sworn973 I dunno, but am here for it.
I'm restarting to get my first mega base built for the first time for the dlc launch 😮
Did they by any chance add a way to read recipe compositions?
Like what parts are needed in copper wire, the output, input and base crafting time?
I usually had a mod for it.
I actually forget! I know you can copy / paste them, but I don't know if they can be put on the circuit network. Will look into it.
Beautiful
Having the selector combinator's indexing be 0-based when Lua's indexing is 1-based is a an interesting choice.
Yah, but ... I like this better than 1-based indexing.
As a logic adic in factorio, no way nooooooooo way need to get that space age
The source of random is super welcome. One of the mods I made for the game was a combinator for that specifically. Do you know if the randomness is a unique seed for each combinator, tied to their lifetime, tied to their power on time, or a shared global random function?
@@PBOZAI i am not quite sure, but I don't think it breaks the determinism of the game.
OH my fucking god logistics groups are a treasure I love thwem
@@davidmadiar3928 They are clutch. Have more details about them in the next vid, too.
15:27 💥💥💥, Ngl nice guide, Will there be a guide for trains? (New menu) or has there been little change? If you can talk about it, of course. It will be interesting to see!
[I watched the video, I heard the answer]
awesome video thank you!
Someday I’ll find a use for circuits, but I’ve only played a single game up to white science and have not yet launched a rocket.
Get dosh on this shit its gonna be wild
@@TommyTheCat_05 i can't wait to see
i'm terrified
They should have written it big somewhere, feeling like an idiot right now... Was searching for the wires for half an hour...
How does the arithmetic combinator red/green split work with the "each" signal? Is it easy to, say, divide each element on the green signal by each of the same element on the red signal?
How do I copy the rotation of a building?
A great example is advanced oil processing. I can now make two rows with outputs on the inside, but when I copied the flipped oil refinery, it still placed it down in the default input/output orientation.
@@Baladucci Use the copy (ctrl+c) or blueprint tools to maintain the rotation :) Even if it just a copy of the single building
"There are 60 ticks every second, and that's a fixed value that never changes." You just aren't trying hard enough. Build more! You can get under 60, I believe.
Finally no excuse for not making x86 cpu, timings can be made quiet tighter
Yes.
You should create a video on how to create a loading station for three different fluids using circuits 😅
@@DragonFistLeeMontage i would have to know how to first! :)
@ I believe 😂
Uh, I've seen "quality signals" in other screencaps but it wasn't covered here-in fact, I didn't even see an option for that in your UI. Could you please make a follow-up on how those work?
@@nnelg8139 i will in the spoilered vid :)
Great video! Background music was just a bit too loud, competes with your voice
at 7:14 did you mean to mouse over the *power pole* rather than the constant combinator to get the index order?
Does the whole belt counter see what's in the splitter internal storage or is that something that can't be seen?
@@craidiefin I am not sure what you mean with the first one. The second one: alas, it can't see the splitter contents
@@galdocstutorials The signals you placed in the constant combinator happen to be in their ID order thus the order on the power pole and the constant is the same.
But does it matter what order those signals are placed in the constant?
Awesome.
Maybe lighten up a little bit, just a touch, sukoshi, just that bit.
I watch that part way too many times f****** hilarious lolol
Wait wait we can now build variable asembly via item count? OMG that's gonna compact soooo much stuff
"Wires should look a lot better now" the red wire is connected to the left side of combinator, the shadow shows a right side connection... Wube pls fix
1:53 ...I can't believe my awful de-blurring attempt is still getting clowned on
@@DanatronOne That was more loving homage than clowning
@@galdocstutorials it's honestly kinda surreal having my thing become a meme. I appreciate it!
Oh my god they made a belt reader just for Dosh's bullshit sushi base that's adorable.
I think he may have to do that challenge all over again in 2.0 :)
Is there a way to send signals between surfaces?
@@chrisparker9672 There is at least one, yes, and without spoilers, it is one you would really want to facilitate playing the expansion. :)
When can we expect the train video? I hope its spoiler free as well.
Soon. Logistics is tomorrow. And yes, I have a series of all the game mechanics scripted -- all spoiler free. :)
Shame the display is semi worthless. Hopefully some modder will apply the same logic as the new space center hub where it can be expanded. Being able to increase it's size to 2x2 & or 3x3 would be great!
Should be doable :)
How do you extend the bottom hotbar?
Click on the teeny button in the upper left of the button cluster on the right side of the bottom hotbar. :)
So, which hotkey enables this mode in Blender?
I think it's Alt+F4, then windows key, then press b, then l, then e, then n, then d, then e, then, r, and tap enter. (plz do not actually do this
I read most of the FFF but forgot how awesome the circuit network is going to be. I stopped playing for a few days because I don't want to not have the expansion and this sure ain't helping with my case
Should turn off clouds for tutorial and cut-jump/fast-forward vids. 👌
Well done and useful video otherwise. 👍
I know it's driving me nuts lol
Finally easier nuclear reactor circuitry🎉
@@JohnSmith-wolandworld i know, right?!
I am watching this, because I am returning after 600 hours of play and everything I know is WRONG!
How do i break connections
Make an 'overlapping connection' with the wire you want, and it'll remove what was there. So, if you wanna remove a green wire, string another green wire between.
Now circuit craft is like vanilla?
@@buiabrbr yep!
60 ticks every second never changes he says? Is that statement valid? I will admit that I have been playing for a while now and have more than 3000 hours so I now run a counter of ticks/second on my screen. I have to admit I have not seen it drop down to like 12 ticks per second ever, and maybe I saw 59 but that isn't something I would swear my life on, but as I finish basic factories they seem to do OK, and that generally makes me happy. I'm always unhappy when my factory is out of fuel in my steam plants and I've been too lazy to get solar set up, oh and I messed up not getting purple inserters set up and I have no panels in the chests... an unhappy smile.
Yep. It's the UPS -- updates per second. If it slows, the game simulation slows and chugs.
You glossed over the fact that redo is a thing now
Yah. Going to cover that in more detail in the gameplay qol updates episode. :)
Oh, sweet
Wuba?
Yah, that's how it's pronounced
If you’re speaking Czech. In English it’s Woob. That’s according to Kovarex, and he’d know, lol.