16:00 you are using stone furnaces while planing and electric furnace while building for the step with enriched ore and pyroflux, but you can not do it with that building as it involves liquids (an error of hellmode), it needs to be the foundry (I think it was named) which is the one next to the electric furnace in the list of possible building for that process. It has bigger a base than the 3x3 of the electric furnace, it is of 5x5 or 4x4... so it will not fit as such when replacing. And crafting speed of 4 if I remember correctly. About fuel processing, if you don't want to upgraded the fuel processor, never mind, but if you will want to put the upgraded version once unlocked, it is the size of a refinery instead of a normal fuel processor (chemical plant size). Last thing I realized, for pulverizing stone you can do it in the machine you crush core fragments and obtain way more sand than with the crushers you are using. This one luckily has the same size xd. PD: loved the starter base fill up timelapse.
Someone else pointed out the furnace - advanced furnace issue in the first K2SE series. I am aware. Currently the setup has a conveyor belt output and an inserter (to output iron plate when I haven't researched molten iron) which can be demolished and will give me the extra tiles I need to put the advanced furnace in. Oil isn't finished. If changes are necessary thats not a problem. 25% more sand with mechanical thingameebob. Good to know, thanks.
@@theotherbigfoot Liked the idea of making only one design for metals and have it ready to evolve with molten recipe, tried this weekend in an early gameplay but failed to envision it, I'm glad you did a complete one. Respect.
Is there anyway you have a full full gameplay? i would like to review deeply on your bases.. your mall and how you make all that belting and stuff... is insane, thanks man! would appreciate
Someone else asked me this a couple years ago and that's kinda what started me doing the lets play. Up til then it was all tutorials and timelapses. The simple truth is that for me to post an entire full full playthrough we'd be talking 400 hours of footage which at 4k would be about 12TB of data and would probably take about 1000 hours, at least, to upload to youtube. It's just not a realistic proposition. I can offer two options. 1. You can watch my vanilla lets play. It's the first one I did and it's probably the deepest I'll go in terms of me talking through how I build these factories. Episode 9 is where I start the shopping mall. 2. I'm always on the lookout for new video ideas so if there is something specific you want me to cover and I think it's a good idea then I'll do it. By the by, if you're watching episode 1 then you aren't seeing my shopping mall you're seeing my starter factory.
@@theotherbigfoot great man, thanks for the info! i know.. starter factory, wanted to know how you belt all... like.. idea i got is to make a panning camera with more close up of the factoy and it can go through all the specific parts so you don't have to show... just with that clip everybody can pause and that it! No? is it a good idea?
@@mvinyesalumiluxcat Save file is here (www.dropbox.com/scl/fi/gmpqnidja1zj8aic23ru2/Lets-K2SE-II-150424.zip?rlkey=ep496ku1bjykcs5d2svzhd0ji&st=f8qarkwx&dl=0), does that work?
For a moment I thought it was lost forever, I've demolished the starter factory to build a nuclear reactor, but I have a save file from 200 hours ago so here you go www.dropbox.com/scl/fi/76ckr2x1195hqyfup2aql/Lets-K2SE-II-TL3.zip?rlkey=urmtf5zgxkp93knfqengna37v&st=0g4bwc6u&dl=0
To be honest, I almost stopped watching when I saw copper wire on a belt. For green circuits. I mean, that's the ultimate heresy, right? Copper wire for green circuits always uses direct insertion... Well, now I am glad I didn't, for I discovered someone who understands the insanity of belt balancers, which I find commendable. Looking forward to how this might evolve :) p.s. you may get your wish of 100 or 200 core fragments after all, if you start importing all the variants back to Nauvis and process them there. p.p.s. long-term, K2SE is as much about building in an UPS-efficient manner as any other (functional or non-functional) aspect of the game. I know, advice coming in the first command from a rando on the internet might not be worth much, but if you're willing to listen regardless: UPS is killing more play-throughs of this mod combo than any other issue.
When you think of me playing factorio what I want you to imagine is that I bought the game and then sat in a dark room and played it. I didn't watch youtube. I didn't interact with anyone. I just played it. Fast forward a few years and a few thousand hours, I join youtube, and everyone seems to be playing a completely different game from me. There's jargon I'm not familiar with, strategies I don't understand and standard rules of procedure which I break. Copper cables not meant to go on a conveyor belt? That's news to me. The belt balancer thing is good example of that. When I see a belt balancer I see madness, but the factorio community doesn't see it that way. Someone else pointed out the UPS thing, I had to google it, another one of those pieces of jargon I didn't know!! It is what it is. I don't know what I'm doing in space ex. I don't have a problem taking advice from a rando on the internet if it makes complete sense and I understand it, the issue here is that I don't really understand the scale where UPS becomes a problem. All I can really do is pursue my own path and see what happens. Let's put it this way, if UPS is a significant issue, then I am almost certainly going to run head first into that particular brick wall.
UPS, updates per second, is how fast the game runs. Default limit is 60, which can be raised, and will automatically go down if your map is too complex. If you press F4 in-game to open the debug panel and enable show-time-usage (4th from top), there is information on how much time the game spends time on different aspects of the simulation, which can help identify the main bottlenecks. There is also more detailed time info splitting up the "entity" category into sub-categories. About cables and belts: there is a hint in the game math, entirely unrelated to youtube. Some intermediate products (e.g. cables, gears) produce multiple per input item, and then are used in multiples to finish fewer output items (green circuits: 1 iron plate + 3 cables, equivalent to 1.5 copper plates). So the game kind of hints at needing 1 red belt of iron plate plus 1 blue belt of copper plate to make 1 red belt of circuits, but if you were to put the cables on belts first, you'ld need double the belts. The second hint is in the number of assemblers required: 3 cable assemblers for each 2 green circuit assemblers, very well suited to a layout without intermediate belts (there are more examples, not all quite as simple as 3:2). In any case, direct insertion (box -> inserter -> box, where box is any entity with inventory - assemblers, chests, train cars...) is a more UPS efficient method than using belts. As for how fast it becomes a problem: depends. Disregarding some, uh, unfortunate "starter base" builds which slow the game to below 60 UPS, for K2SE it usually either is around the 4th planet/moon outpost, or when transitioning interplanetary logistics from rockets to space ships. Only strongly optimized builds will retain 60 UPS for longer. It really depends on the efficiency of the individual building style, and I haven't seen enough of yours to tell. You could check the F4/.. info on some of your previous maps to see where you stand, and then scale things by the number of planets settled (of cause not each base will have the complexity of the main base). If you have a full K2 playthrough and can run that at 90-120 UPS, you'ld have a good chance to keep enjoying 60 UPS for quite long on K2SE.
@@theotherbigfoot main concern with wire is that 1 plate is 2 wires, and in most cases you can have enough wires with 0.5-1 assembler ratio. Main heresy here in opinion - not having a "lesser base" to produce building supplies for progression, se hates handcrafting. Better plan smth that can do small duty, and then tech up and progress the base further with new toys.
It's making everything I need to make the big factory. Brown, red, green and blue science, conveyor belts, inserters, pipes, assembly machines, furnaces, railway, trains, storage and fluid carts, stations, signals, valves... everything.
@@theotherbigfoot thanks sounds clear! I am playing space exploration since i played k2 in another run. I do like the idea of combining those. I guess it gives a lot of extra content.
@@theotherbigfoot oh really? How are you getting all those thousands of belts before setting up iron and copper? Then hundreds of buildings before hooking up steel or oil? Another temp base elsewhere? Great vid btw I’m not hating just trying to figure out what’s going on.
@@dudeski8817 No worries buddy. I just put a film on my second monitor and handcrafted a load of conveyor belts, inserters, assembly machines etc. I really love the building aspect of factorio and running out of things half way through just completely ruins the fun for me, so a few hours building up a store of the things I need just allows me to fully enjoy that building process. Possibly not a playstyle I'd recommend but it works for me.
It’s going to be fascinating to see what you build in space. All new buildings and crazy recipes.
Speaking of centerpiece, that’s probably going to be cargo rocket parts.
That is a recipe chain that I should maybe start looking at
those transitional camera moves are really smooth, really great stuff!
4k + adobe I feel is a game changer. I should have done it a long time ago.
The new factory design is working out well for the timelapse. Looking forward to the series.
would there be a save file or blueprint of the base factory to have a closer look? This looks gorgeous
I can do that
www.dropbox.com/scl/fi/gmpqnidja1zj8aic23ru2/Lets-K2SE-II-150424.zip?rlkey=ep496ku1bjykcs5d2svzhd0ji&dl=0
I just started this exact run. Excited to see your designs
16:00 you are using stone furnaces while planing and electric furnace while building for the step with enriched ore and pyroflux, but you can not do it with that building as it involves liquids (an error of hellmode), it needs to be the foundry (I think it was named) which is the one next to the electric furnace in the list of possible building for that process. It has bigger a base than the 3x3 of the electric furnace, it is of 5x5 or 4x4... so it will not fit as such when replacing. And crafting speed of 4 if I remember correctly.
About fuel processing, if you don't want to upgraded the fuel processor, never mind, but if you will want to put the upgraded version once unlocked, it is the size of a refinery instead of a normal fuel processor (chemical plant size).
Last thing I realized, for pulverizing stone you can do it in the machine you crush core fragments and obtain way more sand than with the crushers you are using. This one luckily has the same size xd.
PD: loved the starter base fill up timelapse.
Someone else pointed out the furnace - advanced furnace issue in the first K2SE series. I am aware. Currently the setup has a conveyor belt output and an inserter (to output iron plate when I haven't researched molten iron) which can be demolished and will give me the extra tiles I need to put the advanced furnace in.
Oil isn't finished. If changes are necessary thats not a problem.
25% more sand with mechanical thingameebob. Good to know, thanks.
@@theotherbigfoot Liked the idea of making only one design for metals and have it ready to evolve with molten recipe, tried this weekend in an early gameplay but failed to envision it, I'm glad you did a complete one. Respect.
@@eriafi The setup I have isn't perfect. I still think there's room for improvement.
Lets gooooo with more bigfoot factorio content.
Great job. What mod are you using for the walls? I see them differently than mine. Solar panel walls?
They are just standard stone walls, different from vanilla, I think they are specific to space ex.
Is there anyway you have a full full gameplay? i would like to review deeply on your bases.. your mall and how you make all that belting and stuff... is insane, thanks man! would appreciate
Someone else asked me this a couple years ago and that's kinda what started me doing the lets play. Up til then it was all tutorials and timelapses.
The simple truth is that for me to post an entire full full playthrough we'd be talking 400 hours of footage which at 4k would be about 12TB of data and would probably take about 1000 hours, at least, to upload to youtube. It's just not a realistic proposition.
I can offer two options. 1. You can watch my vanilla lets play. It's the first one I did and it's probably the deepest I'll go in terms of me talking through how I build these factories. Episode 9 is where I start the shopping mall.
2. I'm always on the lookout for new video ideas so if there is something specific you want me to cover and I think it's a good idea then I'll do it.
By the by, if you're watching episode 1 then you aren't seeing my shopping mall you're seeing my starter factory.
@@theotherbigfoot great man, thanks for the info! i know.. starter factory, wanted to know how you belt all... like.. idea i got is to make a panning camera with more close up of the factoy and it can go through all the specific parts so you don't have to show... just with that clip everybody can pause and that it! No? is it a good idea?
@@mvinyesalumiluxcat Save file is here (www.dropbox.com/scl/fi/gmpqnidja1zj8aic23ru2/Lets-K2SE-II-150424.zip?rlkey=ep496ku1bjykcs5d2svzhd0ji&st=f8qarkwx&dl=0), does that work?
@@theotherbigfoot wow man! really appreciate iiiiitt
So you decided to try again instead of having 108 core miners or just supplying stuff from miners
Yup
Based
You voice is similar to the robot in Portal 2. Makes this so much better.
You mean Wheatley?
@@dtomvan yes!
Do you record the timelaps film from a second computer/character?
Its a mod, TLBE.
I made a tutorial a few months back
ua-cam.com/video/cAcba1zo5mg/v-deo.html
Hopefully no messups this time, good luck!
Man this is so neat, can't wait!
can you blueprint your starter base as try to make from the video it it is not goin well
For a moment I thought it was lost forever, I've demolished the starter factory to build a nuclear reactor, but I have a save file from 200 hours ago so here you go
www.dropbox.com/scl/fi/76ckr2x1195hqyfup2aql/Lets-K2SE-II-TL3.zip?rlkey=urmtf5zgxkp93knfqengna37v&st=0g4bwc6u&dl=0
Can you post your mod list?
Sorted
Lets go bigfoot!!!
To be honest, I almost stopped watching when I saw copper wire on a belt. For green circuits. I mean, that's the ultimate heresy, right? Copper wire for green circuits always uses direct insertion...
Well, now I am glad I didn't, for I discovered someone who understands the insanity of belt balancers, which I find commendable. Looking forward to how this might evolve :)
p.s. you may get your wish of 100 or 200 core fragments after all, if you start importing all the variants back to Nauvis and process them there.
p.p.s. long-term, K2SE is as much about building in an UPS-efficient manner as any other (functional or non-functional) aspect of the game. I know, advice coming in the first command from a rando on the internet might not be worth much, but if you're willing to listen regardless: UPS is killing more play-throughs of this mod combo than any other issue.
When you think of me playing factorio what I want you to imagine is that I bought the game and then sat in a dark room and played it. I didn't watch youtube. I didn't interact with anyone. I just played it. Fast forward a few years and a few thousand hours, I join youtube, and everyone seems to be playing a completely different game from me. There's jargon I'm not familiar with, strategies I don't understand and standard rules of procedure which I break. Copper cables not meant to go on a conveyor belt? That's news to me. The belt balancer thing is good example of that. When I see a belt balancer I see madness, but the factorio community doesn't see it that way.
Someone else pointed out the UPS thing, I had to google it, another one of those pieces of jargon I didn't know!! It is what it is. I don't know what I'm doing in space ex. I don't have a problem taking advice from a rando on the internet if it makes complete sense and I understand it, the issue here is that I don't really understand the scale where UPS becomes a problem. All I can really do is pursue my own path and see what happens. Let's put it this way, if UPS is a significant issue, then I am almost certainly going to run head first into that particular brick wall.
UPS, updates per second, is how fast the game runs. Default limit is 60, which can be raised, and will automatically go down if your map is too complex. If you press F4 in-game to open the debug panel and enable show-time-usage (4th from top), there is information on how much time the game spends time on different aspects of the simulation, which can help identify the main bottlenecks. There is also more detailed time info splitting up the "entity" category into sub-categories.
About cables and belts: there is a hint in the game math, entirely unrelated to youtube. Some intermediate products (e.g. cables, gears) produce multiple per input item, and then are used in multiples to finish fewer output items (green circuits: 1 iron plate + 3 cables, equivalent to 1.5 copper plates). So the game kind of hints at needing 1 red belt of iron plate plus 1 blue belt of copper plate to make 1 red belt of circuits, but if you were to put the cables on belts first, you'ld need double the belts. The second hint is in the number of assemblers required: 3 cable assemblers for each 2 green circuit assemblers, very well suited to a layout without intermediate belts (there are more examples, not all quite as simple as 3:2). In any case, direct insertion (box -> inserter -> box, where box is any entity with inventory - assemblers, chests, train cars...) is a more UPS efficient method than using belts.
As for how fast it becomes a problem: depends. Disregarding some, uh, unfortunate "starter base" builds which slow the game to below 60 UPS, for K2SE it usually either is around the 4th planet/moon outpost, or when transitioning interplanetary logistics from rockets to space ships. Only strongly optimized builds will retain 60 UPS for longer. It really depends on the efficiency of the individual building style, and I haven't seen enough of yours to tell. You could check the F4/.. info on some of your previous maps to see where you stand, and then scale things by the number of planets settled (of cause not each base will have the complexity of the main base). If you have a full K2 playthrough and can run that at 90-120 UPS, you'ld have a good chance to keep enjoying 60 UPS for quite long on K2SE.
@@theotherbigfoot main concern with wire is that 1 plate is 2 wires, and in most cases you can have enough wires with 0.5-1 assembler ratio.
Main heresy here in opinion - not having a "lesser base" to produce building supplies for progression, se hates handcrafting. Better plan smth that can do small duty, and then tech up and progress the base further with new toys.
Combining steel and heat shielding together to share a stone train station might be viable.
What’s that first factory making? Red and green science and just a big mall? Looks awesome!
It's making everything I need to make the big factory. Brown, red, green and blue science, conveyor belts, inserters, pipes, assembly machines, furnaces, railway, trains, storage and fluid carts, stations, signals, valves... everything.
@@theotherbigfoot thanks sounds clear! I am playing space exploration since i played k2 in another run. I do like the idea of combining those. I guess it gives a lot of extra content.
I guess you are playing creative mode or something?
Nope, normal mode.
@@theotherbigfoot oh really? How are you getting all those thousands of belts before setting up iron and copper? Then hundreds of buildings before hooking up steel or oil? Another temp base elsewhere? Great vid btw I’m not hating just trying to figure out what’s going on.
@@dudeski8817 No worries buddy. I just put a film on my second monitor and handcrafted a load of conveyor belts, inserters, assembly machines etc.
I really love the building aspect of factorio and running out of things half way through just completely ruins the fun for me, so a few hours building up a store of the things I need just allows me to fully enjoy that building process.
Possibly not a playstyle I'd recommend but it works for me.
You can see at 3:23 that the starter iron patch is extremely dead