I know some of you may not be on board with the whole "skipping building the base" scenerio here, and I apologize for that! I figured that Space Age has so much new stuff to offer that it wasnt worth spending many episodes making a base like we've seen a thousand times. Thank you all so much for warching though and I hope you enjoyed nonetheless! I very much look forward to next episode. :)
Skipping building the base is a nice idea, I'd say the bigger problem was that despite having that nice base and all you came off as a bit unprepared for the actual space platform part cause you fumbled with things like crafting foundations, producing concrete and so on. I'm not your regular viewer though, so just 2 cents from outsider perpsective.
I prefer this. I don't need to see you build a whole starter base on Nauvis, but I am very glad you spent the time talking abut the QoL changes and how they change your designs of a few things, like oil processing. I had almost forgotten about that change with the flipping as that was from a very early FFF.
I built a nuclear power plant that gets its water by trains, but it needs three trains running in rotation to keep up with the demand. With the reduced water consumption, this is actually gonna be viable. Amazing!
Absolutely going to be a huge game changer for setups like yours! Will allow a lot more options when it comes to where to build your nuclear builds if water delivery much more viable now.
Remember that a single cubic meter of rock is easily 2,000-3,000 kg! Steve can hold about 5,000,000 kg of stone whereas Factorio engineer struggles with more than 100,000 kg of belt.
what about nuclear reactors or centrifuges? idek what is the hevaiest thing but when you take in factor the maximum inventory space for the engineer i think its pretty darn close@@Carlos-ux7gv
One thing I have seen for train interrupts, (Cant remember which UA-camr I saw show it) was to have a train interrupt for Low fuel. You don't need to refuel all the trains at all the stations anymore, you can have a refueling station. So when a train gets low on fuel, the interrupt triggers, and sends the train to the refueling station. Then when refueled, goes back to the normal schedule.
29 днів тому
Yes, this is so awesome, you can also place the refueling station near wherever your fuel is being made and also it's easy to change fuel type - just reroute the belt and put an inserter taking out of the locomotive with the desired fuel blacklisted.
@@Xterminator It was probably too much info too fast for my little brain 😂, I should rewatch it. I’m not a total noob to trains, but not well versed in large networks.
@@Xterminator I assume it comes a lot more easily to people who are already familiar with LTN or Cybersyn where it's normal to have trains which service multiple stations depending on requests. I would guess that the main issue for them is that they don't understand how and why a train would deal with the schedules in that way because it's a problem the game solves for you once you set up the wildcards. Personally I'm really happy that I will probably be able to replicate LTN behavior with this: enabling stations only when they have/require at least a full train of cargo, keep all my trains in a depot instead of waiting in stations, etc. The only thing I'm not yet sure about is how I can only send trains to loading stations if there are unloading stations which actually need the items. Also, I love that the new combinator has a setting for stack size, so that parameterized stations can determine how many items are needed for a full cargo wagon without me setting it manually for every station 😍
Apologies! It just didn't feel quite right to spend 10-15 episodes of an exciting new expansion building a base up when the experience up until a rocket is largely the same as in 1.1 version
@@Xterminator The biggest difference I see is that you can start launching rockets a lot sooner since you don't need yellow or purple science to do so - Do you see any way that changes the dynamic of the game?
@@Inglonias Everything in space is new content that's pretty separate from what's already there. Nauvis works the same as the base game, so up until you build a rocket, there's nothing that changes much other than preparing more for sending a lot of rockets
The silo is the most expensive recipe in the game, so using an AM3, you can transport 112 stacks of materials (enough to craft 2 silos, and buffer 2-recipes worth of ingredients inside the AM3) in a 3x3 space (9 platform tiles of space) without using cargo bay storage. normal cargo bays are 4x4 and only give you 20 stacks worth of storage, meaning it'd take 6 cargo bays on a platform to transport the same amount of material (space 6 cargobays would take up is 96 tiles.) so you're also using 1/10th the number of platform tiles to transport the materials ;)
Elevated rails are going to be a HUGE for, if not entirely fix train clogs/ lock ups.. This alone could enable Mega bases to output WAY more SPM. Also, fusion power IS nuclear power. When you say nuclear power, what you actually mean to say is "fission power." Both are nuclear power though.
One thing I'm nervous about, with all the other new stuff like stack inserters, faster belts, new production buildings, is that trains won't be able to keep up. Elevated rails might help with preventing as many traffic jams, but it still seems like we're going to need way more trains than usual for our megabases, as the concept of a megabase itself is going to be much larger (the devs keep talking about 1 million SPM). I guess with built-in productivity bonuses and some of the new buildings requiring 50% input for the same output, it will be mitigated somewhat. But I'm still worried that trains just won't be good enough, especially for bases that are designed around using different small modular train-accessable factories to shuffle around intermediate products.
Місяць тому
Technically speaking Solar power is nuclear power too, fusion one as well. So now we have two fusion nuclear power sources ;)
Thx for the great video. I just built my first platform and in the game, and there’s nothing intuitive or well explained about how to do things. Your vid is very helpful.
it looks like you don't need circuits for the crusher setup. you can probably set up the crushers on the space platform similar to a circuitless kovarex loop. feed the unrefined output back into the system with a priority splitter similar to the kovarex loop. it would take a little more space but it might be easier to filter the belt before it gets to the crushers so that the belt isn't mixed, otherwise it is possible for one of the crushers to sit idle while it waits for the other crushers to clean the belt.
What are those people talking about? Game reviewers and content creators getting early access to DO THEIR JOBS is standard practice! We should be gratefull the embargo is over one week before release, not two days. We've got one week of pure hype before the game is in our hands. In another topic, I've got 5k hours on Cracktorio, looking to double it with the expansion. Thinking about all the cool things modders will be able to do now
I saw a steam review yesterday, someone rated Factorio negative because some content creators get early access but he doesn't. Apparently this is an unethical business practice lol. Baffling how stupid some people can be.
It is stupid because just two seconds in here without the video even playing I have already been spoiled about the sodding endgame. With Xterminator just saying "ooops I couldn't be arse to edit it out". This practice is a cancer and it reflects poorly on the devs. They will eat some negative reviews for it for good reason. There is no reason the embargo couldn't have dropped on release day, with the creators having all this time to get a series of videos ready to roll.
@@leighrobinson You are watching a video review/guide/let's play for a game that will release one week from now. If you don't want to be spoiled, WHY would you watch is?
@@paulohsa22 Fair. I can't get away from all the recommendations; some of them have spoilers in the sodding thumbnails, etc. Though I wasn't watching I never started the video beyond seeing that he was starting from a premade base; which seems to be a common thing for these guys - got to make sure to have the new content first in this gold rush of nonsense. However that was enough to confirm that there are endgame challenges beyond the final planet. Lovely. I just think this whole decision by Wube is garbage. They will get blowback and the content creators will get blowback. Lose, lose.
@@leighrobinson I'm not sure what else you expected clicking on a space age let's play and scrolling down to the comments. you did the factorio equivalent of searching for "arcane season 2 leaks" and getting mad when people to spoil the episodes that were leaked in comments, twitter replies, etc. play stupid games, win stupid prizes as they say.
39:50 It doesn't know WHICH thing to request until it knows what the network has. Also, pretty sure the CENTER of the machine is the point that matters for roboport range (both logistics AND construction)
For anyone having trouble setting up the buffer I changed mine so that the "requester interrupt" condition does not have the "and station is not full condition". Also making the buffer stop be able to interrupt other interrupts makes it actually set a destination and then get redirected to the buffer if there is no path/station is full.
Interesting! I played the original Factorio for many many hours. But I didn't follow the development over the last years. This looks like a real interesting 2nd version. Not just more of the same. I will follow your series.
Definitely worth following along to see if it's something you wanna try out. It adds so many mechanics, challenges, and environments to the game it really feels like a new game once you leave Nauvis
I cant wait to see all the cloverleaf Intersection blueprints that are gonna come outa this ! i have to say SE+KE is much more extensive than the expansion. But 2.0 is very impressive indeed.
I adore the space platform build animation. I was really hoping there was an animation for placing the actual objects and I am glad that is the case. Now I want that animation to happen when you place things with bots too! Using straight up steel to make space platform and a starter pack instead of LDS is a bit odd, considering the goal is for things to be... low density. I guess that was done to make things cheaper? Full agree with the uranium change. I guess i might try to look for or make mods for those two things on day 1 haha.
The build animation for platforms is amazing, and doesn't ever get old to watch! Lol Good point about the LDS, kind of surprised they didn't have that in. Maybe figured it'd be too expensive or something
If you wanna know how to walk in your space platform Do ~ key then type /editor and look for the space platform then spawn that in your space hub and you should see like a small explosion that’s paused then do /editor again and viola your outside the space hub and you can just use what’s inside your inventory and put things down and just press ENTER key in your keyboard to get back inside
the crafting combinator mod change the recipe with circuit input this is going to be awesome. what i have seen from you creator's lot of the mods i use is in the game like ltn .
The devs should add a special nuke rocket with nuke radius explosion that stacks like explosive rockets and can be used in spider-trons and a new rocket turret, but primary ingredient is u238, so we must scale centrifuge to turn 235 into 238 to mass produce nuke armament for the most advanced base defense.
About your train explanation: I think I understand what you described. I think it would be a lot easier to understand, if you would first describe what you want (i.e. trains only arrive if the station is empty). And then describe the way you get there. And maybe make one logic example with iron and one with copper. And then describe that instead of making multiple versions of this, use just the one version with the wildcard.
4:36 well, you can just build one row, copy that and press V to mirror all that. Idk why do you think V is less useful Or you can build vertical array, so H and V replace each other
Definitely in the pipeline but I have a lot more to learn about them myself before I can make a proper tutorial I think. I do think it could replace LTN for sure
At the very end you should of put the belt reader to hold, the S you selected in the inserter menu is for setting stack size, you should of used the “anything” symbol instead I maybe completely wrong but I don’t think you need to set filters on the inserters inserting into the crusher
i can only speak for myself but i would love to get a really detailed walkthrough on setting up a simple train system for sending/receiving. Break it down for us non-circuit dummies.
@@dalastjedi1768 Definitely plan to do this once I learn them better myself. :) I'm also a dummy with circuits so gotta figure out some good ways to handle this stuff without them
That is the plan. I despise building belt malls though so waiting for logistics research to get requesters and then will make everything needed. Shouldn't be long now!
Your train schedule has an issue - If theres too much Iron mining, and not enough Iron usage, then the depots will just fill up with full iron trains until eventually its full of full trains. This depot depends on negative pressure from having more consumption than production of ore.
Personally, I think his setup is fine. While a train is waiting in the buffer, it temporarily lowers the throughput so an equilibrium will be reached. If he has the supply to satisfy 10 trains but only the demand for 8 there will be on average 2 trains in the buffer. It will not be ever increasing. He simply needs as many buffers as the difference between supply and demand. Functionally, they are the same as adding stackers, except it has the added bonus of being shared between many stops.
LoL better make 3 different belts or make a sushi belt, there are new way's to make sushi belts now, you have not used them and its far more easier now. This will stop working at some point or you are gonna need to dump the rest. Belt with dumping (if possible) or sushi belt or 3 different belts and feed everything to main building and extract other side. I like the new puzzles on space platforms. But why not make it super big, what is the disadvantage of doing that with a stationary space station?
Yeah I'll likely redo all the belting before next episode for sure. No disadvantage to making it huge, aside from the cost of actually building it. And for space science it really doesn't need to be that big until ultra late game when needing like 20k a minute
@Xterminator I agree with the whole skip thing, but could you give the blueprint for the whole base? I don't want to have to go through that, AGAIN, with me build. Thank you
As someone who has only launched a few rockets over the years and never went full megabase I feel like I am spending $30 on this dlc day one and won't see new content for a week. The base you started with here is bigger than I've ever made lol.
I can definitely see how that'd be a concern. One thing you could do is take a previous save you've been playing on from the current version of Factorio and then load that up in 2.0 to kind of give you a head start as I've done here. :) A few things in the base need fixing after the transfer, but for the most part it should convert over fine
Isn't uranium also useful for nuking cliffs before unlocking Cliff Explosives off-world now? (Haven't had a chance to play yet, but that was my impression anyway)
🎉I have a question can you trade items between space platforms? I had an idea of every planet having an orbital platform (space station) to collect items in space then transfer to a space platform with engines (my trade ships), so the stationary ones constantly store items to go back to the original factory and the moving ones load/unload supplies to a orbital platform to maximize travel time. Edi: this comes from the first platform fff were it seemed like the loading and unloading rockets were going to be a bottleneck.
Sadly you can't transfer between platforms directly. Cool idea you have though! Maybe a mod can make it happen at some point though. Rockets are a bit of a bottleneck but you can always just build more silos to speed it up :)
Hi Xterminator, I have the almost exact same build as your train and interrupts, but I wonder why it never trigger the buffet station with the condition "desination full or no path". It just choose to wait at the Unloading Stations instead of wait at Buffet Station.
It just seems like something everyone will need to play around with themselves to figure out how they want to use it. The system appears to be very flexible in what it allows you to do. Personally, I'm probably only going to use it for refueling, and continue to use dedicated trains for each type of thing rather than generic trains, unless I can find a compelling reason to change that. There may be some useful circuit magic too for very advanced set-ups.
37:36 that's flat out wrong. If you're requesting even 1, it will send up a rocket. It will send up a FULL rocket though. You do NOT need to REQUEST a full stack, you need to HAVE a full stack to send.
I just downloaded space age. I played 300 hrs on version 1 should is start fresh or continue from my last saved game ? Also when I loaded the last saved game I can't seem to find the space platform starter pack in the lab ? Even though I can see new items to research in the lab that weren't available before. Thoughts ?
Xterm was part of the beta testing and I think all the beta testers have early access to the release version. NDA was lifted today I think. I saw a steam review yesterday, someone rated Factorio negative because some content creators get early access but he doesn't. Apparently this is an unethical business practice lol. Baffling how stupid some people can be.
@@HiImKyle Or perhaps we can not have all these bloody recommended videos some of which have spoilers in the thumbnails and titles just popping up. Terrible decision by Wube.
How feasible is a Vulcanus (Gleba) or bust rush where you push blue science and then go to space right afterwards? Basically you leave Nauvis at blue science and do advanced sciences elsewhere?
Good question. I haven't tried it but I'd imagine quite difficult. There are things like better power armor, inserter stack size, nuclear, and many other things past blue science that makes the process a lot easier when starting on a new planet. Could be a fun challenge run though!
Is the early game similar enough that it would be worth our time to prepare a similar save, then convert it when the expansion releases? I was worried about missing out on new early game design choices with the elevated rails and such. But I also took some time off to play the expansion and would rather not spend it all just doing the same old stuff.
It's hard to say completely say one way or the other. Generally it's quite similar, but with added QoL features and some changes to the tech tree. You of course get elevated rails and parameterized blueprints and train inturrupts, but I think most people wouldn't even use those things until around the time of launching a rocket anyway. BUT one good reason I can think of to start from scratch is to get accustomed to the new QoL features and tech changes. When I played Space Age initially at the LAN beta test, it did actually take a good while for me to get used to all the new small QoL changes. So it could help with not being too overwhelmed if you encounter and experience them naturally from the start.
Little question for your train setup: you said you'd have about double the trains as ore pickup stations to avoid the scenario of the trains skipping a certain pickup station. Could it be a problem if your base doesn't consume anything for some time that all the trains load up on one ore type (let's say copper) and park in the waiting area, then when production starts again it kinda deadlocks your whole production because copper isn't consumed as long as there is no iron and all the trains are full thus they don't pick up more iron?
Good question. I think this won't happen in my setup because I have train limit 1 in each station (outposts and delivery) so it kind of forces trains to spread out a bit across outposts. I can't be 100% certain honestly, and likely need to tweak the setup some more
That's also the problem I'm still struggling with. It's trivial to set up a loading station so that it's only enabled when it can immediately load a full train, but it should ALSO only be enabled when there's an unloading station which needs the items. And it gets even more complicated if you have many loading stations for the same item. If you have more copper ore mines than trains, all your trains would load up with ore immediately when a station requests copper ore and the whole system would break 😢
@@DoubLL Yeah, that's my problem as well. I've been trying to think about a way to do the whole "One train line services all the ores" thing for some time now, but I haven't come up with anything yet that either requires more trains than stations or some rather complicated logics network shenanigans - which kinda defeats the simpleness of the new train mechanics, I feel. I'll probably just do the old "one train line per type of ore" thing again
Quick question about the quality system. In the friday fact, they wrote quality affect intermediaries product ( ex green card) to increase the chance higher quality product ( ex solar panel). This mecanics still stand at the launch ?
Yup that's true, but here's how it works: Putting all quality ingredients into a process (uncommon for example) will yield a corresponding quality product 100% of the time. So if I put in all uncommon ingredients for solar panels, I'd get an uncommon out. If I also have Quality modules in that assembler then I have a slight chance for a higher quality, which in that example would be Rare. I hope that makes sense
@Xterminator sound it is worth it to get early in the quality gameplay. So you can begin with a low chance but filter out any better intermediate product. If you run an item at 1% but you produce 400 items per minute, you could produce 4 per min higher quality items. If you are a slow player like me, you could have a ton of products to simplify the upgrade. I learned this in my krastorio run. I build a base to producing cards. Each type was running with a 60item/min of iron plate ( everything ratio on this output). On tier 5, my output was 1 card per minute or 2 min for each type. It's better to get early to stack those
How many hours to build this base? My save had 19 hours and I have 600 of each bot that i'm not using yet and up to purple science, built for 1 per second and am working on yellow science. I feel like I'm so slow and it's annoying to rebuild stuff without bots so I just build new stuff further along the bus and I have no idea how to figure out the oil ratio just yet.
With how Quality works, is it possible to load high Quality materials into a Rocket Silo? Will that produce a higher Quality rocket? Increased tonnage limits?
i wonder if its not waiting for a full stack of what you need but a full rocket of items ? so one stack of any item is 1T so will it request 2 half stacks of different things ?
@@Xterminator thats annoying. would of been nice if it just went with sending full rockets rather than single items. would be able to just merrily build away in space knowing things will come in and get build in time
@@Xterminator - I'll tell you in a week, when I get my hands on the DLC. :-) One thing I'm really confused by is why you have inserters set to pull out uncrushed asteroids from the crushers to put back on a recirculating belt. I can understand why you need a recirculating belt because it's a sushi belt, and so you need to make sure that all the different asteroid types pass by the individual crushers. I would use a priority splitter that prioritizes the input from the circle to make sure the belt recirculates while letting in new material from the grabbers when there's space. But there may be something I'm missing because of how the crushers work. As I said, I don't know why you have inserts to pull the uncrushed aasteroids from the crushers.
You are not allowing us to see much, don't click and scroll so much. We're trying to watch the game and learn too. You have golden retriever energy in your video.
Sorry about that. I kind of thought I was going slowly and showing stuff for all the new things. Anything in particular I skipped over too quickly? I'll try and slow it down going forward
- Train interrupts. Frankly I still don't see the benefit of having generic trains with generic train stops over having dedicated trains for specific resources. It seems more like a novelty system that just allows you to set it up, and let the trains do the thing, but It feels like that way you have less control over the trains and it becomes less predictable. I guess it replaces the LTN mod, but I myself never used it, so maybe that's why I don't get the benefits. I also don't understand what do you mean by not needing stackers - a stacker is essentially a train buffer that allows trains to approach a station while it's still occupied, which becomes more and more important as travel time increases. With belt throughput increasing drastically, and wagon capacity staying the same, I expect stackers being even more important than before, whether you use generic trains or not. Your "waiting" station is essentially a form of a stacker too.
while yes, you will still need room for trains to wait in line at the dropoff, you dont need 10 places for trains from each and every mining outpost to wait in line because they can be dispatched when there is room instead.
@@xxvmvxx You never needed that, you can have one stacker per processing facility, and generic mining outposts preferably with dynamic train limit circuits. You can even do dynamic train limits for processing facilities, but last time I built a base like that I dropped this idea.
I think it's really nice as an easier way to build a train system that does the job perfectly well, but if you decide you want your trains running at maximum efficiency you can go out of your way to change the system up a bit
@@Nikowo1610 To be frank it's the "runs perfectly well" part I have suspicions about. From my understanding it works like this: Train goes to a pickup station, loads whatever it is producing, and then either goes to unload whatever it has loaded into an appropriate drop-off station or to the waiting bay if none available. Which sounds fine, but problem is that the way it chooses the pickup stations has nothing to do with what resources are actually needed at the base, how many trains already loaded with said resource and sit in waiting bay and so on, but instead it will pick based on I think closest available station and similar metrics. So you might end up with having most of your trains loading up with like coal and stone, and waiting in waiting bays while what you need is more iron or copper ore.
Yeah, it's not all that useful from my perspective. The best use for it I can think of is refueling interrupts, so you can have dedicated train refueling spots that your trains only visit as required. I always just used requester chests and refueled trains when they came to drop off items anywhere, but that does cause a lot of logistics robots to move about, and requires such places to be in the same network as any fuel production. I think a case can be made for trains delivering train fuel to dedicated depots instead for large train world bases spread out over a lot of area. That said, the interrupt system seems quite flexible, and I'm sure people will be able to design some incredible circuit magic that will make it worthwhile to some people. Maybe some highly optimized factories will be able to do some very neat things. I'm glad the option exists so people can play around with it and find neat new use cases. But I'll be pretty much reusing my standard train designs (albeit with the new better tracks) when I first get my hands on the expansion, and then after I've beaten the game and start scaling up to megabase levels of production I'm sure I'll play with more of the new systems and see how my mind changes.
Doesn't work. When you place the starter pack in the rocket inventory it just disappears and you wasted 60 foundations. I've lost 160 foundations trying to figure out what i'm doing wrong until i realized the expansion is just broken.
So annoying a small group of content creators have months of early access and now like 10 days of ability to stream. Kind of garbage imo, have to avoid so much if you do t want to be spoiled
@@gaggix7095 don't give a dam about bata testers there getting to put out content to stay ahead of the game and new content creators/ streamers dont get a chance to bee seen not like i am going to stream it its just shocking for new ppl to try with them been given first pop
@gaggix7095 Real beta tests use volume of players to find bugs/problems..just giving a handful of content creators access isn't a real beta test. Though I don't care, it's free content for me to watch, however your reasoning is faulty.
I know some of you may not be on board with the whole "skipping building the base" scenerio here, and I apologize for that! I figured that Space Age has so much new stuff to offer that it wasnt worth spending many episodes making a base like we've seen a thousand times.
Thank you all so much for warching though and I hope you enjoyed nonetheless! I very much look forward to next episode. :)
@@Xterminator brother. You explain perfectly in the beginning why and I honestly gonna do the same.
It's better this way, not a lot has changed before blue sceince, so this was the best thing!
Skipping building the base is a nice idea, I'd say the bigger problem was that despite having that nice base and all you came off as a bit unprepared for the actual space platform part cause you fumbled with things like crafting foundations, producing concrete and so on. I'm not your regular viewer though, so just 2 cents from outsider perpsective.
I prefer this. I don't need to see you build a whole starter base on Nauvis, but I am very glad you spent the time talking abut the QoL changes and how they change your designs of a few things, like oil processing. I had almost forgotten about that change with the flipping as that was from a very early FFF.
I'm ok with skipping.
I built a nuclear power plant that gets its water by trains, but it needs three trains running in rotation to keep up with the demand. With the reduced water consumption, this is actually gonna be viable. Amazing!
Absolutely going to be a huge game changer for setups like yours! Will allow a lot more options when it comes to where to build your nuclear builds if water delivery much more viable now.
As a massive waterfill mod abuser this was huge lol
"I have this base set up so we can jump right into space"
*proceeds to spend the next 30 minutes talking about trains and concrete*
I mean train inturrupts and elevated rails are pretty damn awesome! But there are always chapter to skip ahead :)
@@Xterminator they are, i just thought it was funny
So one stack of belt is 1000 kg. Wow that inventory is making Steve blush...
Remember that a single cubic meter of rock is easily 2,000-3,000 kg! Steve can hold about 5,000,000 kg of stone whereas Factorio engineer struggles with more than 100,000 kg of belt.
@@WilliamBeason One cubic meter of gold is 19000 kg, much larger than rock.
Woudnt netherite be heavier as it uses a multitude of gold bars in it?@@Carlos-ux7gv
what about nuclear reactors or centrifuges? idek what is the hevaiest thing but when you take in factor the maximum inventory space for the engineer i think its pretty darn close@@Carlos-ux7gv
One thing I have seen for train interrupts, (Cant remember which UA-camr I saw show it) was to have a train interrupt for Low fuel.
You don't need to refuel all the trains at all the stations anymore, you can have a refueling station.
So when a train gets low on fuel, the interrupt triggers, and sends the train to the refueling station. Then when refueled, goes back to the normal schedule.
Yes, this is so awesome, you can also place the refueling station near wherever your fuel is being made and also it's easy to change fuel type - just reroute the belt and put an inserter taking out of the locomotive with the desired fuel blacklisted.
The build animation on platforms + new ghosts looks so cool
I’m looking forward to your train interrupt video because I had no idea why the way you set it up actually works
I agree, I need a more detailed explanation
Curious what is uncertain about it? I'll try to explain it more clearly next episode and of course in the tutorial for them too
@@Xterminator It was probably too much info too fast for my little brain 😂, I should rewatch it. I’m not a total noob to trains, but not well versed in large networks.
Same, it wasn't clear to me yet. Maybe I just need to get my hands on it, but then again, I am terrible with trains as it is.
@@Xterminator I assume it comes a lot more easily to people who are already familiar with LTN or Cybersyn where it's normal to have trains which service multiple stations depending on requests.
I would guess that the main issue for them is that they don't understand how and why a train would deal with the schedules in that way because it's a problem the game solves for you once you set up the wildcards.
Personally I'm really happy that I will probably be able to replicate LTN behavior with this: enabling stations only when they have/require at least a full train of cargo, keep all my trains in a depot instead of waiting in stations, etc.
The only thing I'm not yet sure about is how I can only send trains to loading stations if there are unloading stations which actually need the items.
Also, I love that the new combinator has a setting for stack size, so that parameterized stations can determine how many items are needed for a full cargo wagon without me setting it manually for every station 😍
Also using the temporary stops for automating when trains stop for fuel is really nice.
Need more videos! Love it Xterminator
I am not super upset that you skipped the whole building the base thing. I am only mildly upset.
Apologies! It just didn't feel quite right to spend 10-15 episodes of an exciting new expansion building a base up when the experience up until a rocket is largely the same as in 1.1 version
@@Xterminator The biggest difference I see is that you can start launching rockets a lot sooner since you don't need yellow or purple science to do so - Do you see any way that changes the dynamic of the game?
@@Inglonias Everything in space is new content that's pretty separate from what's already there. Nauvis works the same as the base game, so up until you build a rocket, there's nothing that changes much other than preparing more for sending a lot of rockets
The silo is the most expensive recipe in the game, so using an AM3, you can transport 112 stacks of materials (enough to craft 2 silos, and buffer 2-recipes worth of ingredients inside the AM3) in a 3x3 space (9 platform tiles of space) without using cargo bay storage. normal cargo bays are 4x4 and only give you 20 stacks worth of storage, meaning it'd take 6 cargo bays on a platform to transport the same amount of material (space 6 cargobays would take up is 96 tiles.) so you're also using 1/10th the number of platform tiles to transport the materials ;)
Elevated rails are going to be a HUGE for, if not entirely fix train clogs/ lock ups..
This alone could enable Mega bases to output WAY more SPM.
Also, fusion power IS nuclear power.
When you say nuclear power, what you actually mean to say is "fission power."
Both are nuclear power though.
One thing I'm nervous about, with all the other new stuff like stack inserters, faster belts, new production buildings, is that trains won't be able to keep up. Elevated rails might help with preventing as many traffic jams, but it still seems like we're going to need way more trains than usual for our megabases, as the concept of a megabase itself is going to be much larger (the devs keep talking about 1 million SPM). I guess with built-in productivity bonuses and some of the new buildings requiring 50% input for the same output, it will be mitigated somewhat. But I'm still worried that trains just won't be good enough, especially for bases that are designed around using different small modular train-accessable factories to shuffle around intermediate products.
Technically speaking Solar power is nuclear power too, fusion one as well. So now we have two fusion nuclear power sources ;)
Solar power that we receive on earth is in a form of photons aka light. If you want to go indirectly then all power is nuclear power.
Thx for the great video. I just built my first platform and in the game, and there’s nothing intuitive or well explained about how to do things. Your vid is very helpful.
So glad it helped! Congrats on building your first platform too. But yes unfortunately it is not the most intuitive process at all...
Right? I was surprised how there's almost no information on how to use platforms.
@@joshkund there are some brief explanations in the tips and tricks list. Look for the little ‘hat’ in the mini map area. I found it helpful.
it looks like you don't need circuits for the crusher setup. you can probably set up the crushers on the space platform similar to a circuitless kovarex loop. feed the unrefined output back into the system with a priority splitter similar to the kovarex loop.
it would take a little more space but it might be easier to filter the belt before it gets to the crushers so that the belt isn't mixed, otherwise it is possible for one of the crushers to sit idle while it waits for the other crushers to clean the belt.
im so excited! thank you for posting videos! looking forward to more
thanks for covering trains. didnt realize so much changed.
What are those people talking about? Game reviewers and content creators getting early access to DO THEIR JOBS is standard practice! We should be gratefull the embargo is over one week before release, not two days. We've got one week of pure hype before the game is in our hands.
In another topic, I've got 5k hours on Cracktorio, looking to double it with the expansion. Thinking about all the cool things modders will be able to do now
I saw a steam review yesterday, someone rated Factorio negative because some content creators get early access but he doesn't. Apparently this is an unethical business practice lol. Baffling how stupid some people can be.
It is stupid because just two seconds in here without the video even playing I have already been spoiled about the sodding endgame. With Xterminator just saying "ooops I couldn't be arse to edit it out". This practice is a cancer and it reflects poorly on the devs. They will eat some negative reviews for it for good reason. There is no reason the embargo couldn't have dropped on release day, with the creators having all this time to get a series of videos ready to roll.
@@leighrobinson You are watching a video review/guide/let's play for a game that will release one week from now. If you don't want to be spoiled, WHY would you watch is?
@@paulohsa22 Fair. I can't get away from all the recommendations; some of them have spoilers in the sodding thumbnails, etc.
Though I wasn't watching I never started the video beyond seeing that he was starting from a premade base; which seems to be a common thing for these guys - got to make sure to have the new content first in this gold rush of nonsense.
However that was enough to confirm that there are endgame challenges beyond the final planet. Lovely.
I just think this whole decision by Wube is garbage. They will get blowback and the content creators will get blowback. Lose, lose.
@@leighrobinson I'm not sure what else you expected clicking on a space age let's play and scrolling down to the comments. you did the factorio equivalent of searching for "arcane season 2 leaks" and getting mad when people to spoil the episodes that were leaked in comments, twitter replies, etc. play stupid games, win stupid prizes as they say.
39:50 It doesn't know WHICH thing to request until it knows what the network has. Also, pretty sure the CENTER of the machine is the point that matters for roboport range (both logistics AND construction)
@@EmilyGamerGirl That's not how requester works though, so why would the rocket be different?
Ok, I'm excited! Thanks XT!
My pleasure!
wow thanks for this new let's play!!!!!
My pleasure. thanks for watching!
For anyone having trouble setting up the buffer I changed mine so that the "requester interrupt" condition does not have the "and station is not full condition". Also making the buffer stop be able to interrupt other interrupts makes it actually set a destination and then get redirected to the buffer if there is no path/station is full.
awesome video, cant wait to play this dlc
Thanks!
Interesting! I played the original Factorio for many many hours. But I didn't follow the development over the last years. This looks like a real interesting 2nd version. Not just more of the same. I will follow your series.
Definitely worth following along to see if it's something you wanna try out. It adds so many mechanics, challenges, and environments to the game it really feels like a new game once you leave Nauvis
I cant wait to see all the cloverleaf Intersection blueprints that are gonna come outa this !
i have to say SE+KE is much more extensive than the expansion. But 2.0 is very impressive indeed.
Wait a sec, with the ability to change the recipe via circuit network, does that mean you can now have sushi assemblers for your sushi belts?
Correct!
Beautiful base!
Thank you! One of my only bases I'm actually happy to look at lol
I adore the space platform build animation. I was really hoping there was an animation for placing the actual objects and I am glad that is the case. Now I want that animation to happen when you place things with bots too!
Using straight up steel to make space platform and a starter pack instead of LDS is a bit odd, considering the goal is for things to be... low density. I guess that was done to make things cheaper?
Full agree with the uranium change. I guess i might try to look for or make mods for those two things on day 1 haha.
The build animation for platforms is amazing, and doesn't ever get old to watch! Lol
Good point about the LDS, kind of surprised they didn't have that in. Maybe figured it'd be too expensive or something
If you wanna know how to walk in your space platform
Do ~ key then type /editor and look for the space platform then spawn that in your space hub and you should see like a small explosion that’s paused then do /editor again and viola your outside the space hub and you can just use what’s inside your inventory and put things down and just press ENTER key in your keyboard to get back inside
Path from Aquilo to something farther out...little spoiler, but we all expected it I think
Yea, as someone who played Space Exploration I was anticipating a similar win condition
Yeah I realized I accidentally showed that. But didn't have time to edit this vid unfortunately
Sorry about that!
@@Xterminatoryou don‘t need to be sorry, I like the spoilers because it hypes me up even more. So no worries. (Others also spoiled it)
the crafting combinator mod change the recipe with circuit input this is going to be awesome. what i have seen from you creator's lot of the mods i use is in the game like ltn .
The devs should add a special nuke rocket with nuke radius explosion that stacks like explosive rockets and can be used in spider-trons and a new rocket turret, but primary ingredient is u238, so we must scale centrifuge to turn 235 into 238 to mass produce nuke armament for the most advanced base defense.
About your train explanation: I think I understand what you described. I think it would be a lot easier to understand, if you would first describe what you want (i.e. trains only arrive if the station is empty). And then describe the way you get there.
And maybe make one logic example with iron and one with copper. And then describe that instead of making multiple versions of this, use just the one version with the wildcard.
Totally fair. I'll be going over the inturrupts more in depth later on in the series and in their own standalone tutorial where I can better explain
I'd have liked to have seen the design process, so refreshing seeing a non bus build. But completely understand you skipping the early game phase.
If you can,use chests on space platform and them use inserter as a valve to space if is chest too much full of items,its easy and stable
4:36 well, you can just build one row, copy that and press V to mirror all that. Idk why do you think V is less useful
Or you can build vertical array, so H and V replace each other
thumbsup to a railways with interrupts tutorial ;-) im curious, if this might replace LTN
Definitely in the pipeline but I have a lot more to learn about them myself before I can make a proper tutorial I think.
I do think it could replace LTN for sure
At the very end you should of put the belt reader to hold, the S you selected in the inserter menu is for setting stack size, you should of used the “anything” symbol instead
I maybe completely wrong but I don’t think you need to set filters on the inserters inserting into the crusher
I'll rest and see about the filters. Better safe than sorry though anyway imo
i can only speak for myself but i would love to get a really detailed walkthrough on setting up a simple train system for sending/receiving. Break it down for us non-circuit dummies.
@@dalastjedi1768 Definitely plan to do this once I learn them better myself. :)
I'm also a dummy with circuits so gotta figure out some good ways to handle this stuff without them
so basically, put your item mall in provider chests so you don't have to stop and hand craft all the time
That is the plan. I despise building belt malls though so waiting for logistics research to get requesters and then will make everything needed. Shouldn't be long now!
Your train schedule has an issue - If theres too much Iron mining, and not enough Iron usage, then the depots will just fill up with full iron trains until eventually its full of full trains. This depot depends on negative pressure from having more consumption than production of ore.
Personally, I think his setup is fine. While a train is waiting in the buffer, it temporarily lowers the throughput so an equilibrium will be reached. If he has the supply to satisfy 10 trains but only the demand for 8 there will be on average 2 trains in the buffer. It will not be ever increasing. He simply needs as many buffers as the difference between supply and demand. Functionally, they are the same as adding stackers, except it has the added bonus of being shared between many stops.
31:20 pretty sure if the platform were in your system it would have requested it itself to launch
Hey, I haven't seen anyone mention it but your playlist goes episode 2, 1 then 3
@@eskimotruffle3327 oh weird. Thanks for the heads up, I'll fix it :)
You should automate anything you have to hand craft more than once.
I didn't see any walls or turrets, but I think I saw biters on your map... What are your biter settings? Peaceful mode??
👍👍
LoL better make 3 different belts or make a sushi belt, there are new way's to make sushi belts now, you have not used them and its far more easier now. This will stop working at some point or you are gonna need to dump the rest. Belt with dumping (if possible) or sushi belt or 3 different belts and feed everything to main building and extract other side. I like the new puzzles on space platforms. But why not make it super big, what is the disadvantage of doing that with a stationary space station?
Yeah I'll likely redo all the belting before next episode for sure.
No disadvantage to making it huge, aside from the cost of actually building it. And for space science it really doesn't need to be that big until ultra late game when needing like 20k a minute
@Xterminator I agree with the whole skip thing, but could you give the blueprint for the whole base? I don't want to have to go through that, AGAIN, with me build. Thank you
As someone who has only launched a few rockets over the years and never went full megabase I feel like I am spending $30 on this dlc day one and won't see new content for a week. The base you started with here is bigger than I've ever made lol.
I can definitely see how that'd be a concern. One thing you could do is take a previous save you've been playing on from the current version of Factorio and then load that up in 2.0 to kind of give you a head start as I've done here. :)
A few things in the base need fixing after the transfer, but for the most part it should convert over fine
Isn't uranium also useful for nuking cliffs before unlocking Cliff Explosives off-world now?
(Haven't had a chance to play yet, but that was my impression anyway)
🎉I have a question can you trade items between space platforms?
I had an idea of every planet having an orbital platform (space station) to collect items in space then transfer to a space platform with engines (my trade ships), so the stationary ones constantly store items to go back to the original factory and the moving ones load/unload supplies to a orbital platform to maximize travel time.
Edi: this comes from the first platform fff were it seemed like the loading and unloading rockets were going to be a bottleneck.
Sadly you can't transfer between platforms directly. Cool idea you have though! Maybe a mod can make it happen at some point though.
Rockets are a bit of a bottleneck but you can always just build more silos to speed it up :)
Hi Xterminator, I have the almost exact same build as your train and interrupts, but I wonder why it never trigger the buffet station with the condition "desination full or no path". It just choose to wait at the Unloading Stations instead of wait at Buffet Station.
I think I need a full explanation on the train interrupts. At the moment they feel like that LTN mod, just unnecessary complication.
For sure. Once I fully understand all their uses and capabilities I'll make a full tutorial on them. Definitely a lot to wrap your head around
@@Xterminator Excellent, looking forward to it :) I can't help but think once it sinks in, Ill wonder how we lived without them XD
It just seems like something everyone will need to play around with themselves to figure out how they want to use it. The system appears to be very flexible in what it allows you to do. Personally, I'm probably only going to use it for refueling, and continue to use dedicated trains for each type of thing rather than generic trains, unless I can find a compelling reason to change that. There may be some useful circuit magic too for very advanced set-ups.
@@fakecubed You are no doubt correct, getting stuck in will be the best idea.
37:36 that's flat out wrong. If you're requesting even 1, it will send up a rocket. It will send up a FULL rocket though. You do NOT need to REQUEST a full stack, you need to HAVE a full stack to send.
I just downloaded space age. I played 300 hrs on version 1 should is start fresh or continue from my last saved game ? Also when I loaded the last saved game I can't seem to find the space platform starter pack in the lab ? Even though I can see new items to research in the lab that weren't available before. Thoughts ?
Wait what. Content creators get it early and can upload content? Not something I expected Wube to allow to be completely honest, but this is great
Xterm was part of the beta testing and I think all the beta testers have early access to the release version. NDA was lifted today I think. I saw a steam review yesterday, someone rated Factorio negative because some content creators get early access but he doesn't. Apparently this is an unethical business practice lol. Baffling how stupid some people can be.
I want to play 😢
It isn't great. It is utterly stupid.
@@leighrobinsonok, stop watching and wait for the game yourself then, idk?
@@HiImKyle Or perhaps we can not have all these bloody recommended videos some of which have spoilers in the thumbnails and titles just popping up. Terrible decision by Wube.
How feasible is a Vulcanus (Gleba) or bust rush where you push blue science and then go to space right afterwards? Basically you leave Nauvis at blue science and do advanced sciences elsewhere?
Good question. I haven't tried it but I'd imagine quite difficult. There are things like better power armor, inserter stack size, nuclear, and many other things past blue science that makes the process a lot easier when starting on a new planet.
Could be a fun challenge run though!
Is the early game similar enough that it would be worth our time to prepare a similar save, then convert it when the expansion releases? I was worried about missing out on new early game design choices with the elevated rails and such. But I also took some time off to play the expansion and would rather not spend it all just doing the same old stuff.
It's hard to say completely say one way or the other. Generally it's quite similar, but with added QoL features and some changes to the tech tree. You of course get elevated rails and parameterized blueprints and train inturrupts, but I think most people wouldn't even use those things until around the time of launching a rocket anyway.
BUT one good reason I can think of to start from scratch is to get accustomed to the new QoL features and tech changes. When I played Space Age initially at the LAN beta test, it did actually take a good while for me to get used to all the new small QoL changes. So it could help with not being too overwhelmed if you encounter and experience them naturally from the start.
Your playlist is backwards.
Is the uranium in space a setting? Docjade is also playing and he DOES need to send up uranium,
I'm 99% sure they removed it. It's possible he's playing on an older version though, as it was a somewhat recent change
Little question for your train setup: you said you'd have about double the trains as ore pickup stations to avoid the scenario of the trains skipping a certain pickup station. Could it be a problem if your base doesn't consume anything for some time that all the trains load up on one ore type (let's say copper) and park in the waiting area, then when production starts again it kinda deadlocks your whole production because copper isn't consumed as long as there is no iron and all the trains are full thus they don't pick up more iron?
Good question. I think this won't happen in my setup because I have train limit 1 in each station (outposts and delivery) so it kind of forces trains to spread out a bit across outposts. I can't be 100% certain honestly, and likely need to tweak the setup some more
@@Xterminator Oh yeah, that makes sense, I think. Thanks for the answer! Massively enjoying your content!
That's also the problem I'm still struggling with.
It's trivial to set up a loading station so that it's only enabled when it can immediately load a full train, but it should ALSO only be enabled when there's an unloading station which needs the items. And it gets even more complicated if you have many loading stations for the same item.
If you have more copper ore mines than trains, all your trains would load up with ore immediately when a station requests copper ore and the whole system would break 😢
@@DoubLL Yeah, that's my problem as well. I've been trying to think about a way to do the whole "One train line services all the ores" thing for some time now, but I haven't come up with anything yet that either requires more trains than stations or some rather complicated logics network shenanigans - which kinda defeats the simpleness of the new train mechanics, I feel.
I'll probably just do the old "one train line per type of ore" thing again
52:10 Burners don't work in space. No oxygen. Chests also don't work in space. Lol.
Wish night was darker by default.
Quick question about the quality system. In the friday fact, they wrote quality affect intermediaries product ( ex green card) to increase the chance higher quality product ( ex solar panel). This mecanics still stand at the launch ?
Yup that's true, but here's how it works:
Putting all quality ingredients into a process (uncommon for example) will yield a corresponding quality product 100% of the time. So if I put in all uncommon ingredients for solar panels, I'd get an uncommon out. If I also have Quality modules in that assembler then I have a slight chance for a higher quality, which in that example would be Rare.
I hope that makes sense
@Xterminator sound it is worth it to get early in the quality gameplay. So you can begin with a low chance but filter out any better intermediate product. If you run an item at 1% but you produce 400 items per minute, you could produce 4 per min higher quality items. If you are a slow player like me, you could have a ton of products to simplify the upgrade.
I learned this in my krastorio run. I build a base to producing cards. Each type was running with a 60item/min of iron plate ( everything ratio on this output). On tier 5, my output was 1 card per minute or 2 min for each type. It's better to get early to stack those
How many hours to build this base? My save had 19 hours and I have 600 of each bot that i'm not using yet and up to purple science, built for 1 per second and am working on yellow science. I feel like I'm so slow and it's annoying to rebuild stuff without bots so I just build new stuff further along the bus and I have no idea how to figure out the oil ratio just yet.
I started a new save. I only have 2500 hours which is rookie numbers.
If I make a small base now without space science etc, will migrating to space age work correctly?
With how Quality works, is it possible to load high Quality materials into a Rocket Silo? Will that produce a higher Quality rocket? Increased tonnage limits?
I don't think it does currently, but it definitely should!
Luck bastard, dammm got to play it little earlier, I'm jelous 🤣
Can you launch your character to the space platform ?
3:10 Why is there a creative capacitor?
For testing purposes, I was building the Nauvis stuff shown here via editor mode
dosent the steam chage mean a boiler can do 10x the engines not that a pump can do 10x the boilers?
Nah. Because the change was to how much steam can be made from water, but it didn't change how much steam a boiler itself actually makes
3:10 Why is your accumulator purple?
Can you ship U-238 to the platform and make uranium coated bullets?
Definitely could yeah!
You'd also need to send copper for the intermediate piercing rounds too.
i wonder if its not waiting for a full stack of what you need but a full rocket of items ? so one stack of any item is 1T so will it request 2 half stacks of different things ?
I think either/or. It needs a minimum of a stack for anything though, and for most items, 1 stack fills it.
@@Xterminator thats annoying. would of been nice if it just went with sending full rockets rather than single items. would be able to just merrily build away in space knowing things will come in and get build in time
What map settings did you use for this playthrough?
Basically default but I believe I turned up iron/copper/oil size and richness by 1 tick. Everything else should be default
how are people playing already? it doesent release untill next week right?
There were a few hundred people selected for beta testing the expansion over the last month or so.
58:00 - I'm confused as to why you're making that so complicated.
Any suggestion to make it less so?
@@Xterminator - I'll tell you in a week, when I get my hands on the DLC. :-) One thing I'm really confused by is why you have inserters set to pull out uncrushed asteroids from the crushers to put back on a recirculating belt. I can understand why you need a recirculating belt because it's a sushi belt, and so you need to make sure that all the different asteroid types pass by the individual crushers.
I would use a priority splitter that prioritizes the input from the circle to make sure the belt recirculates while letting in new material from the grabbers when there's space. But there may be something I'm missing because of how the crushers work. As I said, I don't know why you have inserts to pull the uncrushed aasteroids from the crushers.
47:35 What? Your chemical plants can't make burner mining drills?
Wild right??
Are current mods compatible with factorio 2 ?
Most probably will be eventually. But the modders will likely have to take some time to convert them properly
How do you get early access?
The devs provided early access to long time community members, content creators, modders, etc.
Oh ok thx. I guess someone with only 1,121 hours and own it for years isn’t worth of such glory. 6 DAYS TO GOOO! 😢
@@ezekielzoro 1,1k hours îs entry level în factorio!
@@ezekielzoroonly 1100 need another zero on the end!
> Orange night vision.
Nice. Reminds me of New Vegas vs Fallout 3 filters. Always liked the orange-ish one much better.
You are not allowing us to see much, don't click and scroll so much. We're trying to watch the game and learn too. You have golden retriever energy in your video.
Sorry about that. I kind of thought I was going slowly and showing stuff for all the new things. Anything in particular I skipped over too quickly?
I'll try and slow it down going forward
no biters?
I do have biters on, I just had cleared them out of my pollution range before starting the series.
Save File:?
- Train interrupts.
Frankly I still don't see the benefit of having generic trains with generic train stops over having dedicated trains for specific resources. It seems more like a novelty system that just allows you to set it up, and let the trains do the thing, but It feels like that way you have less control over the trains and it becomes less predictable. I guess it replaces the LTN mod, but I myself never used it, so maybe that's why I don't get the benefits.
I also don't understand what do you mean by not needing stackers - a stacker is essentially a train buffer that allows trains to approach a station while it's still occupied, which becomes more and more important as travel time increases. With belt throughput increasing drastically, and wagon capacity staying the same, I expect stackers being even more important than before, whether you use generic trains or not. Your "waiting" station is essentially a form of a stacker too.
while yes, you will still need room for trains to wait in line at the dropoff, you dont need 10 places for trains from each and every mining outpost to wait in line because they can be dispatched when there is room instead.
@@xxvmvxx You never needed that, you can have one stacker per processing facility, and generic mining outposts preferably with dynamic train limit circuits. You can even do dynamic train limits for processing facilities, but last time I built a base like that I dropped this idea.
I think it's really nice as an easier way to build a train system that does the job perfectly well, but if you decide you want your trains running at maximum efficiency you can go out of your way to change the system up a bit
@@Nikowo1610 To be frank it's the "runs perfectly well" part I have suspicions about.
From my understanding it works like this: Train goes to a pickup station, loads whatever it is producing, and then either goes to unload whatever it has loaded into an appropriate drop-off station or to the waiting bay if none available.
Which sounds fine, but problem is that the way it chooses the pickup stations has nothing to do with what resources are actually needed at the base, how many trains already loaded with said resource and sit in waiting bay and so on, but instead it will pick based on I think closest available station and similar metrics. So you might end up with having most of your trains loading up with like coal and stone, and waiting in waiting bays while what you need is more iron or copper ore.
Yeah, it's not all that useful from my perspective. The best use for it I can think of is refueling interrupts, so you can have dedicated train refueling spots that your trains only visit as required. I always just used requester chests and refueled trains when they came to drop off items anywhere, but that does cause a lot of logistics robots to move about, and requires such places to be in the same network as any fuel production. I think a case can be made for trains delivering train fuel to dedicated depots instead for large train world bases spread out over a lot of area.
That said, the interrupt system seems quite flexible, and I'm sure people will be able to design some incredible circuit magic that will make it worthwhile to some people. Maybe some highly optimized factories will be able to do some very neat things. I'm glad the option exists so people can play around with it and find neat new use cases.
But I'll be pretty much reusing my standard train designs (albeit with the new better tracks) when I first get my hands on the expansion, and then after I've beaten the game and start scaling up to megabase levels of production I'm sure I'll play with more of the new systems and see how my mind changes.
Train interrupts make no sense to me
They are quite confusing for sure. I still don't understand parts of them
Doesn't work. When you place the starter pack in the rocket inventory it just disappears and you wasted 60 foundations. I've lost 160 foundations trying to figure out what i'm doing wrong until i realized the expansion is just broken.
#Fatcorio 🤣
Ah damn, where did I mess that up?
@@Xterminator Idk, but it was funny 👌🏻
Streamers get to play and show off the game a week early... this shit is getting old
So annoying a small group of content creators have months of early access and now like 10 days of ability to stream. Kind of garbage imo, have to avoid so much if you do t want to be spoiled
its a joke u all get special treatment
The developers had to beta test the game, so don't whine that they didn't contact nightcow8767 for the task
they are special people.
@@gaggix7095 don't give a dam about bata testers there getting to put out content to stay ahead of the game and new content creators/ streamers dont get a chance to bee seen not like i am going to stream it its just shocking for new ppl to try with them been given first pop
Tissue?
@gaggix7095 Real beta tests use volume of players to find bugs/problems..just giving a handful of content creators access isn't a real beta test.
Though I don't care, it's free content for me to watch, however your reasoning is faulty.
So can I continue Space Age from an existing world? Or do I have to start a new one?
You *technically* can continue from an existing world, but it's very highly recommended to start a new one, due to all the changes and such
@@Nikowo1610 o, thhnks
You should be able to migrate your save. A few things may be broken in the base but mostly should work fine
@@Xterminator Thanks!
I'm just gonna start over fresh. I want to play around with the new game creation options anyway.