Factorio 2.0 Update Overview ⚙️ AWESOME New Features & Changes 💡

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  • Опубліковано 21 лис 2024

КОМЕНТАРІ • 325

  • @Midnight_Blade121
    @Midnight_Blade121 Місяць тому +345

    Never been so hyped for a monday in my life

    • @Midnight_Blade121
      @Midnight_Blade121 Місяць тому +5

      Also first... dumb meme imo but hey why not

    • @Xterminator
      @Xterminator  Місяць тому +17

      @@Midnight_Blade121 Lol for sure!

    • @FakeNate-t4y
      @FakeNate-t4y Місяць тому +2

      You’re like the opposite of Garfield.

    • @Erik_Ice_Fang
      @Erik_Ice_Fang Місяць тому +9

      This Monday was Contact for Space Engineers, next Monday is Factorio 2.0. I have been super excited for this month

    • @grahamp9243
      @grahamp9243 Місяць тому +1

      Exactly. The boomtown rats had no idea what they were singing about

  • @youtubehandlesux
    @youtubehandlesux Місяць тому +286

    Boss makes a dollar, I make a dime
    That's why I'll play factorio space age on company time

    • @Xterminator
      @Xterminator  Місяць тому +24

      @@youtubehandlesux I like this better than the original lol

    • @ryanorionwotanson4568
      @ryanorionwotanson4568 Місяць тому

      Unusually long breaks and bathroom trips for the next month 😂

    • @theblackbaron4119
      @theblackbaron4119 Місяць тому +1

      ​@@ryanorionwotanson4568 I have so much overtime :D I might take a week off.

    • @TallinuTV
      @TallinuTV Місяць тому +1

      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!!

    • @rioghander2te
      @rioghander2te Місяць тому +3

      @@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...

  • @Rudollis
    @Rudollis Місяць тому +77

    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.

    • @Xterminator
      @Xterminator  Місяць тому +5

      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

    • @americankid7782
      @americankid7782 Місяць тому +4

      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.

    • @tomsterbg8130
      @tomsterbg8130 Місяць тому +1

      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.

  • @XTYRMIN8Z
    @XTYRMIN8Z Місяць тому +50

    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.

    • @martinleopard193
      @martinleopard193 Місяць тому +9

      Are Factorio trains Turing complete now?🤔🤔🤔 If so, some mad man will build a multi core processor and GPU to run some wild 💩

    • @_original-name_
      @_original-name_ Місяць тому +4

      I think technically trains already were turing complete

    • @xs246
      @xs246 26 днів тому +1

      @@martinleopard193 sounds like a new challenge to Dosh'

  • @strider3438
    @strider3438 Місяць тому +91

    Looks like we will have to drop dozens of QOL mods! 😂 Love to see them implementing stuff natively

    • @tomsterbg8130
      @tomsterbg8130 Місяць тому +2

      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

    •  Місяць тому +1

      *of

    • @strider3438
      @strider3438 Місяць тому

      TTS, couldn't be bothered to edit it later

  • @devilmaycry1980
    @devilmaycry1980 Місяць тому +24

    The oil and petroleum pipe color codes are probably for clarity especially in other planets like vulcanis where the ground is dark.

  • @therustedmonkie4787
    @therustedmonkie4787 Місяць тому +26

    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.

    • @Xterminator
      @Xterminator  Місяць тому +5

      Heck yeah! About to double my hours too, which is frightening lol

  • @RottedMushroom
    @RottedMushroom Місяць тому +8

    The circuit network changes are so incredible, I can't wait to make a one machine mall.

  • @Isuckatgames2too
    @Isuckatgames2too Місяць тому +87

    That moment when factorio space age releases on the day your exam starts

    • @DoubLL
      @DoubLL Місяць тому +14

      Oh no 😭
      My sincere condolences 😢

    • @Xterminator
      @Xterminator  Місяць тому +25

      @@Isuckatgames2too now that's just rude!
      Very sorry about that! :(

    • @Isuckatgames2too
      @Isuckatgames2too Місяць тому +8

      ​@@Xterminatorat least i have my money saved up to buy it

    • @logiztv4986
      @logiztv4986 Місяць тому +4

      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

    • @williambarnes5023
      @williambarnes5023 Місяць тому +5

      A least you'll have a fun game to celebrate failing your exam.

  • @Coolioflip666
    @Coolioflip666 Місяць тому +13

    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.

    • @David_randomnumber
      @David_randomnumber Місяць тому +2

      I always used + and - for load/unload but this arrow looks way better. Thanks.

    • @Gahanun
      @Gahanun Місяць тому +4

      There will also be directional arrow signals coming with 2.0

    • @TheZoneTakesYou
      @TheZoneTakesYou Місяць тому +3

      very→nice

    • @meifray
      @meifray 27 днів тому

      -> is good enough for me but that is very useful

  • @deemacgee
    @deemacgee Місяць тому +15

    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.

    • @ryannixon4138
      @ryannixon4138 Місяць тому +2

      Same finally I can have better train stations and furnace blueprints

  • @addisonsteinagel2616
    @addisonsteinagel2616 Місяць тому +8

    Let me in! LET ME IN!!!! Man, Monday can't get here soon enough.

    • @TheStazis555
      @TheStazis555 Місяць тому +1

      same vibe from me, I don't want to see spoilers, but I cannot limit myself to not watch new festures

  • @TallinuTV
    @TallinuTV Місяць тому +3

    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!

  • @wigoow1206
    @wigoow1206 Місяць тому +11

    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.

    • @Patchumz
      @Patchumz Місяць тому +3

      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.

    • @Data-Cain
      @Data-Cain Місяць тому +1

      ​@@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)

    • @jonathanrichards593
      @jonathanrichards593 14 днів тому

      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.

  • @ethanbuttazzi2602
    @ethanbuttazzi2602 29 днів тому +1

    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.

  • @Willow4526
    @Willow4526 Місяць тому +7

    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.

  • @karituurihalme1007
    @karituurihalme1007 Місяць тому +3

    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.

  • @MagralhoPT
    @MagralhoPT Місяць тому +5

    Xterminator making a tutorial on trains: most likely from the undeside of one.

    • @Xterminator
      @Xterminator  Місяць тому +4

      That's where I have the most experience after all! 😂

  • @viina5936
    @viina5936 Місяць тому +1

    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

  • @theblackbaron4119
    @theblackbaron4119 Місяць тому +1

    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

  • @Jonalith
    @Jonalith Місяць тому +3

    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.

    • @paulwesley3862
      @paulwesley3862 Місяць тому

      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 :(

    • @jonathanrichards593
      @jonathanrichards593 14 днів тому

      @@paulwesley3862 Correct, but they did say planetary, rather than inter-planetary ...

    • @paulwesley3862
      @paulwesley3862 14 днів тому

      @@jonathanrichards593 good catch 👍

  • @chikao9532
    @chikao9532 Місяць тому +4

    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

    • @Xterminator
      @Xterminator  Місяць тому +2

      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

  • @Riley_Worthen
    @Riley_Worthen Місяць тому +4

    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

  • @eburb8147
    @eburb8147 Місяць тому +1

    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 😁

  • @Matrium0
    @Matrium0 27 днів тому

    Incredible video.
    The amount of QOL in Factorio is frankly absolutely insane and unparalleled by any simulation/builder game I have ever seen

  • @flwi
    @flwi Місяць тому

    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.

  • @rhueoflandorin
    @rhueoflandorin Місяць тому

    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.

  • @keyogen
    @keyogen Місяць тому +4

    You can think of the train moving with no fuel as you're hooking your suit to power the train.

    • @Xterminator
      @Xterminator  Місяць тому +3

      That makes a lot more sense! Lol

  • @xKeelar
    @xKeelar Місяць тому

    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.

  • @JobaerArman
    @JobaerArman Місяць тому

    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.

  • @OzoneGrif
    @OzoneGrif Місяць тому +3

    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.

    • @Xterminator
      @Xterminator  Місяць тому +2

      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

    • @TlalocTemporal
      @TlalocTemporal Місяць тому

      ​@@Xterminator-- Sushi pipes, obviously...

  • @Ghorda9
    @Ghorda9 Місяць тому +4

    using circuit network to change recipes is really good for modules

    • @Xterminator
      @Xterminator  Місяць тому +2

      @@Ghorda9 Oh yeah, that's an excellent example! Probably better than parameterized blueprints actually in that scenario

    • @wigoow1206
      @wigoow1206 Місяць тому +4

      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.

    • @nicodemuseam
      @nicodemuseam Місяць тому +1

      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.

    • @LVRugger
      @LVRugger Місяць тому +1

      @@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.

  • @dalgrim
    @dalgrim Місяць тому +3

    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.

    • @Xterminator
      @Xterminator  Місяць тому +2

      Yup definitely can! Will be so useful for sure!

  • @lukeholdsworth6506
    @lukeholdsworth6506 Місяць тому

    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.

    • @Xterminator
      @Xterminator  Місяць тому +1

      @@lukeholdsworth6506 yup exactly! So many cool possibilities to try out!

  • @blackhat4968
    @blackhat4968 Місяць тому +1

    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....

  • @logiztv4986
    @logiztv4986 Місяць тому +8

    42:50 They just enabled a whole other level of sushi

    • @angeldude101
      @angeldude101 Місяць тому +4

      This video didn't even mention the whole belt reader, which is specifically designed for sushi.

    • @theblackbaron4119
      @theblackbaron4119 Місяць тому +2

      Just don't catch Salmonella my friend :) stuff also spoils now (from Gleba)

    • @fmobus
      @fmobus Місяць тому +2

      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.

  • @dwizzle815
    @dwizzle815 24 дні тому

    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

  • @jason2mate
    @jason2mate Місяць тому +4

    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.

  • @rhueoflandorin
    @rhueoflandorin Місяць тому

    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.

  • @matthewkostiuk899
    @matthewkostiuk899 Місяць тому +1

    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.

    • @strategicsage7694
      @strategicsage7694 Місяць тому

      It's a *lot* different from SE. It's not really even close.

  • @billweasley1382
    @billweasley1382 Місяць тому +4

    Will "super force build" add landfill?

  • @petrus4
    @petrus4 Місяць тому

    I'm glad you are still around, X.

  •  26 днів тому

    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.

  • @varyn4265
    @varyn4265 Місяць тому

    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.

  • @snottytoe6957
    @snottytoe6957 Місяць тому +1

    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.

  • @Red49er85
    @Red49er85 Місяць тому +1

    forgot how well you explain things :) great video!

  • @lakatosjuraj
    @lakatosjuraj Місяць тому

    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.

  • @ibrahimvelasquez3874
    @ibrahimvelasquez3874 Місяць тому

    I need this in my life! Dropping out of college for this.

  • @garyolsen4978
    @garyolsen4978 Місяць тому +1

    Thank you very much this was super informative and really looking forward to your train interrupt video.

    • @Xterminator
      @Xterminator  Місяць тому +1

      Very welcome! I'm looking forward to making it, once I learn them well enough myself haha

  • @dylloop
    @dylloop Місяць тому

    Im so ready to get back into this game! I remember recording vieos with you and cokonel will back in the day

  • @MrHurricaneFloyd
    @MrHurricaneFloyd 13 днів тому

    The odd targets in the turret filter are for fighting other players in multi-player mode.

  • @ingiford175
    @ingiford175 Місяць тому +1

    I missed it, did he talk about all inserters have built in filters?

  • @zperk13
    @zperk13 Місяць тому

    vertical splitting is more useful than horizontal splitting when the building is facing east-west instead of north-south

  • @stevensghost945
    @stevensghost945 Місяць тому +3

    I wonder how many factorio players will call sick next week

  • @jason2mate
    @jason2mate Місяць тому

    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.

    • @Xterminator
      @Xterminator  Місяць тому

      Totally! I can't wait to play more with this feature to have like one assembler to make everything needed on an adhoc basis

  • @suqdic
    @suqdic Місяць тому

    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...

  • @leaf_GC
    @leaf_GC Місяць тому

    32:27 thats a lot more fluids than i thought would be 😊

  • @wilk85
    @wilk85 Місяць тому

    Finally programming approach comes to blueprints

  • @dchan19362
    @dchan19362 Місяць тому

    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?

  • @jonathanrichards593
    @jonathanrichards593 14 днів тому

    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 😝

  • @disskuss4268
    @disskuss4268 Місяць тому +6

    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?

    • @EldrichDargon
      @EldrichDargon Місяць тому +3

      i don't think so because progression is different

    • @airwood2861
      @airwood2861 Місяць тому +4

      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

    • @szalyn8849
      @szalyn8849 Місяць тому +4

      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!

    • @spinba11
      @spinba11 Місяць тому +3

      You will be able to continue a 2.0 save when you buy space age

    • @Xterminator
      @Xterminator  Місяць тому +9

      @@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. :)

  • @BrianWaggoner
    @BrianWaggoner Місяць тому

    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.

  • @sproins
    @sproins Місяць тому +1

    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?

    • @Xterminator
      @Xterminator  Місяць тому +1

      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

  • @MysticDragonForce
    @MysticDragonForce Місяць тому +1

    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?

    • @Xterminator
      @Xterminator  Місяць тому +1

      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

    • @MysticDragonForce
      @MysticDragonForce Місяць тому

      @@Xterminator Ah I see. Thanks a million for clarifying that!

  • @Omnifarious0
    @Omnifarious0 Місяць тому +3

    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.

  • @NeoQJ
    @NeoQJ 15 годин тому

    Thanks for the sharing❤

  • @Thaddesu
    @Thaddesu Місяць тому +1

    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.

    • @Xterminator
      @Xterminator  Місяць тому +2

      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

    • @Thaddesu
      @Thaddesu Місяць тому

      @@Xterminator Thank you, are stack inserter research accessible from Nauvis or from another planet?

    • @Xterminator
      @Xterminator  Місяць тому +2

      @@Thaddesu I believe belt stacking is on another planet. So it's not part of the 2.0 free update, only space age

    • @ZoosheeStudio
      @ZoosheeStudio Місяць тому

      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.

    • @erenakn3762
      @erenakn3762 Місяць тому +1

      @@ZoosheeStudio they renamed 1.0 stack inserter to bulk inserter, and the new inserter became the stack inserter

  • @xKeelar
    @xKeelar Місяць тому

    Monday can't come quick enough

  • @IsilionNELE
    @IsilionNELE Місяць тому +1

    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

    • @radeksilar543
      @radeksilar543 Місяць тому

      It can be defence mechanism, if you somehow connect different fluids together to avoid mixing and solving issue.

    • @IsilionNELE
      @IsilionNELE Місяць тому

      @@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

    • @radeksilar543
      @radeksilar543 Місяць тому

      @@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.

  • @subashchandra9557
    @subashchandra9557 Місяць тому

    They should have made the targetting priority mechanic require the turret to have a "Targetting module" made of a processing unit.

  • @6Twisted
    @6Twisted Місяць тому +1

    I wonder what their stance on people releasing the rail/quality mods on the mod page for free will be.

  • @Fadescape
    @Fadescape Місяць тому

    Pinning objects has to be the best thing.

    • @Xterminator
      @Xterminator  Місяць тому

      Definitely really handy! Especially for absent minded folks like myself lol

  • @shadowlords90
    @shadowlords90 Місяць тому

    are you able to send a signal / icon to a station to change its name with a combinator or something to what was sent?

  • @Big-E-TheBouncer
    @Big-E-TheBouncer Місяць тому

    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.

    • @martinleopard193
      @martinleopard193 Місяць тому +1

      It has maybe minor spoilers in examples that he shows. Just showing the things in the field, not as a text/gif description

    • @Xterminator
      @Xterminator  Місяць тому +1

      Nothing major at all. You should be fine watching it now if you're caught up with the Friday Facts

  • @Yotanido
    @Yotanido Місяць тому

    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.

    • @Xterminator
      @Xterminator  Місяць тому

      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

    • @Yotanido
      @Yotanido Місяць тому

      @@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.

  • @stratvids
    @stratvids Місяць тому +1

    I both love and hate you for sharing

  • @zwatotem
    @zwatotem Місяць тому +1

    Would be cool, if you disabled the space age mod and actually showcased it on a vanilla world.

    •  Місяць тому

      The general consensus among the faithful is that nobody plays 2.0 vanilla without the DLC. Anything else is blasphemy.

  • @VioletScarelli
    @VioletScarelli Місяць тому +1

    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.

    • @Xterminator
      @Xterminator  Місяць тому +2

      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

  • @PeterZaitcev
    @PeterZaitcev Місяць тому

    AFAIK, RCUs will be kept in vanilla, they are only removed for the Space Age.

  • @robslaney3729
    @robslaney3729 Місяць тому

    Can we read contents and set requests on requestor chests, or is it still either/or ? ( like set on red, read on green )

  • @varyn4265
    @varyn4265 Місяць тому

    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?

    • @varyn4265
      @varyn4265 25 днів тому

      ? dmg is a stat (possesion) of lasers?

  • @fictitiousnightmares
    @fictitiousnightmares Місяць тому +2

    Will the 2.0 update mess up mods? Can we still play the 1.0 version?

    • @Xterminator
      @Xterminator  Місяць тому +1

      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.

    •  26 днів тому

      It messed up *all* mods, because mods declare the version they're for, and all the mods declared "1.1" before 2.0 dropped.

  • @pptstall18
    @pptstall18 Місяць тому

    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?

    • @Xterminator
      @Xterminator  Місяць тому

      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

  • @meme_sause7438
    @meme_sause7438 Місяць тому +1

    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

    • @Xterminator
      @Xterminator  Місяць тому +1

      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.

    • @meme_sause7438
      @meme_sause7438 Місяць тому

      @@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

  • @timonltv
    @timonltv Місяць тому +1

    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.

    • @Nebula_ya
      @Nebula_ya Місяць тому +1

      Even if you can't like that, you definitely can with the "set filters" circuit condition.

    • @SG1guru
      @SG1guru Місяць тому +1

      you can do it with logic network, the assemblers can now send ingredient list of recipies on the green/red wires.

    • @Xterminator
      @Xterminator  Місяць тому +1

      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 :)

  • @Erik_Ice_Fang
    @Erik_Ice_Fang Місяць тому

    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

    • @cgwheeler96
      @cgwheeler96 Місяць тому +1

      I think you can save a controller to your hot bar and it will remember its selection.

  • @LordWhirlin
    @LordWhirlin Місяць тому

    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.

    • @Xterminator
      @Xterminator  Місяць тому

      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

    •  Місяць тому

      @@Xterminator 2.0.7 would say they needed 7…

  • @williambarnes5023
    @williambarnes5023 Місяць тому

    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.

    • @Xterminator
      @Xterminator  Місяць тому

      I see you have a similar vendetta against trains as I do lol

  • @jamesrundle1849
    @jamesrundle1849 Місяць тому +1

    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

    • @GeneralBolas
      @GeneralBolas Місяць тому

      You can basically set anything remotely that you could set if you were right there. Including those switches.

    • @erenakn3762
      @erenakn3762 Місяць тому +2

      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

    • @ithinkitsatiger1864
      @ithinkitsatiger1864 Місяць тому

      ​Wow, this is really cool

  • @teridero1
    @teridero1 Місяць тому

    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.

  • @MrAdnan252
    @MrAdnan252 Місяць тому

    Is the research locked behind space age planets still available on Nauvis in the 2.0 base game?

  • @hayzersolar
    @hayzersolar Місяць тому +2

    finally thank you

    • @hayzersolar
      @hayzersolar Місяць тому

      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.

  • @dieVitaCola
    @dieVitaCola 26 днів тому

    so good, now 80% of my QoL mods will be not necessary.

  • @RJiiFin
    @RJiiFin Місяць тому

    Well is it alt- or shift-right click to pin things for the remote view?

  • @Toksyuryel
    @Toksyuryel Місяць тому

    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.

    • @Toksyuryel
      @Toksyuryel 26 днів тому

      idk I think the galaxy of fame qualifies

  • @ThanosMoist
    @ThanosMoist 8 днів тому

    Stupid question but at 25:47, how do you ghost select the module from the crafting window?

  • @walterroche8192
    @walterroche8192 Місяць тому +1

    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.

  • @airanu_7640
    @airanu_7640 Місяць тому

    this is so amazing

  • @mateusz_3115
    @mateusz_3115 Місяць тому +2

    32:25 how is pumps having a filter useful you can’t mix fluids anyway lol

    • @andrewplehn4805
      @andrewplehn4805 Місяць тому +1

      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.

  • @seniorfiance
    @seniorfiance Місяць тому

    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.

    • @Xterminator
      @Xterminator  Місяць тому

      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