Wanna play? First week 10% discount on Humble (purchase supports me directly!): www.humblebundle.com/store/infraspace?partner=katherineofsky Same price as Steam and you get a Steam key!
btw IF you built your concrete factory by your sand mines and sulfur mines you would get the bonus on ALL of them ... also 2 sand per sulfur for concrete ...
@@KatherineOfSky I am enjoying the game and I've always enjoyed your videos. I've been a fan since your first Megabase series in Factorio. I still use your old mall setup for my starter base. lol
Its so stupid. You would guess that after saying it 3 times she kinda hears herself and corrects it, but no, lets go with WIND MINE. 😂 I hope she doesn't place to many wind mines because people might die of suffocation.
Beavers, mechs, flying cities and now this in what 2-3 days. You are spoiling us with all the new things. Keep going!! This is fast becoming one of my fav channels.
You are an excellent teacher! I just purchased this game and started on my own only to fail until I found your video! I watched the entire video, and paused my game to duplicate what you were doing. Thank you so much. You have a new subscriber!
49:50 It appears that at each node you can choose where traffic is allowed to go from each lane. By removing that connection you probably disabled one lane completely.
Are you going to send this to Biffa? He specializes in fixing roads. A little Hugo there and Hugo there and he have it back to you before you finish your tea!
@@KatherineOfSky Not at all! It was an automatic reflex from hearing the word roundabouts. Biffa loves them, has a continuing cities; skylines series where he fixes cities and places roundabouts everywhere. He also loves tea, names his towns, districts and parks after it and drinks it during autosaves. I love listening to him.
This Game obviously takes A LOT of Inspiration from Cities: Skylines, which is a good idea in my opinion. 49:57 Transfering over CS Knowledge i'd say that that is Node Lane Management. Not very important for a small Road, but later on with large Multi-Lane Highways you might want to make use of this Feature to only allow certain Lanes to connect to certain other lanes, for example have the left lanes on highways always only connect to the left lane and thesecond left lane, not potential further right lanes, to prevent traffic jamś from vehicles crossing multiple lanes on a short distance.
"We're short of iron?" It's EXACTLY like Factorio! 😂 And thank you so much for bringing this lovely game to my attention, miss Sky; I have just purchased it because it looks like I am going to love it! 😊
that mountain pass you created reminded me of my first job, i literally had to commute over a mountain pass much like this, you had a speed limit of 65 but it was impossible going down hill to no go like 80 needless to say they had lots of semis lose control on that pass :)
This reminds me more of Anno than Factorio so far, but that's not exactly a bad thing. :) 53:10: It looked like there was a little yellow "lock" icon in the middle of the two yellow Bezier-curve-bars, that might be what you're after.
The games has much more resource conversion than Anno, e.g. much more moving around of stuff. Traffic is a big problem in midgame. It's got the god-mode building perspective, but otherwise, the logistics are more Factorio-like.
Is oxygen delivered to the nearest homes first? If traffic is a thing, I might go for housing "cells/suburbs" with atmospheric processors each and whatever else they need. They would then have internal traffic for their supplies and it would be more scalable. Also, can you control what goes into the storage building? You could have a carbon storage building near the suburbs so they can focus on deliveries?
There's no storage other than for construction materials. I do like the idea of placing more oxygen generators around, though. Might help with delivery times.
It appears you'd be able to jam up oxygen deliveries, yes. That would be interesting to explain to your superiors... "The colonists died because the trucks bringing in dishwashers and TV sets blocked the Oxygen trucks from getting there..."
It is a bit hard to visualise late to end game for a new game like this. But, I would go for a 4 quadrant N-E-S-W residential areas with the corners for services. The center would be used for the larger later game services.
A tip for everyone, put your sulfur road at the edge of the patch. Place sulfur mines on the sulfur and sand mines on the other side of the road opposite the sulfur mines. So they are all close together. Then put your concrete factory right there and you'll get a higher production bonus from having everything close.
This low-key feels a lot like the old Impresions City Building games (Caesar, Zeus, etc.) except potentially with softer limits on how far a service agent will travel before turning back. I absolutely loved developing little neighborhoods that maximized delivery efficiency and I can't wait to see how this game creates that feeling.
This reminds me of Cities: Skylines and the Anno series more than something like Dyson Sphere Program because the trucks will take the goods where they need to go and you don't need to manage conveyor belts in the same way. They've improved the graphics since an earlier alpha that I tried, although I see there are still a few buildings (construction storage) where there isn't even an outline of a door for the trucks and they still drive through the wall. It looks like the windmills are generating at full no matter where you place them. Given the height differences on the map, it would be nice if height would provide a boost to wind power (like Surviving Mars) or if there was a wind power map (like Cities: Skylines).
I play Anno too, as well as Dyson Sphere, which I was playing last night when I said to myself "this is cool, but I also want some traditional city building." I'm liking it, but I'm finding it hard to make a perfectly straight road or at times, perfectly align the buildings to the street.
When I was stationed overseas in East Anglia, in my many travels (getting lost with my buddy) I saw a total of one traffic light in a small village.. for no reason other than it was pretty hemmed in. In the US, I've only really seen one roundabout (in SF) where there usually is plenty of space to put a roundabout if you get away from the built up areas. Makes me shake my head though where I live, whoever timed the lights did a perfect job.
Don't go to Chicago, Columbus OH or come to Michigan, Roundabouts are all over the damn place. In some spots when you get off of the freeway there are 2 on each side of the overpass at the end of the ramps.
Roundabouts are starting to come into the US. We got a couple in my (smaller) city recently. They tend to place them at heavy intersections where people run lights. So far, it appears they have saved many lives.
@@KatherineOfSky I'm a truck driver and they are the worst thing ever. I rolled a semi over in one because some idiot didn't yield like he was supposed to and hit the steer axle of the truck and with the trailer already shifting from side to side because of the turning going around it the impact was enough to cause the a weight shift and took the truck over.
This roundabout it giving me the creeps xD I think there's something to be said for modern art, but if traffic becomes a problem, focusing on road length might be more necessary. Also, I hope there's other transport options in the tech tree, having everything moved by truck on roads is gonna be madness. Trains, planes, conveyors etc. would make for more interesting infrastructure.
Indeed, the design is more to show off the fancy road editing tools and have a bit of fun, but of course a round roundabout is definitely more efficient. :-)
haha! I'm not really sure which game that started with... but definitely years ago! On my channel, we're all about mines: Wind Mines, Wood Mines. Someone suggested that the Spaceport was a People Mine, lol
Was there a functional purpose to building that roundabout or was it just for the aesthetics? It seems to me if the cars in the game can negotiate with each other who gets to go and when without crashing or the need for stop signs or traffic lights, then a simple cross works better than -or at least equivalent to- a roundabout.
A roundabout is much more efficient than a cross, MUCH more efficient. The traffic was almost getting to having a stopping point... maybe I should have just let it run a little longer to show that issue before i improved the intersection with a a roundabout.
@@KatherineOfSky Thanks for the reply. At 54:50 keep an eye on the top part of the roundabout for about 5 seconds. Notice how the cars are basically alternating to get into the circle part? That's basically the same behavior they would have in a regular cross in this game. If the cars had to stop and then accelerate instead of going from 0 to 60 in a millisecond like they do in this game if they had to stop for any vehicles crossing the intersection regardless of whether it would have interfered with their path if they had to sit and wait for a green traffic light if they had to fully stop at a stop sign regardless of whether there were other vehicles incoming or not Any combination of these would introduce inefficiencies to the intersection that a roundabout would solve or at least alleviate, but none of those are present in this game as far as I can see. Maybe it appears more efficient because by introducing the curves you're effectively lengthening the amount of road in the intersection, thereby adding a sort of buffer section where the traffic can build up a bit without it looking congested, but I suspect the cars would cross at the same rate. Maybe try an experiment if you are so inclined and have the time. You could get the average of cars that go through the cross in x amount of time, do the same for the roundabout in the same amount of time, and then compare. Or wait until you have enough traffic in your colony to actually congest the cross and then switch to the roundabout to see if it actually makes a difference. Anyway, it was nice showcase of the game. Keep up the good work.
@@havanaking3469 The problem is that cars on an intersection stop constantly. Try it yourself: build up a large enough intersection that cars are building up on at least two sides, forming a queue. Then, delete the cross, and create a roundabout with 1-way roads. Then observe if your cars are backing up or not. I look forward to hearing back from you.
The current price is not suitable for the current state of the game. There are missing a lot of elemental features and some massive UX problems. But I will keep an eye on it.
Huh? Just FYI: i.guim.co.uk/img/static/sys-images/Arts/Arts_/Pictures/2015/6/17/1434538246830/THE-AMAZING-WORLD-OF-M.-C-009.jpg?width=700&quality=85&auto=format&fit=max&s=af8deda590e51162bf1ca19e240c1a8a
notice under the resources director ... the resource tab has most of your resource icons in yellow ... meanig they are short ... and then one is actually short to the point of lacking for full full production ... . dont forget your housing auto upgrades to larger housing .... so to get 300 houses you doont need 300 for the base house ... you need just enough to safely get the resources needed promptly so they have a store on hand for the upgrades to happen faster .. ... your first home went from 4 to 10 to 20 ... and it's will eventually go up further ... you need a power farm of wind mills to get the power up higher to make sure you have plenty ... you need more O2 for all the housing you made ... you need more sand to make concrete to make things .. you need to stop building vast arrays of everything at the start and build just enough to get started ... like in factorio you dont get to start with 30 miners and nuclear power ... you build up a few at a time as needed ...
aluminum is a brand name product used to wrap things like potatoes ...aluminium is the actual resource used to make it ... so Aluminium is the PROPER nasme to call it .... just like scotch tape is brand name for cello tape
@@KatherineOfSky the ore is aluminium Reynolds manufacturing ... the makers of tin foil and cling wrap ... make aluminum foil wrap ... it is a registered trade mark like scotch tape and kleenex ..it is NOT as you say people are using a brand name not the proper name ... when you blow your nose you grab a kleenex ... made by scott tissue ... the proper name is facial tissue ... THAT is why brand name protection is so fierce when they get it commonly used they are laughing they are getting free advertising ... . how I know I did a report in highschool on brand names ... and yes aluminum is a brand name .. NOT an actual ore ... americans have used it improperly for so long they now think it is correct ... wrap a presetn what do you use ... scotch tape ... no you actually use cello tape ... scotch tape is a brand name ... just like duct tape ... it is properly called gaffer tape ... duct tape is actually a metal foil tape used to seal duct work ... yet the brand name overtook it ...
The voting system showing which future features are getting the most votes is a bad idea as it leads to skewed results. Many people, unsure what they think is best, will go with the majority when they should just skip it. The devs should keep the results private for their own use.
Considering that you can cote for as many options as you want, I don't think skewed results are a problem. If anything, it makes people take a further look into the item and think about it... maybe it is a good idea after all.
I'm American. I love trains. Come visit the US, you'll find many train enthusiasts, countless museums, model train builders, and endless excitement for glory of trains.
@@KatherineOfSky I will, that was more like a take on how the US is a bit too much car-centric and could have even more trains, because we love trains !
The games has much more resource conversion than Anno, e.g. much more moving around of stuff. Traffic is a big problem in midgame. It's got the god-mode building perspective, but otherwise, the logistics are more Factorio-like.
Sorry, I had to quit watching when the game showed a preview road, generated an actual road that was different than the preview, and then penalized you in materials when you had to remove the road you didn't ask for in the first place. That's inexcusable. What happened to Timberborn?
You do realize this is game is in early access, right? There are bound to be bugs or unexpected things happening: and that's just part of the fun! Not sure what you mean about Timberborn...?
Maybe you are, but I am not. I've very much enjoyed building more arrays of factories, and dealing with the increased road traffic. Maybe you didn't play long enough to get to the challenging part?
You are entitled to your opinion, but I think you might have missed watching the video? There is such a great, unique combination of gameplay elements in Infraspace, it's definitely fun to play!
@@KatherineOfSky Nope, I watched the video (only this one though). But I haven't seen anything unique to the gameplay. It is a scarce copy of Workers & Resources: Soviet Republic with a twist of space setting. Although they used product based research from Factorio (still - it is just combining existing approaches, nothing truly unique). The only original thing I saw, was the ability to edit road nodes handle types (bezier, vector, smooth, etc) - that is a neat feature, however it is only a UI improvement, nothing that would change the gameplay. I'm sure it may be fun to play, but as a fellow game developer I believe new projects should try to push genres forward and add to it. Not merely copy other projects (and if they take inspiration from different projects they should at least combine it in a way that would create some new experience).
@@ProstoLyubo i don't think you understand the words you are using, and you are contradicting your own statements. "Copy" means an exact replica. You have stated yourself, that the game combines elements from many different games, therefore making it unique.
@@KatherineOfSky Please note I explained what I mean in the last sentence. You can mash elements from different games in many ways. Some of them will end up with truly unique experience (see Billiards Dungeon - it combined mechanics of billiards with dungeon crawling creating very original rogue like game). Others will end up like this game: nothing interesting really happened. I would be bored playing this game as it would only show me things I already seen or experienced.
@@ProstoLyubo It sounds like you are seeking genre-defining games with every game you play. I can only imagine that means you will enjoy very very very few games that come out.
Wanna play? First week 10% discount on Humble (purchase supports me directly!): www.humblebundle.com/store/infraspace?partner=katherineofsky Same price as Steam and you get a Steam key!
btw IF you built your concrete factory by your sand mines and sulfur mines you would get the bonus on ALL of them ... also 2 sand per sulfur for concrete ...
I bought the game last night and should have checked KoS to get a discount and help KoS. Lesson learned.
@@Tkieron No worries! I hope you enjoy the game!
@@KatherineOfSky I am enjoying the game and I've always enjoyed your videos. I've been a fan since your first Megabase series in Factorio. I still use your old mall setup for my starter base. lol
wind-mine is still one of my favorite terms.
mental image of a dude swinging at air with a pickaxe
@@Necrotechian There's Wind in them there Hills Boy!
Let's mine it all!! 😂
@@Necrotechian The Wind Rush of 2022. California was never the same after that 😂
Its so stupid. You would guess that after saying it 3 times she kinda hears herself and corrects it, but no, lets go with WIND MINE. 😂
I hope she doesn't place to many wind mines because people might die of suffocation.
Beavers, mechs, flying cities and now this in what 2-3 days. You are spoiling us with all the new things. Keep going!! This is fast becoming one of my fav channels.
Thank you so much! Really glad that you are enjoying the videos!
You are an excellent teacher! I just purchased this game and started on my own only to fail until I found your video! I watched the entire video, and paused my game to duplicate what you were doing. Thank you so much. You have a new subscriber!
Thank you so much! Glad you got value from the videos.
49:50 It appears that at each node you can choose where traffic is allowed to go from each lane. By removing that connection you probably disabled one lane completely.
I just started playing this game, 2 years after you made this vid. The game has improved so much!
Indeed!
Are you going to send this to Biffa? He specializes in fixing roads. A little Hugo there and Hugo there and he have it back to you before you finish your tea!
Sounds like you have no faith in my traffic solving skills!"
@@KatherineOfSky Not at all! It was an automatic reflex from hearing the word roundabouts. Biffa loves them, has a continuing cities; skylines series where he fixes cities and places roundabouts everywhere. He also loves tea, names his towns, districts and parks after it and drinks it during autosaves. I love listening to him.
So it's basically a mix of Anno, Cities Skylights and Factorio?
Seems dope!
So cute that you say "wind mines" for the wind turbines. Guess that is the result of playing so many factory games. ;)
XD
I just wanted to say you're really nice and I enjoy how chill and nice I feel watching you play. Great job Katherine 🙂
Glad you enjoy the videos!
This Game obviously takes A LOT of Inspiration from Cities: Skylines, which is a good idea in my opinion.
49:57 Transfering over CS Knowledge i'd say that that is Node Lane Management. Not very important for a small Road, but later on with large Multi-Lane Highways you might want to make use of this Feature to only allow certain Lanes to connect to certain other lanes, for example have the left lanes on highways always only connect to the left lane and thesecond left lane, not potential further right lanes, to prevent traffic jamś from vehicles crossing multiple lanes on a short distance.
Wow evert game i see you play i have played or i want to, your taste is very much like mine, always a treat to watch you dig into a new game.
So glad you are enjoying all the new features!
Katherine new sub here. Never seen someone out out so much content. Three different games in 2 days! Loving it
Welcome! Glad you found your way here: I hope you enjoy all the games. There are more to come!
I stumbled upon your letsplays with timberborn and I've been thoroughly enjoying your content. You like a lot of the same games I do.
Glad you like them!
30:25 - KoS is the best at passive-aggressive joy: It already is great, for your information. 😂
Coffee machines, Vacuums, Microwaves.... home appliances. Nice to see you playing this.
The icon looks like a big red box! I have a friend whose washer/dryer set is bright red! :D
"We're short of iron?"
It's EXACTLY like Factorio! 😂 And thank you so much for bringing this lovely game to my attention, miss Sky; I have just purchased it because it looks like I am going to love it! 😊
My pleasure! Enjoy!
that mountain pass you created reminded me of my first job, i literally had to commute over a mountain pass much like this, you had a speed limit of 65 but it was impossible going down hill to no go like 80 needless to say they had lots of semis lose control on that pass :)
This reminds me more of Anno than Factorio so far, but that's not exactly a bad thing. :)
53:10: It looked like there was a little yellow "lock" icon in the middle of the two yellow Bezier-curve-bars, that might be what you're after.
The games has much more resource conversion than Anno, e.g. much more moving around of stuff. Traffic is a big problem in midgame. It's got the god-mode building perspective, but otherwise, the logistics are more Factorio-like.
@@KatherineOfSky I guess we'll hopefully see that in future episodes. :)
@@Maeyanie It starts out a bit slow, but then gets much more complicated as the game moves forward. It's pretty cool :-=
Is oxygen delivered to the nearest homes first? If traffic is a thing, I might go for housing "cells/suburbs" with atmospheric processors each and whatever else they need. They would then have internal traffic for their supplies and it would be more scalable. Also, can you control what goes into the storage building? You could have a carbon storage building near the suburbs so they can focus on deliveries?
There's no storage other than for construction materials. I do like the idea of placing more oxygen generators around, though. Might help with delivery times.
It appears you'd be able to jam up oxygen deliveries, yes. That would be interesting to explain to your superiors...
"The colonists died because the trucks bringing in dishwashers and TV sets blocked the Oxygen trucks from getting there..."
It is a bit hard to visualise late to end game for a new game like this. But, I would go for a 4 quadrant N-E-S-W residential areas with the corners for services. The center would be used for the larger later game services.
You are building the latest appliance from the movie "Time Bandits:, which prepares and cooks your meal in 1.8 seconds!!!
haha
A tip for everyone, put your sulfur road at the edge of the patch. Place sulfur mines on the sulfur and sand mines on the other side of the road opposite the sulfur mines. So they are all close together. Then put your concrete factory right there and you'll get a higher production bonus from having everything close.
Thanks for doing this series. Please keep it going. Cheers.
More to come! :D
This low-key feels a lot like the old Impresions City Building games (Caesar, Zeus, etc.) except potentially with softer limits on how far a service agent will travel before turning back. I absolutely loved developing little neighborhoods that maximized delivery efficiency and I can't wait to see how this game creates that feeling.
Katherine, I was hoping you were playing this when I saw it on Steam. thank you.
Actually looks really fun! Love your videos!
It is fun! So glad you are enjoying the videos!
You and Raptor have the best voices on youtube
Thank you!
Wow, this looks so much better than the demo!
Sure, lets build the housing near the URANIUM mines. That will be just fine! hahahahahahah
Great video!
Nice game. Thank you for the demo :)
The house upgrading with giving them more stuff reminds me of the Anno series ^^
Wow, this is the weirdiest roundabout I ever seen in my life, but somehow I would love driving there!
XD
21:20 G-WAGON! G-WAGON! G-WAGON! G-WAGON! G-WAGON! G-WAGON!
the moment you started running the road up that hill I immediately thought Space Hot Wheels :)
also fun that a couple of you industry builder streamers I follow are playing this so I can get multiple impressions.
12:00 first "It's fine..." Wouldn't be a KoS video without em :)
haha, glad i managed to sneak that in! XD
This reminds me of Cities: Skylines and the Anno series more than something like Dyson Sphere Program because the trucks will take the goods where they need to go and you don't need to manage conveyor belts in the same way. They've improved the graphics since an earlier alpha that I tried, although I see there are still a few buildings (construction storage) where there isn't even an outline of a door for the trucks and they still drive through the wall.
It looks like the windmills are generating at full no matter where you place them. Given the height differences on the map, it would be nice if height would provide a boost to wind power (like Surviving Mars) or if there was a wind power map (like Cities: Skylines).
I play Anno too, as well as Dyson Sphere, which I was playing last night when I said to myself "this is cool, but I also want some traditional city building." I'm liking it, but I'm finding it hard to make a perfectly straight road or at times, perfectly align the buildings to the street.
Rise of Industry vibes here as well. Looks like a great mashup of lots of great titles.
Off topic but im so excited to get home tomorrow from my drill weekend and play riftbreaker
Ziplines or wire transports down the cliffs would be a nice touch!
When I was stationed overseas in East Anglia, in my many travels (getting lost with my buddy) I saw a total of one traffic light in a small village.. for no reason other than it was pretty hemmed in. In the US, I've only really seen one roundabout (in SF) where there usually is plenty of space to put a roundabout if you get away from the built up areas. Makes me shake my head though where I live, whoever timed the lights did a perfect job.
Don't go to Chicago, Columbus OH or come to Michigan, Roundabouts are all over the damn place. In some spots when you get off of the freeway there are 2 on each side of the overpass at the end of the ramps.
Roundabouts are starting to come into the US. We got a couple in my (smaller) city recently. They tend to place them at heavy intersections where people run lights. So far, it appears they have saved many lives.
@@KatherineOfSky I'm a truck driver and they are the worst thing ever. I rolled a semi over in one because some idiot didn't yield like he was supposed to and hit the steer axle of the truck and with the trailer already shifting from side to side because of the turning going around it the impact was enough to cause the a weight shift and took the truck over.
Reminds me of Workers & Resources: Soviet Republic, you should try that one Katherine...
I have tried it.
@@KatherineOfSky I love the channel by the way, keep up the hard work :D
@@paulsalay Glad you are enjoying all the videos!
This roundabout it giving me the creeps xD
I think there's something to be said for modern art, but if traffic becomes a problem, focusing on road length might be more necessary.
Also, I hope there's other transport options in the tech tree, having everything moved by truck on roads is gonna be madness. Trains, planes, conveyors etc. would make for more interesting infrastructure.
Indeed, the design is more to show off the fancy road editing tools and have a bit of fun, but of course a round roundabout is definitely more efficient. :-)
Kind of looks like Caesar: Space Edition. I approve :D
Sand to the right. Sulfur to the left. Here I am smelting in the middle with you.
28:44 the way that KOS says human things, Are you missing your beavertown?
I'm saving this audio clip. It's has high meme potential.
Did I miss the episode where the Beavers discovered space travel? ;-)
It's coming soon!
loved the walkthrough... i like this game alot.. .but.. wind mine? hehehe thats so adorable :P
haha! I'm not really sure which game that started with... but definitely years ago! On my channel, we're all about mines: Wind Mines, Wood Mines. Someone suggested that the Spaceport was a People Mine, lol
@@KatherineOfSky veeeeeeeeelly iiiiiiiiiinnnnnnnnnnnteresting lol
Ah yes, housing right next to the uranium mines. Prime real estate.
I love your channel KoS. 😀
Have you tried Captain of Industry? It's in alpha but very polished so far.
Edit: auto correct got me. 😜
I have tried it.
Interesting. Liking it so far KOW- uh I mean KOS. LOL🐮
Just discovered your page, love the games you've been playing, discovered quite a few that I might try out.
Welcome! Happy you found your way here!
So this game is basically if cities skylines and factorio had a baby
Was there a functional purpose to building that roundabout or was it just for the aesthetics? It seems to me if the cars in the game can negotiate with each other who gets to go and when without crashing or the need for stop signs or traffic lights, then a simple cross works better than -or at least equivalent to- a roundabout.
A roundabout is much more efficient than a cross, MUCH more efficient. The traffic was almost getting to having a stopping point... maybe I should have just let it run a little longer to show that issue before i improved the intersection with a a roundabout.
@@KatherineOfSky Thanks for the reply. At 54:50 keep an eye on the top part of the roundabout for about 5 seconds. Notice how the cars are basically alternating to get into the circle part? That's basically the same behavior they would have in a regular cross in this game.
If the cars had to stop and then accelerate instead of going from 0 to 60 in a millisecond like they do in this game
if they had to stop for any vehicles crossing the intersection regardless of whether it would have interfered with their path
if they had to sit and wait for a green traffic light
if they had to fully stop at a stop sign regardless of whether there were other vehicles incoming or not
Any combination of these would introduce inefficiencies to the intersection that a roundabout would solve or at least alleviate, but none of those are present in this game as far as I can see. Maybe it appears more efficient because by introducing the curves you're effectively lengthening the amount of road in the intersection, thereby adding a sort of buffer section where the traffic can build up a bit without it looking congested, but I suspect the cars would cross at the same rate. Maybe try an experiment if you are so inclined and have the time. You could get the average of cars that go through the cross in x amount of time, do the same for the roundabout in the same amount of time, and then compare. Or wait until you have enough traffic in your colony to actually congest the cross and then switch to the roundabout to see if it actually makes a difference.
Anyway, it was nice showcase of the game. Keep up the good work.
@@havanaking3469 The problem is that cars on an intersection stop constantly. Try it yourself: build up a large enough intersection that cars are building up on at least two sides, forming a queue. Then, delete the cross, and create a roundabout with 1-way roads. Then observe if your cars are backing up or not. I look forward to hearing back from you.
New game hype!
"Some people like 90 degree angles"
*cough* Nilaus *cough*
3:17 the brits don't just say "Aluminium", they spell it that way too. That says "Aluminum". 😃
Oh yes, I'm aware. it's a cultural difference that generate many comments, haha
cities skylines + factorio? I like
Hope to see many more episodes
Ooh. This looks like tons of fun. Moar plz. =)
I never knew concrete had sulfer in it :)
Your roundabout is...interesting. Symmetric, at least!
That has to be the weirdest road building tool ever.
The current price is not suitable for the current state of the game. There are missing a lot of elemental features and some massive UX problems. But I will keep an eye on it.
Oxygen mills! ❤️
Spaceport = People Mine
hahaha
But where are the biters?
haha! We've put them to work in the factories!
Dyson Sphere Program cross City Skylines, interesting, very interesting.
Mandatory youtube engagement comment.
Lol KOS. Everything is Factorio ;)
YES! XD
@@KatherineOfSky I thought you might like that :)
@@KatherineOfSky how are you liking Infraspace?
so there's no work commute in the game right?
No there isn't
@54:36 KOS confirmed dyslexic christian
Huh? Just FYI: i.guim.co.uk/img/static/sys-images/Arts/Arts_/Pictures/2015/6/17/1434538246830/THE-AMAZING-WORLD-OF-M.-C-009.jpg?width=700&quality=85&auto=format&fit=max&s=af8deda590e51162bf1ca19e240c1a8a
2 sand per sulfur for concrete ... easy calculation ..
the science building and research have progress bars if they aint moving they aint working
notice under the resources director ... the resource tab has most of your resource icons in yellow ... meanig they are short ... and then one is actually short to the point of lacking for full full production ...
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dont forget your housing auto upgrades to larger housing .... so to get 300 houses you doont need 300 for the base house ... you need just enough to safely get the resources needed promptly so they have a store on hand for the upgrades to happen faster .. ... your first home went from 4 to 10 to 20 ... and it's will eventually go up further ... you need a power farm of wind mills to get the power up higher to make sure you have plenty ... you need more O2 for all the housing you made ... you need more sand to make concrete to make things .. you need to stop building vast arrays of everything at the start and build just enough to get started ... like in factorio you dont get to start with 30 miners and nuclear power ... you build up a few at a time as needed ...
Infra and infraspace sound very similar 🤔
?
This UI looks "highly inspired" by Cities Skylines...
Learning what works well in past games makes future games better and more accessible :-)
aluminum is a brand name product used to wrap things like potatoes ...aluminium is the actual resource used to make it ... so Aluminium is the PROPER nasme to call it .... just like scotch tape is brand name for cello tape
In different parts of the world, the "proper name" varies. In the US, the element is called Aluminum, it's not a brand name.
@@KatherineOfSky the ore is aluminium Reynolds manufacturing ... the makers of tin foil and cling wrap ... make aluminum foil wrap ... it is a registered trade mark like scotch tape and kleenex ..it is NOT as you say people are using a brand name not the proper name ... when you blow your nose you grab a kleenex ... made by scott tissue ... the proper name is facial tissue ... THAT is why brand name protection is so fierce when they get it commonly used they are laughing they are getting free advertising ...
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how I know I did a report in highschool on brand names ... and yes aluminum is a brand name .. NOT an actual ore ... americans have used it improperly for so long they now think it is correct ... wrap a presetn what do you use ... scotch tape ... no you actually use cello tape ... scotch tape is a brand name ... just like duct tape ... it is properly called gaffer tape ... duct tape is actually a metal foil tape used to seal duct work ... yet the brand name overtook it ...
@@0623kaboom You are objectively wrong. They do not put brand names on the periodic table of the elements. Look it up.
The voting system showing which future features are getting the most votes is a bad idea as it leads to skewed results. Many people, unsure what they think is best, will go with the majority when they should just skip it. The devs should keep the results private for their own use.
Considering that you can cote for as many options as you want, I don't think skewed results are a problem. If anything, it makes people take a further look into the item and think about it... maybe it is a good idea after all.
"Aluminium, for those who say that" yeah, like it's actually named. ;)
"Aluminum" is the correct term in the United States. ;-)
something about the terrain and resources makes the buildings look tiny
IRL buildings are tiny in comparison to mountains and such.
When's this channel renaming to KatherineOfRoad? Keep that industry rollin'!
At the very least "KatherunwayOfSky"
XD
... am i the only one seeing the in-game logo as wayland-yutani?
Wind mine XD
No Mac version...? NEXT!
so, this is literally a cities skylines mod being released as a game?
Nope. Watch carefully. This is a factory game with good road systems, not a city builder.
Everyone loves trains. (said no american ever...)
I'm American. I love trains. Come visit the US, you'll find many train enthusiasts, countless museums, model train builders, and endless excitement for glory of trains.
@@KatherineOfSky I will, that was more like a take on how the US is a bit too much car-centric and could have even more trains, because we love trains !
Random comment for channel interaction.
SimAnno?
The games has much more resource conversion than Anno, e.g. much more moving around of stuff. Traffic is a big problem in midgame. It's got the god-mode building perspective, but otherwise, the logistics are more Factorio-like.
Sorry, I had to quit watching when the game showed a preview road, generated an actual road that was different than the preview, and then penalized you in materials when you had to remove the road you didn't ask for in the first place. That's inexcusable. What happened to Timberborn?
You do realize this is game is in early access, right? There are bound to be bugs or unexpected things happening: and that's just part of the fun! Not sure what you mean about Timberborn...?
Windmine? Seriously?
Yes, we mine the wind for energy.
Build cloverleaf... You can't even build a roundabout....
Huh? I built a roundabout in this episode...
so whens the face reveal? :p
I've revealed many faces on my channel: ua-cam.com/video/Poo9X1V34No/v-deo.html
@@KatherineOfSky sooo ur a cat? :p
@@EvilNecroid no, I'm a robot. You just asked for a random "face reveal" ...
@@KatherineOfSky well i was just wondering what face goes with ur awesome voice :p
That kind of city-planning is so american it hurts
What are you talking about?
You didnt say iridum, so you shouldn't say aluminum
Dialect :-) It's even written that way in America-land
game is pure sandbox builder with super repetitive gameplay. after 1-2h you are done with this crap xD
Maybe you are, but I am not. I've very much enjoyed building more arrays of factories, and dealing with the increased road traffic. Maybe you didn't play long enough to get to the challenging part?
Looks like this game has nothing original to offer. What a waste of development effort.
You are entitled to your opinion, but I think you might have missed watching the video? There is such a great, unique combination of gameplay elements in Infraspace, it's definitely fun to play!
@@KatherineOfSky Nope, I watched the video (only this one though). But I haven't seen anything unique to the gameplay. It is a scarce copy of Workers & Resources: Soviet Republic with a twist of space setting. Although they used product based research from Factorio (still - it is just combining existing approaches, nothing truly unique). The only original thing I saw, was the ability to edit road nodes handle types (bezier, vector, smooth, etc) - that is a neat feature, however it is only a UI improvement, nothing that would change the gameplay. I'm sure it may be fun to play, but as a fellow game developer I believe new projects should try to push genres forward and add to it. Not merely copy other projects (and if they take inspiration from different projects they should at least combine it in a way that would create some new experience).
@@ProstoLyubo i don't think you understand the words you are using, and you are contradicting your own statements. "Copy" means an exact replica. You have stated yourself, that the game combines elements from many different games, therefore making it unique.
@@KatherineOfSky Please note I explained what I mean in the last sentence. You can mash elements from different games in many ways. Some of them will end up with truly unique experience (see Billiards Dungeon - it combined mechanics of billiards with dungeon crawling creating very original rogue like game). Others will end up like this game: nothing interesting really happened. I would be bored playing this game as it would only show me things I already seen or experienced.
@@ProstoLyubo It sounds like you are seeking genre-defining games with every game you play. I can only imagine that means you will enjoy very very very few games that come out.