Also, they had to make it so you could still move a train that was out of fuel, because otherwise you could get stuck on a bridge over water with no way to get out or get off the bridge!!
@@TallinuTV remote control a train to you, connect it and save yourself. Only edge case would be when you only have that one train on track, no rail connection close to a bot network that can build a train and also don't have an artillery that you can target yourself with, but I don't see why the manual moving has to be so fast that it basically makes it worthless to attempt problem solving...
These quality of life improvements are actually what gets me most excited. They thought of solutions I didn't need I needed but soon won't be able to live without I am sure. I am constantly reminded that Wube is the absolute best at improving and smoothing out gameplay.
Knowing about the existence of these QOL changes, it makes it very hard to play normal Factorio right now. I keep thinking “The Update will make this better” whenever I find things.
Kovarex said in the smarter robots FFF that QOL features are not what gets people to buy the game, but Factorio has done it so well that i simply cannot believe those words. This single video showcasing a good amount of the new QOL that comes with the 2.0 free update showcases better content than what most games have overall! Like even just the pins feature is so huge for ease of use and having a better search to help you find everything and then the devs came forward, combined everything and packaged it nicely together, very well done so that the whole game is like 10x better and smoother and more expandable even if you do not buy the DLC simply because all the new QOL makes it way deeper and easier to focus on important stuff, especially if you spend 100 hours on learning the ins and outs of all those things to be able to use them for better efficiency of playthroughs. I'm sure this is going to help speedrunners a lot too because they'll pin things left and right for easier access so they only have to follow the arrow to whatever they need, also they'll utilize all the other features in harmony because speedrunners are hardcore after all and they'll try to do everything possible to make things more efficient.
On interrupts: To keep things succinct, with the old system you could set a schedule for each train: A to B to C. With the inclusion of interrups, trains can essentially now be programed. Like, full-ass writing control code levels of programming. To simply say this is a game changer is an understatement. Like, I'm not 100% certain whether this is *strictly* true, but hypothetically speaking its potentially now possible to run Doom on Factorio trains.
Best part is all of it is packaged nicely so shortcuts won't clash, features are of high quality, they will be maintained by the devs and are designed to work together. Can't wait
There are so many QOL features that people have begged for that are baked into the game now. I am absolutely excited. About to turn my registered steam 4k hours into 8k.
We currently have a school break, it was 3 weeks with this one being the last. The dlc will release on the very first Day of school, after the break… I think it‘s a sign
I recommend alt code 26 to create an arrow (→) symbol for train station/interrupt names. "(Ore) → (Train symbol)" or "(Train Symbol) → (Furnace Symbol)" is very clear at a glance.
I use the Blueprint Variables mod and it completely redefined how I play the game. It's ludicrously useful. My blueprint library suddenly became so much more easily manageable. Very excited to see how the F2.0 engine handles it.
The robot selection logic, refinery flipping, and train interrupts / rail improvements are definitely my favorite features for the base game. Elevated rails will be great too of course, and once I can get the expansion I’ll definitely be starting a new game!
Also a ton less finicky with alignment to the rest of your base. No longer is your rail network forever out of alignment by one space if you placed them away from the rest of your setup without measuring first.
@@Patchumz lol I kept doing this aswell. Eventually I realised the benefit of using the grid size and offset options in a blueprint to make your stuff snap together. I use a small-ish 12x12 grid size, as it allows for tighter placement when I need it; and now with a few basic blueprints organised into a couple books (seperated into straights, bends, intersections, loading stations, and unloading stations), and I can stamp out my whole rail system without much hassle. (btw you can 'Shift+Click' to set the offset location... legit hair saver)
Yes, +1. I don't know about you but I have a collection of rail blueprint books made and borrowed over the years, and they'll all have to be put aside for re-engineering as and when they're needed, 'cos you can't place a v1.x rail blueprint any more. Well, I guess a straight rail one might work, but I wouldn't bet on it.
as a game designer, event based tencologies is amazing for new players, since it makes a much more direct connection between the tecnology and its use.
The first 10mins i was extremely excited, that i was like there can't be that much more, me than noticing 50min long vid, just wow the quality of these improvements will change so much. Let alone this is just the 2.0 update, not all the content for space age.
that selector combinator would have been a lifesaver in my K2SE run I did, would have saved me hours. I can't wait for the release. all those QoL additions and improvements
I love doing far away outpost bases that have a single purpose for manufacturing parts and ship them per train. This is going to be so much fun. Wube already has my money and my time
I'm sure there's a way to code and decode the radar network using combinators. If you can manage that, you could create a planetary hub that shows what all your outposts are working on at one time.
Radar network is currently not shared between surfaces. So currently there is no way to transport data between surfaces except for request via the rocket launch pad :(
I shall attempt to make an assembler that makes all the types of belts by changing the recipe whenever it has the previous belt required so that I don’t need it to make many assemblers for just belts
Totally doable! We did something like this with a Foundry in a multiplayer playthrough. Definitely can work with an assembler too and would save a lot of space and resources
Im thinking with the selector combinator it might make it possible with a mall setup to make it so that the inserter will only output to the chest for twice the rocket capacity limit meaning I will always have twice the amount necessary of an item to fill a rocket. Really interested to see if I could get that to work
Space Exploration has made me a circuit addicted psycho so I'm actually excited to re-do all of my blue prints to get rid of like 90% of components but make them work better 😁
Thanks for taking the time to create this nice overview (esp. with all the chapter timestamps). The new features look awesome. Can't wait to play the new version.
Also, train stop priorities is super useful when taking into consideration the impacts/complexities involved in Quality. I built a vanilla-style station priority system in a recent janky-quality mod playthrough that basically turned off "normal-ore-only" mining outpost stations if there were quality outpost stations that had >n train loads available of normal ore (to prevent normal ore from clogging up the quality outposts. Still needed to keep the normal-quality-only outposts running for quite some time as the opposite problem could occur (quality ore locking the filters/splitters of the mining outpost and not allowing normal ore to get processed....so i had normal outposts and quality+normal ore outposts and used circuit logic to set up "priorities" ....won't have to deal with that headache with the 2.0 priority system.
Love the red and green wire change. Always felt weird how they were free when using blueprints but not when placing by hand. Same goes for copper wire.
I request you to make a dedicated video on Robot Optimization in different scenarios to showcase how they behave. Pushing the before and after behavior to better understand how much they have improved. The FF was not enough for us. I really appreciate your detailed explanation. Thank you.
Neat improvements ! Thanks for the video. I don't understand the pump filters; is it a security to prevent fluid issues (in case your pipes are empty) ? The event unlocked technology makes sense in the context of Space Age. You don't want to be able to unlock techs which comes from other planets.
My pleasure! Yeah I'm wondering the same thing, and can't quite think of a scenario where you would actually *need* pump filtering but I'm sure there are some cases
And it's going to be crazy for malls, particularly sushi malls. Just put a bunch of assemblers around a sushi belt, pipe a controlled number of basic ingredients onto the belt and change recipes based on a predefined list of items to keep in stock. Maaan, I can't wait for Monday.
Nice work! I don't see myself using all of these features, at least not right away, but the fact that Wube has taken the effort to implement so many QoL improvements suggested by the community boads well for the future of Factorio.
Can you set train stop priority from the circuit network? It would be so useful to raise priority at the loading station as it got full or raise priority at an unloading station as it was closer to empty.
I just realized. With the circuit network changes: You could create a small factory where (with logic) the assemblers and chemical plants etc. All change and receive their recipe purely based upon what is needed. So use the logic to figure out what you need the most. Change the assemblers recipes through the circuit network, then filter inserters on storage to put the relevant items on the belt.
yep. like, you could set up a "chain" of assemblers, where you only defined the main assembler (the thing you want), and it passes along the ingredients as a signal to other assemblers, which do the same in turn, etc. The possibilities with this are ludicrous.
Question for you for the Factoriopedia, if you click the research it is completed by, are you able to instantly get to that research in the research list? Just curious since i generally hate search the list to find exactly what i need, and that would be great knowledge to have since i generally know what item i want unlocked, but not the exact path for the item, and i feel like finding it in the pedia would be easier then finding it in the research list.
so, with the bot-update. it won't necessarily force everything to be built with your personal bots, there is a queue system and i think it's limited to 5 tasks per robot (could have changed since last i read about it), but it'll assign tasks and can even re-assign/unassign tasks in order to get jobs finished sooner, but it won't necessarily FORCE your personal bots to do everything, it WILL use your bots more effectively / fully to build MORE of the build as it can, but will still call bots from roboports from your base to help if it means the job gets done quicker.
I was so hyped but actually the all the videos the last few days have left me wondering if its that great. not to mention it just seems like a simpler better polished off version of space exploration, even the big miniers look almost the same.
Logistic groups are nice indeed, but two things there are bad: one, if you don't want to use them, you still have the title/name take up space. Worse though, is if you want to arrange requests in a logistic group: you have one line. Oh, yeah, you do get two… when you put something in right-most slot of the last line, it opens a new one. In the old interface, you always had an empty (wasteful, in a way, sure) line at the bottom.
This video only passed 1 hour off the release ETA. I read all the last ~100 FFF to pass more time beforehand. What now? aaaaah. Great video btw. Can't wait to generate generalized blueprints for soo many things - together with circuits the possibilities are endless. Imagine a drone focussed base, you can have one assembler blueprint, with a recipe you chose on placing the blueprint and the other parameters or circuit network set up the receiver chests based on that recipe (never did that, but i guess it should be possible). This also might making legendary equipment easier. Setting up one setup and change it with one combinator to produce the next equipment needed (till x are in the box or so). Oh boy I'm hyped. The train interrupts could potentialy ease the trainsystem a lot - I'm eagerly awaiting your video on it. I never dug deep into a good trainsystem, neither with circuits or the LTE(?) mod.
I do hope they add some sort of world setting or some way around the event based research. I usually set up my oil processing center before I go out and get the oil, or I craft my refineries and chem plants as I grab the oil since I usually don't do early malls for most buildings until I get a bot mall set up.
26 днів тому
Nope, no such setting. That's the way you play it and you're happy with it. And if you think Wube doesn't have at least a streak of "this is the right way to play Factorio" you either forgot about the "bots should be at least nerfed if not removed" FFF or weren't around back then.
im leaving a comment for the algorithm. Also very much appreciate your videos showing off new features and changes and not doing playthrough (and spoilers) like other content creators.
43:00 Feel like this is going to be amazing for when your using logistic robots, for just having one assembler with a Requester chest that specifically will build whatever you need at any point. Will certainly be something I use since my builds tend to be very unoptimized in comparison to what I generally see in video's and such.
It kind of make sense to make the create Train Group menu to require a train instead of the train menu. The logic is that you are creating the group initially when you slap down a train. The question is when you need modify it. Does it modify all trains immediately and override current group or does it force you to create a new group?
I'm excited about the possibilities for managing early and mid-game production by changing recipes and inserter filters (all the inserters are filter inserters!) with the circuit signals. I think a bit of sushi spaghetti [1] would mean I could have a totally incomprehensible factory! I'm off to find out what happens to assembler contents when a recipe changes - I guess they're destroyed? [1] Sushi spaghetti is not a thing, and there is a place in culinary hell for anyone who attempts it IRL 😝
I’m planning to buy Space Age at the beginning of November. Do you know if I’ll be able to continue my 2.0 save game that I’ll start before then in Space Age, or will I have to begin a new game?
You can, but it´s recommended to start a fresh playthrough. old rails will not work well with the new system and map generation is quite different. And some other stuff that I don´t remember atm
You will be able but the devs recommend starting from a new save file. Nauvis will largely maintain the same, with few changes. Like, rockets being way cheaper and having the changed rocket control units for the advanced circuits, spidertrons being moved to another planet, same with artillery being moved to another planet. So yeah, as long as you don't progress too far into it you can still switch to space age without harming the experience too much!
I'm curious how something like the "there is no spoon" achieve will work, even the rocket requirements aren't changed in base, could you just enable SA and it would be much easier if you don't have to craft so much rocket parts? Or does SA disable achieves like other mods? Or something else?
Good question! I suspect that yeah it would be slightly easier with space age enabled. Although to be fair, the majority of the time and resources sink for no spoon was everything up to a rocket. And that won't have really changed
One thing I'm not sure about. If Spidertrons are unlocked from another planet now, can they be crafted in base game? I'm gonna hold off on a bit on getting Space Age. I know some old tech like Spidertrons are now locked to the new planets in the DLC, how do you get them in the base game now?
The problem is they never designed the tech tree with the idea that there would be event triggered technology unlocks. And so it's a pretty irritating addition. I think that for the base game they should make it so you can either research it with science packs, or unlock it with the event trigger. Alternatively, redesign the tech tree just a little. Make it so you have to actually be within sight range of an oil field in order to unlock the pumpjack. That's a much more natural, and less annoying trigger than having to actually pump some oil.
Xterminator, I'm interested in Stack Inserters, do you think you can make a guide of those? I'd like to see if a stack can be grabbed by non-stack inserters.
I believe that stacked items can be grabbed by non stack inserters. Worth noting that if the inserter's carry limit is less than the stack it's grabbing from, it will have to do multiple swings to get it all
Bulk inserter will build the stack and continue to keep it stack when moved by other bulk inserter. When any other inserter grabs the stack it will start to unstack if moved to another belt, and can only grab it's max item amount with each grab.
@@radeksilar543 That's a big change then. Before 2.0 it was not possible to mix, it wasn't even possible t have 2 pipes side by side if they contained different fluids
@@IsilionNELE well, now it should be possible. By mixing I had in mind to avoid mistakes I made sometimes, as contact of water and oil together as example and then need co fully rebuild pipes from polution of wrong fluids. But I did not tested it yet. But also it should help with logistics and save some materials from endless building underground pipes, now just filter fluids without risk of mixing.
Remote View is basically the satellite view from Space Exploration, right? Maybe a bit more limited, but that is awesome. Did not expect that at all. Parametrised Blueprints also look amazing. Can you set a value for parameters on constant combinators, as well? That would be the only thing missing for me if not.
I also was surprised they added remote view, but it is definitely necessary for space age and then just a nice bonus to have for 2.0. I'm actually not sure about combinators setting parameters unfortunately. I haven't had a chance to deep dive into them yet to be honest
@@Xterminator From what I've seen, it looks like the numbers would show up as separate parameters. But even better, they can be calculated based on a formula. My main use for this would be train stations, where you set up what resource is being im-/exported with a parameter. With formulae, you could then even calculate things like total storage based on the stack size of what was selected. Actually amazingly powerful.
Literally everything else in the entire update, even the new planets and tech, pales in comparison to the blinding possibilities that are TRAIN INTERRUPTS. Seriously. These puppies are gonna singlehandedly redefine how train networks are built, managed, run, and expanded. I'm already planning how to redo my railbook because of them.
That's how I feel about them too! I know they're really powerful, but it's just a matter of actually fully wrapping your head around all their intricacies and uses
Edit: quality only affects range, unfortunately. Altho they reduced shoulder laser's dmg a lot, its important to note that high quality armor and equipment make up for it. Legendary shoulder lasers should reach 33%*250%=83% (afaik) of their pre-nerf value, while having a loooot more room for them in a legendary armor while also having to spend less space on power due to quality power generators. Imho a good change, shoulder lasers made most other combat options obsolete. Now they need some serious investment before deleting everything on sight.
26 днів тому
*lasers, FFS What is it with people forgetting the difference between plural and possessive?
does this mean that its easier to get "there is no spoon" for vanilla factorio? also does the rocket silo for vanilla require purple and yellow to unlock?
Might be slightly easier. But most the time and cost to getting no spoon is everything up to the work, more so than the rocket itself. Without space age, it will still cost the same to research as it does currently
The steam engine ratio is wrong (I think). Yes 1 water should now turn to 10 steam, however I believe they also nerfed the water extractor to only output 1,200 water per minute (down from 12,000 water per minute). So the steam engine setup and ratios should be entirely the same as pre 2.0
While you are correct on the changes for pumps too, that super long setup I showed has been working without issue for 10+ hours with only 1 pump per side. I belief the limitations before with just 20 boilers to a pump was due to water throughout through the boilers. So making steam taking 10x less water allows there to be 10x more boilers. I misspoke in the vid when I said that previously adding more pumps let you do more boilers.
@@Xterminator your statement here is correct, however from what i know of 2.0, water extractors only produce 1,200 water, 10x less than what they previously did. Not sure if that matters too much so ill have to wait and see till the 21st
Can you use blueprint parametrization to setup chest filter and chest requests? For example - template for robot-based mall with input (blue chest) containing recipe ingredients as request, assembler - recipe for item itself, and for output (yellow chest) - filter chest to this item. (edit): Previously, you needed to set recipe, copy it from assembler to blue chest (for ingredients) and then manually setup filter in yellow chest.
I think that should be possible. But full disclosure, I haven't had a chance test it out really extensively so haven't tried out that specific use case. Definitely something I'll try to cover in my tutorial for them once I actually learn them better myself :)
For the spidertron, is there still a way to select a specific spider even if you dont know where it is at? I always ran with color coded controls so I never worried too much where a specific one was at before
Do we have a community pool for how many release day patches Wube will push on Monday? They solidified themselves as the best company ever when they did about 10 releases on 1.0 day to fix as many folks' problems as possible.
I'd imagine as many as they can/are needed. Luckily this time they have had several hundred beta testing it for over a month and released tons of updates and patches throughout that time. So hopefully it shouldn't need many on release
Oh gosh, telling your flamethrowers to aim for trains... as the train whooshes by. One of the biggest drawbacks for flamethrowers is the travel time for the projectile, by the time it hits the wave is already past. But if they were constantly spraying at passing trains they couldn't hit... the fire would already be there.
Hey so is there a way to easily deliver one off things remotely now? In 1.0 you couldn't set spidertrons or chest logistics remotely so there was no way to say deliver ammo to a very remote outpost without building the entire system to get it there
If you could tell me in the old version you had infinite research you could do. How does the infinite research is set up in the new update. For example shooting damage you could infinite research that. Can you do the same thing in the new update without the DLC. Thank you and have an awesome day.
I wonder if 2.0 will have a surprise in it, like how 1.0 had the surprise spidertron.
26 днів тому
It doesn't. The surprise with the spidertron was that it was mentioned years before in an FFF, but was then postponed indefinitely, and no-one really expected it. No such thing "it was teased/mentioned before" here… since this was never in early access.
They still refuse to allow copy pasting of Logistics in the Player between playthrough. The Log group is just a pacifier that added even more need for the original request if copy pasting!!! Some good mods integrated with other changes somewhat head scratching and superniche Dev ideas.
I'll probably filter my fluid unloading station pumps, just as a precaution if the wrong fluid train ends up in the wrong station. You can also now do sushi pipes, but that just seems ridiculously hard to pull off successfully.
Yup you could. Depends on condition though. Like in my example, if the loco has 2 rocket fuel left, its probably more than fine to not have it inturrupt others. But generally yeah that would be a good use for it
Never been so hyped for a monday in my life
Also first... dumb meme imo but hey why not
@@Midnight_Blade121 Lol for sure!
You’re like the opposite of Garfield.
This Monday was Contact for Space Engineers, next Monday is Factorio 2.0. I have been super excited for this month
Exactly. The boomtown rats had no idea what they were singing about
Boss makes a dollar, I make a dime
That's why I'll play factorio space age on company time
@@youtubehandlesux I like this better than the original lol
Unusually long breaks and bathroom trips for the next month 😂
@@ryanorionwotanson4568 I have so much overtime :D I might take a week off.
Also, they had to make it so you could still move a train that was out of fuel, because otherwise you could get stuck on a bridge over water with no way to get out or get off the bridge!!
@@TallinuTV remote control a train to you, connect it and save yourself.
Only edge case would be when you only have that one train on track, no rail connection close to a bot network that can build a train and also don't have an artillery that you can target yourself with, but I don't see why the manual moving has to be so fast that it basically makes it worthless to attempt problem solving...
These quality of life improvements are actually what gets me most excited. They thought of solutions I didn't need I needed but soon won't be able to live without I am sure. I am constantly reminded that Wube is the absolute best at improving and smoothing out gameplay.
100%! So much of this stuff makes you think like "how did I play without it before?" But also not even knowing you needed it lol
Knowing about the existence of these QOL changes, it makes it very hard to play normal Factorio right now.
I keep thinking “The Update will make this better” whenever I find things.
Kovarex said in the smarter robots FFF that QOL features are not what gets people to buy the game, but Factorio has done it so well that i simply cannot believe those words. This single video showcasing a good amount of the new QOL that comes with the 2.0 free update showcases better content than what most games have overall! Like even just the pins feature is so huge for ease of use and having a better search to help you find everything and then the devs came forward, combined everything and packaged it nicely together, very well done so that the whole game is like 10x better and smoother and more expandable even if you do not buy the DLC simply because all the new QOL makes it way deeper and easier to focus on important stuff, especially if you spend 100 hours on learning the ins and outs of all those things to be able to use them for better efficiency of playthroughs. I'm sure this is going to help speedrunners a lot too because they'll pin things left and right for easier access so they only have to follow the arrow to whatever they need, also they'll utilize all the other features in harmony because speedrunners are hardcore after all and they'll try to do everything possible to make things more efficient.
On interrupts:
To keep things succinct, with the old system you could set a schedule for each train: A to B to C.
With the inclusion of interrups, trains can essentially now be programed. Like, full-ass writing control code levels of programming.
To simply say this is a game changer is an understatement. Like, I'm not 100% certain whether this is *strictly* true, but hypothetically speaking its potentially now possible to run Doom on Factorio trains.
Are Factorio trains Turing complete now?🤔🤔🤔 If so, some mad man will build a multi core processor and GPU to run some wild 💩
I think technically trains already were turing complete
@@martinleopard193 sounds like a new challenge to Dosh'
Looks like we will have to drop dozens of QOL mods! 😂 Love to see them implementing stuff natively
Best part is all of it is packaged nicely so shortcuts won't clash, features are of high quality, they will be maintained by the devs and are designed to work together. Can't wait
*of
TTS, couldn't be bothered to edit it later
The oil and petroleum pipe color codes are probably for clarity especially in other planets like vulcanis where the ground is dark.
Good point!
There are so many QOL features that people have begged for that are baked into the game now. I am absolutely excited. About to turn my registered steam 4k hours into 8k.
Heck yeah! About to double my hours too, which is frightening lol
The circuit network changes are so incredible, I can't wait to make a one machine mall.
That moment when factorio space age releases on the day your exam starts
Oh no 😭
My sincere condolences 😢
@@Isuckatgames2too now that's just rude!
Very sorry about that! :(
@@Xterminatorat least i have my money saved up to buy it
We currently have a school break, it was 3 weeks with this one being the last. The dlc will release on the very first Day of school, after the break… I think it‘s a sign
A least you'll have a fun game to celebrate failing your exam.
I recommend alt code 26 to create an arrow (→) symbol for train station/interrupt names. "(Ore) → (Train symbol)" or "(Train Symbol) → (Furnace Symbol)" is very clear at a glance.
I always used + and - for load/unload but this arrow looks way better. Thanks.
There will also be directional arrow signals coming with 2.0
very→nice
-> is good enough for me but that is very useful
I use the Blueprint Variables mod and it completely redefined how I play the game. It's ludicrously useful. My blueprint library suddenly became so much more easily manageable. Very excited to see how the F2.0 engine handles it.
Same finally I can have better train stations and furnace blueprints
Let me in! LET ME IN!!!! Man, Monday can't get here soon enough.
same vibe from me, I don't want to see spoilers, but I cannot limit myself to not watch new festures
The robot selection logic, refinery flipping, and train interrupts / rail improvements are definitely my favorite features for the base game. Elevated rails will be great too of course, and once I can get the expansion I’ll definitely be starting a new game!
The rails changes seem like a very minor thing, but are actually huge. Rail lines and junctions will become a lot thighter and waste way less space.
Also a ton less finicky with alignment to the rest of your base. No longer is your rail network forever out of alignment by one space if you placed them away from the rest of your setup without measuring first.
@@Patchumz
lol I kept doing this aswell.
Eventually I realised the benefit of using the grid size and offset options in a blueprint to make your stuff snap together.
I use a small-ish 12x12 grid size, as it allows for tighter placement when I need it; and now with a few basic blueprints organised into a couple books (seperated into straights, bends, intersections, loading stations, and unloading stations), and I can stamp out my whole rail system without much hassle.
(btw you can 'Shift+Click' to set the offset location... legit hair saver)
Yes, +1. I don't know about you but I have a collection of rail blueprint books made and borrowed over the years, and they'll all have to be put aside for re-engineering as and when they're needed, 'cos you can't place a v1.x rail blueprint any more. Well, I guess a straight rail one might work, but I wouldn't bet on it.
as a game designer, event based tencologies is amazing for new players, since it makes a much more direct connection between the tecnology and its use.
The first 10mins i was extremely excited, that i was like there can't be that much more, me than noticing 50min long vid, just wow the quality of these improvements will change so much.
Let alone this is just the 2.0 update, not all the content for space age.
I can only be excited for so long 😩
10:20 having the stack size as a value you can check in game is a QoL thing I have been wanting for a long while.
Xterminator making a tutorial on trains: most likely from the undeside of one.
That's where I have the most experience after all! 😂
that selector combinator would have been a lifesaver in my K2SE run I did, would have saved me hours. I can't wait for the release. all those QoL additions and improvements
I love doing far away outpost bases that have a single purpose for manufacturing parts and ship them per train. This is going to be so much fun. Wube already has my money and my time
I'm sure there's a way to code and decode the radar network using combinators. If you can manage that, you could create a planetary hub that shows what all your outposts are working on at one time.
Radar network is currently not shared between surfaces. So currently there is no way to transport data between surfaces except for request via the rocket launch pad :(
@@paulwesley3862 Correct, but they did say planetary, rather than inter-planetary ...
@@jonathanrichards593 good catch 👍
I shall attempt to make an assembler that makes all the types of belts by changing the recipe whenever it has the previous belt required so that I don’t need it to make many assemblers for just belts
Totally doable! We did something like this with a Foundry in a multiplayer playthrough. Definitely can work with an assembler too and would save a lot of space and resources
Im thinking with the selector combinator it might make it possible with a mall setup to make it so that the inserter will only output to the chest for twice the rocket capacity limit meaning I will always have twice the amount necessary of an item to fill a rocket. Really interested to see if I could get that to work
Space Exploration has made me a circuit addicted psycho so I'm actually excited to re-do all of my blue prints to get rid of like 90% of components but make them work better 😁
Incredible video.
The amount of QOL in Factorio is frankly absolutely insane and unparalleled by any simulation/builder game I have ever seen
Thanks for taking the time to create this nice overview (esp. with all the chapter timestamps). The new features look awesome. Can't wait to play the new version.
Also, train stop priorities is super useful when taking into consideration the impacts/complexities involved in Quality.
I built a vanilla-style station priority system in a recent janky-quality mod playthrough that basically turned off "normal-ore-only" mining outpost stations if there were quality outpost stations that had >n train loads available of normal ore (to prevent normal ore from clogging up the quality outposts. Still needed to keep the normal-quality-only outposts running for quite some time as the opposite problem could occur (quality ore locking the filters/splitters of the mining outpost and not allowing normal ore to get processed....so i had normal outposts and quality+normal ore outposts and used circuit logic to set up "priorities" ....won't have to deal with that headache with the 2.0 priority system.
You can think of the train moving with no fuel as you're hooking your suit to power the train.
That makes a lot more sense! Lol
Love the red and green wire change. Always felt weird how they were free when using blueprints but not when placing by hand. Same goes for copper wire.
I request you to make a dedicated video on Robot Optimization in different scenarios to showcase how they behave. Pushing the before and after behavior to better understand how much they have improved. The FF was not enough for us. I really appreciate your detailed explanation. Thank you.
Neat improvements ! Thanks for the video.
I don't understand the pump filters; is it a security to prevent fluid issues (in case your pipes are empty) ?
The event unlocked technology makes sense in the context of Space Age. You don't want to be able to unlock techs which comes from other planets.
My pleasure! Yeah I'm wondering the same thing, and can't quite think of a scenario where you would actually *need* pump filtering but I'm sure there are some cases
@@Xterminator-- Sushi pipes, obviously...
using circuit network to change recipes is really good for modules
@@Ghorda9 Oh yeah, that's an excellent example! Probably better than parameterized blueprints actually in that scenario
And it's going to be crazy for malls, particularly sushi malls. Just put a bunch of assemblers around a sushi belt, pipe a controlled number of basic ingredients onto the belt and change recipes based on a predefined list of items to keep in stock. Maaan, I can't wait for Monday.
Nice work! I don't see myself using all of these features, at least not right away, but the fact that Wube has taken the effort to implement so many QoL improvements suggested by the community boads well for the future of Factorio.
@@wigoow1206 I was thinking along this way. I love to do car belt malls, especially for big mods. This will reduce the size of my mall immensely.
Can you set train stop priority from the circuit network? It would be so useful to raise priority at the loading station as it got full or raise priority at an unloading station as it was closer to empty.
Yup definitely can! Will be so useful for sure!
I just realized. With the circuit network changes: You could create a small factory where (with logic) the assemblers and chemical plants etc. All change and receive their recipe purely based upon what is needed. So use the logic to figure out what you need the most. Change the assemblers recipes through the circuit network, then filter inserters on storage to put the relevant items on the belt.
@@lukeholdsworth6506 yup exactly! So many cool possibilities to try out!
Hmm That's a cool feature.... Hmm, That's a cool feature..... Hmm, That's a cool feature.... You know its awfully cold in here now....
42:50 They just enabled a whole other level of sushi
This video didn't even mention the whole belt reader, which is specifically designed for sushi.
Just don't catch Salmonella my friend :) stuff also spoils now (from Gleba)
yep. like, you could set up a "chain" of assemblers, where you only defined the main assembler (the thing you want), and it passes along the ingredients as a signal to other assemblers, which do the same in turn, etc. The possibilities with this are ludicrous.
NGL...i'm about to hit my third planet today when I got off work, already pretty far into SA, and I learned like 10 things watching this lol
Question for you for the Factoriopedia, if you click the research it is completed by, are you able to instantly get to that research in the research list?
Just curious since i generally hate search the list to find exactly what i need, and that would be great knowledge to have since i generally know what item i want unlocked, but not the exact path for the item, and i feel like finding it in the pedia would be easier then finding it in the research list.
so, with the bot-update. it won't necessarily force everything to be built with your personal bots, there is a queue system and i think it's limited to 5 tasks per robot (could have changed since last i read about it), but it'll assign tasks and can even re-assign/unassign tasks in order to get jobs finished sooner, but it won't necessarily FORCE your personal bots to do everything, it WILL use your bots more effectively / fully to build MORE of the build as it can, but will still call bots from roboports from your base to help if it means the job gets done quicker.
I was so hyped but actually the all the videos the last few days have left me wondering if its that great. not to mention it just seems like a simpler better polished off version of space exploration, even the big miniers look almost the same.
It's a *lot* different from SE. It's not really even close.
Will "super force build" add landfill?
Yup I believe so!
I'm glad you are still around, X.
Logistic groups are nice indeed, but two things there are bad: one, if you don't want to use them, you still have the title/name take up space. Worse though, is if you want to arrange requests in a logistic group: you have one line. Oh, yeah, you do get two… when you put something in right-most slot of the last line, it opens a new one. In the old interface, you always had an empty (wasteful, in a way, sure) line at the bottom.
This video only passed 1 hour off the release ETA. I read all the last ~100 FFF to pass more time beforehand. What now? aaaaah.
Great video btw. Can't wait to generate generalized blueprints for soo many things - together with circuits the possibilities are endless. Imagine a drone focussed base, you can have one assembler blueprint, with a recipe you chose on placing the blueprint and the other parameters or circuit network set up the receiver chests based on that recipe (never did that, but i guess it should be possible). This also might making legendary equipment easier. Setting up one setup and change it with one combinator to produce the next equipment needed (till x are in the box or so). Oh boy I'm hyped.
The train interrupts could potentialy ease the trainsystem a lot - I'm eagerly awaiting your video on it. I never dug deep into a good trainsystem, neither with circuits or the LTE(?) mod.
I do hope they add some sort of world setting or some way around the event based research. I usually set up my oil processing center before I go out and get the oil, or I craft my refineries and chem plants as I grab the oil since I usually don't do early malls for most buildings until I get a bot mall set up.
Nope, no such setting. That's the way you play it and you're happy with it.
And if you think Wube doesn't have at least a streak of "this is the right way to play Factorio" you either forgot about the "bots should be at least nerfed if not removed" FFF or weren't around back then.
forgot how well you explain things :) great video!
Thank you! :)
im leaving a comment for the algorithm. Also very much appreciate your videos showing off new features and changes and not doing playthrough (and spoilers) like other content creators.
I need this in my life! Dropping out of college for this.
Thank you very much this was super informative and really looking forward to your train interrupt video.
Very welcome! I'm looking forward to making it, once I learn them well enough myself haha
Im so ready to get back into this game! I remember recording vieos with you and cokonel will back in the day
The odd targets in the turret filter are for fighting other players in multi-player mode.
I missed it, did he talk about all inserters have built in filters?
vertical splitting is more useful than horizontal splitting when the building is facing east-west instead of north-south
I wonder how many factorio players will call sick next week
As many as possible, that's for sure!
😁
43:00
Feel like this is going to be amazing for when your using logistic robots, for just having one assembler with a Requester chest that specifically will build whatever you need at any point.
Will certainly be something I use since my builds tend to be very unoptimized in comparison to what I generally see in video's and such.
Totally! I can't wait to play more with this feature to have like one assembler to make everything needed on an adhoc basis
I am at work right now, but I feel a little ill... Maybe I'll have to take sick days for the rest of the week...
32:27 thats a lot more fluids than i thought would be 😊
Finally programming approach comes to blueprints
It kind of make sense to make the create Train Group menu to require a train instead of the train menu. The logic is that you are creating the group initially when you slap down a train. The question is when you need modify it. Does it modify all trains immediately and override current group or does it force you to create a new group?
I'm excited about the possibilities for managing early and mid-game production by changing recipes and inserter filters (all the inserters are filter inserters!) with the circuit signals. I think a bit of sushi spaghetti [1] would mean I could have a totally incomprehensible factory! I'm off to find out what happens to assembler contents when a recipe changes - I guess they're destroyed?
[1] Sushi spaghetti is not a thing, and there is a place in culinary hell for anyone who attempts it IRL 😝
I’m planning to buy Space Age at the beginning of November. Do you know if I’ll be able to continue my 2.0 save game that I’ll start before then in Space Age, or will I have to begin a new game?
i don't think so because progression is different
You can, but it´s recommended to start a fresh playthrough. old rails will not work well with the new system and map generation is quite different. And some other stuff that I don´t remember atm
You will be able but the devs recommend starting from a new save file. Nauvis will largely maintain the same, with few changes. Like, rockets being way cheaper and having the changed rocket control units for the advanced circuits, spidertrons being moved to another planet, same with artillery being moved to another planet. So yeah, as long as you don't progress too far into it you can still switch to space age without harming the experience too much!
You will be able to continue a 2.0 save when you buy space age
@@disskuss4268 You should generally be fine to continue it. Some parts of the base may break when you migrate it, but overall it should work. :)
I was just thinking this morning that I hope you make a train interrupt tutorial. It seems super amazing but I don't understand all of it.
I'm curious how something like the "there is no spoon" achieve will work, even the rocket requirements aren't changed in base, could you just enable SA and it would be much easier if you don't have to craft so much rocket parts? Or does SA disable achieves like other mods? Or something else?
Good question! I suspect that yeah it would be slightly easier with space age enabled. Although to be fair, the majority of the time and resources sink for no spoon was everything up to a rocket. And that won't have really changed
One thing I'm not sure about. If Spidertrons are unlocked from another planet now, can they be crafted in base game? I'm gonna hold off on a bit on getting Space Age. I know some old tech like Spidertrons are now locked to the new planets in the DLC, how do you get them in the base game now?
If you don't have space age enabled then they will be unlocked like normal, like they are now in 1.1 so no worries there
@@Xterminator Ah I see. Thanks a million for clarifying that!
The problem is they never designed the tech tree with the idea that there would be event triggered technology unlocks. And so it's a pretty irritating addition. I think that for the base game they should make it so you can either research it with science packs, or unlock it with the event trigger.
Alternatively, redesign the tech tree just a little. Make it so you have to actually be within sight range of an oil field in order to unlock the pumpjack. That's a much more natural, and less annoying trigger than having to actually pump some oil.
Thanks for the sharing❤
Xterminator, I'm interested in Stack Inserters, do you think you can make a guide of those? I'd like to see if a stack can be grabbed by non-stack inserters.
I believe that stacked items can be grabbed by non stack inserters. Worth noting that if the inserter's carry limit is less than the stack it's grabbing from, it will have to do multiple swings to get it all
@@Xterminator Thank you, are stack inserter research accessible from Nauvis or from another planet?
@@Thaddesu I believe belt stacking is on another planet. So it's not part of the 2.0 free update, only space age
Bulk inserter will build the stack and continue to keep it stack when moved by other bulk inserter. When any other inserter grabs the stack it will start to unstack if moved to another belt, and can only grab it's max item amount with each grab.
@@ZoosheeStudio they renamed 1.0 stack inserter to bulk inserter, and the new inserter became the stack inserter
Monday can't come quick enough
filters on pumps?
does that mean it's now possible to have multiple different fluids within 1 system?
If not, I don't really see a use for filters
It can be defence mechanism, if you somehow connect different fluids together to avoid mixing and solving issue.
@@radeksilar543 That's a big change then. Before 2.0 it was not possible to mix, it wasn't even possible t have 2 pipes side by side if they contained different fluids
@@IsilionNELE well, now it should be possible. By mixing I had in mind to avoid mistakes I made sometimes, as contact of water and oil together as example and then need co fully rebuild pipes from polution of wrong fluids. But I did not tested it yet. But also it should help with logistics and save some materials from endless building underground pipes, now just filter fluids without risk of mixing.
They should have made the targetting priority mechanic require the turret to have a "Targetting module" made of a processing unit.
I wonder what their stance on people releasing the rail/quality mods on the mod page for free will be.
Pinning objects has to be the best thing.
Definitely really handy! Especially for absent minded folks like myself lol
are you able to send a signal / icon to a station to change its name with a combinator or something to what was sent?
Does this video contain spoilers that are outside of the FFF? Want to know if I need to add this to watch later, or I can watch it now.
It has maybe minor spoilers in examples that he shows. Just showing the things in the field, not as a text/gif description
Nothing major at all. You should be fine watching it now if you're caught up with the Friday Facts
Remote View is basically the satellite view from Space Exploration, right? Maybe a bit more limited, but that is awesome. Did not expect that at all.
Parametrised Blueprints also look amazing. Can you set a value for parameters on constant combinators, as well? That would be the only thing missing for me if not.
I also was surprised they added remote view, but it is definitely necessary for space age and then just a nice bonus to have for 2.0.
I'm actually not sure about combinators setting parameters unfortunately. I haven't had a chance to deep dive into them yet to be honest
@@Xterminator From what I've seen, it looks like the numbers would show up as separate parameters. But even better, they can be calculated based on a formula.
My main use for this would be train stations, where you set up what resource is being im-/exported with a parameter. With formulae, you could then even calculate things like total storage based on the stack size of what was selected. Actually amazingly powerful.
I both love and hate you for sharing
Would be cool, if you disabled the space age mod and actually showcased it on a vanilla world.
The general consensus among the faithful is that nobody plays 2.0 vanilla without the DLC. Anything else is blasphemy.
Literally everything else in the entire update, even the new planets and tech, pales in comparison to the blinding possibilities that are TRAIN INTERRUPTS.
Seriously. These puppies are gonna singlehandedly redefine how train networks are built, managed, run, and expanded. I'm already planning how to redo my railbook because of them.
That's how I feel about them too! I know they're really powerful, but it's just a matter of actually fully wrapping your head around all their intricacies and uses
AFAIK, RCUs will be kept in vanilla, they are only removed for the Space Age.
Can we read contents and set requests on requestor chests, or is it still either/or ? ( like set on red, read on green )
Edit: quality only affects range, unfortunately.
Altho they reduced shoulder laser's dmg a lot, its important to note that high quality armor and equipment make up for it. Legendary shoulder lasers should reach 33%*250%=83% (afaik) of their pre-nerf value, while having a loooot more room for them in a legendary armor while also having to spend less space on power due to quality power generators. Imho a good change, shoulder lasers made most other combat options obsolete. Now they need some serious investment before deleting everything on sight.
*lasers, FFS
What is it with people forgetting the difference between plural and possessive?
? dmg is a stat (possesion) of lasers?
Will the 2.0 update mess up mods? Can we still play the 1.0 version?
I believe 1.0 will still be available at least for a while.
And yeah it likely will mess up mods until they are properly migrated/fixed.
It messed up *all* mods, because mods declare the version they're for, and all the mods declared "1.1" before 2.0 dropped.
does this mean that its easier to get "there is no spoon" for vanilla factorio? also does the rocket silo for vanilla require purple and yellow to unlock?
Might be slightly easier. But most the time and cost to getting no spoon is everything up to the work, more so than the rocket itself.
Without space age, it will still cost the same to research as it does currently
The steam engine ratio is wrong (I think). Yes 1 water should now turn to 10 steam, however I believe they also nerfed the water extractor to only output 1,200 water per minute (down from 12,000 water per minute). So the steam engine setup and ratios should be entirely the same as pre 2.0
While you are correct on the changes for pumps too, that super long setup I showed has been working without issue for 10+ hours with only 1 pump per side.
I belief the limitations before with just 20 boilers to a pump was due to water throughout through the boilers. So making steam taking 10x less water allows there to be 10x more boilers.
I misspoke in the vid when I said that previously adding more pumps let you do more boilers.
@@Xterminator your statement here is correct, however from what i know of 2.0, water extractors only produce 1,200 water, 10x less than what they previously did. Not sure if that matters too much so ill have to wait and see till the 21st
Can you use blueprint parametrization to setup chest filter and chest requests? For example - template for robot-based mall with input (blue chest) containing recipe ingredients as request, assembler - recipe for item itself, and for output (yellow chest) - filter chest to this item.
(edit): Previously, you needed to set recipe, copy it from assembler to blue chest (for ingredients) and then manually setup filter in yellow chest.
Even if you can't like that, you definitely can with the "set filters" circuit condition.
you can do it with logic network, the assemblers can now send ingredient list of recipies on the green/red wires.
I think that should be possible. But full disclosure, I haven't had a chance test it out really extensively so haven't tried out that specific use case. Definitely something I'll try to cover in my tutorial for them once I actually learn them better myself :)
For the spidertron, is there still a way to select a specific spider even if you dont know where it is at?
I always ran with color coded controls so I never worried too much where a specific one was at before
I think you can save a controller to your hot bar and it will remember its selection.
Do we have a community pool for how many release day patches Wube will push on Monday?
They solidified themselves as the best company ever when they did about 10 releases on 1.0 day to fix as many folks' problems as possible.
I'd imagine as many as they can/are needed. Luckily this time they have had several hundred beta testing it for over a month and released tons of updates and patches throughout that time. So hopefully it shouldn't need many on release
@@Xterminator 2.0.7 would say they needed 7…
Oh gosh, telling your flamethrowers to aim for trains... as the train whooshes by. One of the biggest drawbacks for flamethrowers is the travel time for the projectile, by the time it hits the wave is already past. But if they were constantly spraying at passing trains they couldn't hit... the fire would already be there.
I see you have a similar vendetta against trains as I do lol
Hey so is there a way to easily deliver one off things remotely now? In 1.0 you couldn't set spidertrons or chest logistics remotely so there was no way to say deliver ammo to a very remote outpost without building the entire system to get it there
You can basically set anything remotely that you could set if you were right there. Including those switches.
similar to how you place ghost buildings, you can now place ghost items in inventories and they will be satisfied by the logistic networks in range
Wow, this is really cool
Can 1 pipe segment hold more then 1 fluid now? cus that would make for real easy and dirty oil setups with just 1 pipe.
Is the research locked behind space age planets still available on Nauvis in the 2.0 base game?
Yup
finally thank you
If you could tell me in the old version you had infinite research you could do. How does the infinite research is set up in the new update. For example shooting damage you could infinite research that. Can you do the same thing in the new update without the DLC. Thank you and have an awesome day.
so good, now 80% of my QoL mods will be not necessary.
Well is it alt- or shift-right click to pin things for the remote view?
Alt :p
I wonder if 2.0 will have a surprise in it, like how 1.0 had the surprise spidertron.
It doesn't. The surprise with the spidertron was that it was mentioned years before in an FFF, but was then postponed indefinitely, and no-one really expected it. No such thing "it was teased/mentioned before" here… since this was never in early access.
idk I think the galaxy of fame qualifies
Stupid question but at 25:47, how do you ghost select the module from the crafting window?
They still refuse to allow copy pasting of Logistics in the Player between playthrough. The Log group is just a pacifier that added even more need for the original request if copy pasting!!!
Some good mods integrated with other changes somewhat head scratching and superniche Dev ideas.
this is so amazing
32:25 how is pumps having a filter useful you can’t mix fluids anyway lol
I'll probably filter my fluid unloading station pumps, just as a precaution if the wrong fluid train ends up in the wrong station. You can also now do sushi pipes, but that just seems ridiculously hard to pull off successfully.
Wouldn't the refueling interrupt be precisely the time you would want it to interrupt even other interrupts? Just to make sure it never runs out.
Yup you could. Depends on condition though. Like in my example, if the loco has 2 rocket fuel left, its probably more than fine to not have it inturrupt others. But generally yeah that would be a good use for it