I'm actually totally fine with things like it being impossible to move around your own factory due to radiation, etc. What I want isn't the game to give me something to ignore the effect. What I want is that if I design the factory in a certain way, I can prevent those effects. For example let's say a machine unleashes toxic gases. Your suit can deal with it for a short while, but after that you start taking damage. Well, let me put the machine in a room with an airlock to get inside, keeping the gases away from me.
4:30 i like the exponential idea because its realistic but just had a better idea make overclocking available as standard with exponential growth and use power shards to reduce the power cost. so power shards would basically be alternative blueprints for machines but to make them more power efficient rather than material effecient...
Opinion: Non-linear power scaling makes for more interesting design compromises. In the current scheme, you COULD make all your production run at 1% for OP levels of power efficiency, but you'd have to build a MASSIVE 100-unit base to get the same product output. Decisions, decisions.
I love being able to watch you play, after I've become a bit overwhelmed with the factory I'm working on at the time. Keeps me in the right mind set, but gives me a break from belt insanity.
Make a sorting system, where you put the items in a bin, and it filters out into other bins, so if you want to clear your inventory you can just drop it down quickly and you can go do other things.
i think it is fun to create a your own sorting system, i leave all the bp stuff in a container, then everythimg get sorted in the right container in the warehouse. its a little tricky but when it's fully working you save a lot of time
Honestly, I'm not really sold on just changing the clockspeed power consumption line to a linear one, as it removes the necessity to think of the tradeoff between time spent making a massive power plant versus using more space for more machines instead of overclocking them. It also makes it so that there is NO downside to overclocking. I feel like a middle ground where overclocking is exponential by default, but linear (or more efficient) due to adding power shards is a better solution. Slugs will still be desired and people are still incentivized to explore, but for those who don't want to do that and instead want to spend time making a massive power plant, they don't NEED to do so if they want to overclock. Also, just making it linear by default would make underclocking completely irrelevant except for when there are less resources to process.
They did a video also and asked for comments and someone suggested the linear part could be unlocked through research. So overclocking would stay the same for most of the game but as you progressed you could make it use less power. I kinda like that idea.
Pretty much the same thing I commented on the coffeestain video, you're just gonna remove player choice and make everyone shove as many shards into everything as possible.
Overclock right now is useless for most player. Most players don't play hundreds of hours... they just finish the game (60-80h is what it was predicted, i don't remember if they spoke about it again). Underclock is used to "exploit", since machine cost is really cheap compared to energy... also is used to avoid energy fluctuations in late game. Downside to overclock is Slugs... you don't ever get enough to use on machines. Right now almost no one uses on machines, just on miners (very small % of total energy used) and energy generators. Also just simple exemple underclock vs overclock. you can use a constructor at 250% or 49 constructors at 25% for the same energy price. You produce almost 10 times more with the same energy cost, you use a lot more space... but space is not a problem (if you play hundreds of hours or your pc is not... your fps may start being a problem). Right now overclock is just used outside of energy buildings and miners by people that play hundreds of hours... and that is a very small % of players (also energy is not even the problem for this ones, is getting slugs... waiting for doggo rng). Basically changing to linear will give people a reason to use slugs outside of energy generator and extractors... and a reason to explore. Last time i had 100 and few shards... most of them on energy generators and the rest on miners, 0 on machines. Also i played a lot more than a normal player since i did employee of the month, what according to what i know it takes more time than beating the game.
18:24 To be completely honest, given the low throughput, I would have just made a few universal lines and used smart splitters to pull off of them. On the floors below, connect all the goodies to a single 780 belt and bring it up to the top. You'd have 1 belt per floor going up to the top and you have have then done a loop with the universal line so everything gets pulled off. You can then send any extras off to be scrapped for tickets. Could have made it look really, really organized.
@@clickthecreeper9463 One smart splitter per item, one lane sends items to the bin, another sends overflow off to be scrapped, the last is a pass through for anything left. It's self controlled.
@@Ghosty99675985 I'd use 2 smart splitters. The first to split the item off and the second on the belt that's split off of the universal belt to control overflow. This way you don't have to worry about the actual smarts of the smart splitters when they do their thing, and if you build it right, you can run the overflow belt right over the universal belt. Makes everything much neater.
@@Ghosty99675985 you actually only need two lanes. If you set one output to a certain item, other items will go to the overflow output. So you can just chain them together and then have the last one's overflow go to the sink.
For belt managment for the storage room, i found using smart spliter, all the stuff take the same belt but the smart spliter will remove the right item and in case the storage is full, the smart spliter is setup to send the excent stuff down the line and at the end i have a sink that take the excess stuff!
I actually like the change to the Power Shards. As I was moving through the early game, the Power Shards were basically useless to me. I couldn't easily generate the power I needed to make them useful. What I ended up doing is just slotting the power shards into my Power Plants in order to generate MORE power (at the cost of more resources? Not an issue in the early game). So, once I had plopped enough shards into every power plant, I stopped even searching for the slugs or even caring that they existed. It wasn't until I got into Oil Power that they became even remotely useful again. But, with the change that would make it easy to calculate how much power I'll need for new runs of the game, there's a legitimate reason to search for them and to use them.
I have my personal inventory always pulled from the source of every production line. A "me first" setup. That is also "buffered" with a single storage bin, as well as the overflow, which leads to the machines for further processing. This way, even when I raid my storage, it doesn't often harm production. The production buffer drains while the "me buffer" also drains. Then the "me buffer" fills back up, before the overflow goes back to the production buffer. (A few instances I actually add a simple splitter, so I am only half a burden, at the most.) However, unless I make a new production line setup... All my machines are on stand-by, because everything is full. I stopped feeding the ticket machine, after I got everything I wanted from the store. Hopefully, the game will have some "end game items", which "need to be made for the company"... While also giving us some kind of bonus challenges of specialized productions to ship to them. Either some generic fake item with a one-time recipe, or just asking for XXX-Tons of IRON-ORE or a trillion screws, to repair the kitchen sink on the company ship. We still need more recipes... Complex ones... Like using the assembler machine which takes 4 items... Have it take iron-ore, copper-ore, plastic and quartz... But it spits-out items that would normally be made from iron and/or screws and/or wire and/or rods, etc... (Further reducing pre-processing machines. Like a machine upgrade, similar to the slugs, but using more advanced components that can only be made from late-game processing machines. Obviously.) It would not completely get rid of smelters, unless you discovered all the advanced recipes and modified all the machines with the upgrades. They have power-slugs... Now they need nano-fiberous frogs and chroma-scopic scorpions and super-conductive butterflies! Because, why not just throw in more nature to exploit? :P
you sweet summer childe, as someone who fully embraced the spaghetti in my own base, this looks so organized, and honestly this is probably your set up that is my favorite so far. looking forward to see what you do from here
To aid with routing conveyor belts and pipes, I started putting a 8-12m floor between each production/storage floor in my factory. This made organization muuuuuuuuuuch easier. Something like this may make your storage room easier to manage. :)
I don't think linear clock speed is the move. If they want to adjust the equation a little, sure, but linear removes the trade off of space/machines to power.
It doesn't remove the trade off of space, not overclocking will still make you need 250% more space than with overclocking (even more because each machine needs a belt too). The only thing it buffs is the need for not so insane power. It makes overclocking viable and desired at any stage, and encourages exploration to get them sluggos
I liked the idea in some of the comments that you could lock the improved power consumption of overclocking behind the MAM - to make it more of a late game thing if CS is worried about people using it too much early
I think the ability to pre design a line of machines and then able to place them would be huge, like a mini layout editor where you pick how many tiles say a 12x12 and then can place different machines and or belt layouts on this grid, and then place it with the build gun. That would be nifty
18:20 - why not just merge all the belts and run them through a series of smart splitters to sort to your storage bins.. having a dedicated conveyor for each item is a mess
Kibs, you forgot to hook up the smart splitter overflows to the storage inputs, so that when everything fills up it doesn't completely stop, it just switches to making tickets. Granted that only adds to the spaghet, but they're good noodles.
I actually dont understand why people do this. I got more tickets than i could ever use just from sinking the plastic and rubber byproducts from my power plant. Also, when the bin fills up, you could redirect the raw resources to something else. Like an obscene amount of assembly directors.
Redirecting the resources to something else is another option, but that causes even more non-localized spaghet. And it means whatever you're redirecting to will probably be under-resourced whenever you take stuff out of storage (or not start receiving anything at all for ages, for the resources that take a long time to fill up storage). It's usually easier to manage everything if you locally sink excess products.
Honestly, Power Shards FEEL like an end game thing. Like they should be, because even to FIXCIT they're new technology, aka imperfect, aka with drawbacks. But given we're going to have mod support, some mod out there will (hopefully) be able to reverse the change back to exponential power. So it's either way.
I'm just happy that the megabase I'm building is in the ocean to the West of the Spire Coast, and not in it in any way; I do have a travel line that goes through the canyon, but unless they're planning on filling in the canyon, that line should be fine. Hopefully, they don't get rid of the oil in that area, because I was planning on making my plastic and rubber from those oil nodes.
Might be to late at this point but I've found putting a "false" room below for belt work works well. Specifically with the conveyor floor holes. The room is usually 3m high lol.
I don´t like the idea that if you using more clockspeed, the usage of energie will increase linear. Example: If a car has 100 HP and use 10 liters of gasoline per 100Km, and you want to use the same car, with the same engine and get 120 HP you will never by able to let it run by using only 12 liters of gasoline. You will need about 13,5 liters. Just an opinion of an engineer.
They should add a conveyor belt that can switch to a different line when you want it to with a switch or something. This we can decide when we want to put stuff in the awesome sink easily.
I kinda liked the complexity idea behind the exponential powerscaling but trying to keep your factories nice and clean it was an absolute pain in the ass having to build 2 sometimes 4 times as many buildings to not overload your reactors so I can't say I'll miss it either :')
I hope they don't forget about the effect the clock speed buffs will have on belts and pipes. It's already a challenge with load balancing so having 2-3 fully oc'd machines might be too much for 1 belt. All the extra belt work might be a factor that discourages overclocking.
Non-linear power consumption is a good concept that adds more depth to the game ... and I'm very happy they decided to not change it. It's especially great in later play-throughs when you already know how stuff works. Just build more machines from the start and clock them down. Saves tons of power early game and later you already have everything in place to ramp up production. Makes designing/planing out your starter factory properly much more worthwhile. I usually just build a factory floor that can deliver the quantities I currently need, and then quadruple the setup by adding three more floors on top. Running four machines at 25% saves you ~60% power. No more running around collecting leaves instead of building stuff.
Idk if you'd like yo do this, but now that clipping is free as you already hide some balancing and other messy stuff behind walls; those spots can be used to do literrally whatever mess works out.
I regret starting in the desert dune biome now that I learned the spire coast is gonna be a tropical paradise (same with my bauxite installation in the swamp, which is gonna be updated). Will the updates to the world apply to already existing worlds? If so, I take back everything I said.
Truck AI seems to have changed... They no longer go around each other if they're coming head on... They just stop and stare at each other, now, lol. I might try building an organized factory when update 6 lands.. 😂
@@K9RacingAndStuff pretty much... I'm currently going through the trouble of replacing most of the trucks with trains, which is hard to squeeze into everything, but easier than building new roads and paths for each truck to have its own route 😂. It was so much better when trucks were smart enough to go around each other, lol.
I hope they get rid of the slugs and just allow us to research power output. Our build uses an on demand crafting design. So we could literally max every building since we only use sections of buildings with a large battery bank. We are not even using fuel or nuke power and handle our power just fine.
I know that I'm excited about the new Update! The new Assets and Areas look really beautiful.I've been patiently waiting for story on this game, but I'm willing to be patient because every major update to the game is so well done. Keep on truckin', Mr. Kibz 😉
The only potential argument im seeing against the overclock changes is that the linear power consumption makes it so that 200% overclock is no different than simply placing 2 machines with the change, which does save space without sacrificing power, but if you have the space theres potentially no reason to not just place more machines
Yes pathing will do what you do, this includes speed. That's why it did not have a problem with the hill. IT's because you didn't have a problem when your recorded it. So if you swerve in your recording, it will swerve and so on. On the other-hand the Devs recently built in improvements to the pathing. So if some obstruction is now in the path the vehicle will try to fix it by using the next node not effected by the obstruction and correct it's path. You can even go back to a point of the path and change it. You have to bring it up first of course.
Outgoing transfer rate 811... Kibz "the bin will fill up, so it will all get clogged" Max belt rate - 780. heheh (unless maybe I totally misunderstand something) But also - Belts everywhere for storage... While programmable splitters exist... Do you really need that kind of throughput for storage that everything needs its own belt? One mixed belt through a series of programmable splitters at the back of the bins does it for me...
The exponential curve on clockspeed made it complicated but I think it made underclocking interesting by letting you make a much more power efficient but also larger factory. Ideally I'd say have underclocking still be exponential and have overclocking be linear.
Yeah, people have been saying. I agree, that linear overclocking feels a bit OP. I do think there should be a downside to it so the player can have different strategies and different builds. If overclocking has linear power consumption, everyone will overclock because it will be just absolutely stupid not to.
Yeah same here. I commented that on Coffee Stain's reveal too. Besides power consumption, theres the issue of build complexity that they seem to have overlooked. Sure you could build an aluminum smeltery at 1%, but you'd need three biomes to get all the machines in there, and a few thousand belts and pipes to connect it all. On the other hand you could do it in a dozen machines, but you're gonna have to go over-build your power infrastructure to support it.
Thats the point, it makes overclocking useful without an insane need of power. Both making it more relaxing to play, and having incentive to go get powerslugs
The reason not to overclock is then simply "I don't want to fight the enemies" or "I don't want to go out to explore", which in that case would have the downside of needing more space and resources for your machines. Don't get me wrong, I don't mind either system. But I do believe linear power consumption fits more into what they want the game to be, and it avoids some confusion for beginners
@@meneermankepoot I mean exploring is kind of necessary if you want to progress so it's not like someone can avoid it. I am not saying the power consumption can't be lowered I just think it should be at least a bit more than linear.
why wouldn't they just make a milestone for power shard efficiency. Late game you may even make them a little more than 100% efficient. Might have to add a way for endgame to make power shards from something (S.A.M. ore?) can balance this however they want. Making end game machines a little more power hungry to make the final product what they balanced for. etc.
Kibz...have you ever played mindustry? Its like satisfactory except a sandbox/top down/tower defence and has A campaign! I've captured most the sectors but haven't unlocked all the tech!
I really disagree on the changes to overclocking. That said, I admit that Kibz just gave the best argument I've heard for the change... So yeah, it's preference I guess...
Ah fk, I was going to move the the swamps after hearing the northern coast rework for oil to make power but that is also red. And Im going to have to remove all my power poles I use to explore, damn...
Oh you have in a building, i don't... Whatever mine is is as close to a nightmare as possible.. like multiple gigantic spiders locked in endless struggle... The only thing that has somewhat organised is my coal power departement. Everything is in the open. I'm lucky there isn't a thing like rain damage..
Regarding your storage room: Couldn't you just use a single MK5 belt and smart splitters to sort all of the items (except the snow balls and stuff of course)? It would save a LOT of spaghett, time and sanity But since you've already build everything... sorry :D
There's a few downsides to that. Since he just used splitters off of production lines, not back stuffing those items effectively means any production line hooked up to the storage system is halved. I think the idea is to have those auto restock, but since they are not the end destination for 99% of the items, he doesn't want to mess up the systems he already has set up for the those items. Therefore having the line back stuff is the easiest way to do that. I could be totally wrong though. If you have a single smart splitter line the entire line breaks if one bin overflows
@@renakunisaki that wouldnt work since if the first input overflowed none of the storage after that would fill since the belt would pile up, and if the overflow was sent from another area there would be a lot of belts going to different locations and potentially not enough items getting sent if a lot of crafting was happening
It literally is changing the map.
The best moment for an new game^^
Exactly to the point
I'm actually totally fine with things like it being impossible to move around your own factory due to radiation, etc. What I want isn't the game to give me something to ignore the effect. What I want is that if I design the factory in a certain way, I can prevent those effects. For example let's say a machine unleashes toxic gases. Your suit can deal with it for a short while, but after that you start taking damage. Well, let me put the machine in a room with an airlock to get inside, keeping the gases away from me.
I would love that
This would be cool
Lead walls to protect you from radiation would be nice.
@@firefly2472 several feet of concrete is how they do it IRL
Satisfactory with Oxygen Not Included complexity and depth. Sign me up!
4:30 i like the exponential idea because its realistic but just had a better idea
make overclocking available as standard with exponential growth and use power shards to reduce the power cost. so power shards would basically be alternative blueprints for machines but to make them more power efficient rather than material effecient...
Okay that is an actually brilliant idea!
I was just think (basically) the same thing.
Use power shards to make the over clock power liner.
Thats actually a really awesome idea. Maybe post it on reddit for more people to see😁
Opinion: Non-linear power scaling makes for more interesting design compromises. In the current scheme, you COULD make all your production run at 1% for OP levels of power efficiency, but you'd have to build a MASSIVE 100-unit base to get the same product output. Decisions, decisions.
Right, you'd think that'd fit in their design philosophy
I love being able to watch you play, after I've become a bit overwhelmed with the factory I'm working on at the time. Keeps me in the right mind set, but gives me a break from belt insanity.
Make a sorting system, where you put the items in a bin, and it filters out into other bins, so if you want to clear your inventory you can just drop it down quickly and you can go do other things.
i think it is fun to create a your own sorting system, i leave all the bp stuff in a container, then everythimg get sorted in the right container in the warehouse. its a little tricky but when it's fully working you save a lot of time
Honestly, I'm not really sold on just changing the clockspeed power consumption line to a linear one, as it removes the necessity to think of the tradeoff between time spent making a massive power plant versus using more space for more machines instead of overclocking them. It also makes it so that there is NO downside to overclocking. I feel like a middle ground where overclocking is exponential by default, but linear (or more efficient) due to adding power shards is a better solution. Slugs will still be desired and people are still incentivized to explore, but for those who don't want to do that and instead want to spend time making a massive power plant, they don't NEED to do so if they want to overclock. Also, just making it linear by default would make underclocking completely irrelevant except for when there are less resources to process.
They did a video also and asked for comments and someone suggested the linear part could be unlocked through research. So overclocking would stay the same for most of the game but as you progressed you could make it use less power. I kinda like that idea.
ya rite a freaking thesis
Pretty much the same thing I commented on the coffeestain video, you're just gonna remove player choice and make everyone shove as many shards into everything as possible.
Overclock right now is useless for most player. Most players don't play hundreds of hours... they just finish the game (60-80h is what it was predicted, i don't remember if they spoke about it again).
Underclock is used to "exploit", since machine cost is really cheap compared to energy... also is used to avoid energy fluctuations in late game.
Downside to overclock is Slugs... you don't ever get enough to use on machines. Right now almost no one uses on machines, just on miners (very small % of total energy used) and energy generators.
Also just simple exemple underclock vs overclock. you can use a constructor at 250% or 49 constructors at 25% for the same energy price. You produce almost 10 times more with the same energy cost, you use a lot more space... but space is not a problem (if you play hundreds of hours or your pc is not... your fps may start being a problem). Right now overclock is just used outside of energy buildings and miners by people that play hundreds of hours... and that is a very small % of players (also energy is not even the problem for this ones, is getting slugs... waiting for doggo rng).
Basically changing to linear will give people a reason to use slugs outside of energy generator and extractors... and a reason to explore. Last time i had 100 and few shards... most of them on energy generators and the rest on miners, 0 on machines. Also i played a lot more than a normal player since i did employee of the month, what according to what i know it takes more time than beating the game.
making it linear would be the only real way to save FPS since currently overclocking doesn't work if you still have to create dozens more generators
18:24 To be completely honest, given the low throughput, I would have just made a few universal lines and used smart splitters to pull off of them. On the floors below, connect all the goodies to a single 780 belt and bring it up to the top. You'd have 1 belt per floor going up to the top and you have have then done a loop with the universal line so everything gets pulled off. You can then send any extras off to be scrapped for tickets. Could have made it look really, really organized.
actually when it eventually fills up that would be a problem.
@@clickthecreeper9463 One smart splitter per item, one lane sends items to the bin, another sends overflow off to be scrapped, the last is a pass through for anything left. It's self controlled.
@@Ghosty99675985 I'd use 2 smart splitters. The first to split the item off and the second on the belt that's split off of the universal belt to control overflow. This way you don't have to worry about the actual smarts of the smart splitters when they do their thing, and if you build it right, you can run the overflow belt right over the universal belt. Makes everything much neater.
@@Ghosty99675985 I use that system at my storage. Works pretty well.
@@Ghosty99675985 you actually only need two lanes. If you set one output to a certain item, other items will go to the overflow output. So you can just chain them together and then have the last one's overflow go to the sink.
Kibz! Smart splitters!! Put your low volume objects on a single belt and split them off to their storage boxes. Save yourself a ton of spaghet!!
For belt managment for the storage room, i found using smart spliter, all the stuff take the same belt but the smart spliter will remove the right item and in case the storage is full, the smart spliter is setup to send the excent stuff down the line and at the end i have a sink that take the excess stuff!
I actually like the change to the Power Shards. As I was moving through the early game, the Power Shards were basically useless to me. I couldn't easily generate the power I needed to make them useful. What I ended up doing is just slotting the power shards into my Power Plants in order to generate MORE power (at the cost of more resources? Not an issue in the early game). So, once I had plopped enough shards into every power plant, I stopped even searching for the slugs or even caring that they existed. It wasn't until I got into Oil Power that they became even remotely useful again. But, with the change that would make it easy to calculate how much power I'll need for new runs of the game, there's a legitimate reason to search for them and to use them.
I have my personal inventory always pulled from the source of every production line. A "me first" setup. That is also "buffered" with a single storage bin, as well as the overflow, which leads to the machines for further processing. This way, even when I raid my storage, it doesn't often harm production. The production buffer drains while the "me buffer" also drains. Then the "me buffer" fills back up, before the overflow goes back to the production buffer. (A few instances I actually add a simple splitter, so I am only half a burden, at the most.)
However, unless I make a new production line setup... All my machines are on stand-by, because everything is full. I stopped feeding the ticket machine, after I got everything I wanted from the store.
Hopefully, the game will have some "end game items", which "need to be made for the company"... While also giving us some kind of bonus challenges of specialized productions to ship to them. Either some generic fake item with a one-time recipe, or just asking for XXX-Tons of IRON-ORE or a trillion screws, to repair the kitchen sink on the company ship.
We still need more recipes... Complex ones... Like using the assembler machine which takes 4 items... Have it take iron-ore, copper-ore, plastic and quartz... But it spits-out items that would normally be made from iron and/or screws and/or wire and/or rods, etc... (Further reducing pre-processing machines. Like a machine upgrade, similar to the slugs, but using more advanced components that can only be made from late-game processing machines. Obviously.) It would not completely get rid of smelters, unless you discovered all the advanced recipes and modified all the machines with the upgrades. They have power-slugs... Now they need nano-fiberous frogs and chroma-scopic scorpions and super-conductive butterflies! Because, why not just throw in more nature to exploit? :P
you sweet summer childe, as someone who fully embraced the spaghetti in my own base, this looks so organized, and honestly this is probably your set up that is my favorite so far. looking forward to see what you do from here
It might just be better for the trucks to have multiple loading stations for the different items so you can get a more consistent output
for the body equipement, I'd be 1 boots slot, 1 suit slot (for hazmat), and 1 propulsor slot (jetpack or hoverpack)
To aid with routing conveyor belts and pipes, I started putting a 8-12m floor between each production/storage floor in my factory. This made organization muuuuuuuuuuch easier. Something like this may make your storage room easier to manage. :)
I don't think linear clock speed is the move. If they want to adjust the equation a little, sure, but linear removes the trade off of space/machines to power.
I think it’s to encourage exploration for power slugs
It doesn't remove the trade off of space, not overclocking will still make you need 250% more space than with overclocking (even more because each machine needs a belt too). The only thing it buffs is the need for not so insane power. It makes overclocking viable and desired at any stage, and encourages exploration to get them sluggos
3:10
That's polynomial.
Specifically power=(base consumption)*(clock speed)^1.6
I liked the idea in some of the comments that you could lock the improved power consumption of overclocking behind the MAM - to make it more of a late game thing if CS is worried about people using it too much early
I think the ability to pre design a line of machines and then able to place them would be huge, like a mini layout editor where you pick how many tiles say a 12x12 and then can place different machines and or belt layouts on this grid, and then place it with the build gun.
That would be nifty
18:20 - why not just merge all the belts and run them through a series of smart splitters to sort to your storage bins.. having a dedicated conveyor for each item is a mess
Kibs, you forgot to hook up the smart splitter overflows to the storage inputs, so that when everything fills up it doesn't completely stop, it just switches to making tickets. Granted that only adds to the spaghet, but they're good noodles.
I actually dont understand why people do this. I got more tickets than i could ever use just from sinking the plastic and rubber byproducts from my power plant.
Also, when the bin fills up, you could redirect the raw resources to something else. Like an obscene amount of assembly directors.
Redirecting the resources to something else is another option, but that causes even more non-localized spaghet. And it means whatever you're redirecting to will probably be under-resourced whenever you take stuff out of storage (or not start receiving anything at all for ages, for the resources that take a long time to fill up storage). It's usually easier to manage everything if you locally sink excess products.
Honestly, Power Shards FEEL like an end game thing. Like they should be, because even to FIXCIT they're new technology, aka imperfect, aka with drawbacks.
But given we're going to have mod support, some mod out there will (hopefully) be able to reverse the change back to exponential power. So it's either way.
I'm sure it will be possible through modding, but I would hope they add a difficulty option for power scaling.
Congrats. You did it. What a journey it was.
Something simple they need to add I think. A calculator and a notepad in your inventory. What do you think? I get tired of tabing out all the time.
5:13 You don't have to be Frank, you can just be Kibitz. We will still be happy.
"A giant jigsaw puzzle of belts". The best part about jigsaw puzzles is that once you get it all done you never have to do anything with it ever again
i’m a bit sad about power use simplification, playing with the math around those exponentials was a cool part of the game
I'm just happy that the megabase I'm building is in the ocean to the West of the Spire Coast, and not in it in any way; I do have a travel line that goes through the canyon, but unless they're planning on filling in the canyon, that line should be fine. Hopefully, they don't get rid of the oil in that area, because I was planning on making my plastic and rubber from those oil nodes.
The only thing I'm ever using Power Shards for is to make miners go faster.
Your definition of chaos is my definition of organization
Been wanting to hear Kibitz talk about update 6 since it was announced! So happy to finally get this
Might be to late at this point but I've found putting a "false" room below for belt work works well. Specifically with the conveyor floor holes. The room is usually 3m high lol.
Possible idea for new Equipment: Shotgun that fires Slug-type Ammo? :D
Mixing items into the one truck station is bad idea. We need a slot filter from factorio!
I went exploring for power slugs recently and came back to my main base with 76 Power Shards.
I'm 90% sure the nodes record what speed the vehicle was going when the node was made, that's why it didn't fly off.
I don´t like the idea that if you using more clockspeed, the usage of energie will increase linear. Example: If a car has 100 HP and use 10 liters of gasoline per 100Km, and you want to use the same car, with the same engine and get 120 HP you will never by able to let it run by using only 12 liters of gasoline. You will need about 13,5 liters. Just an opinion of an engineer.
They should add a conveyor belt that can switch to a different line when you want it to with a switch or something. This we can decide when we want to put stuff in the awesome sink easily.
I hope they add thorium as an end game power source
Lol Kibitz, I had the same experience with the new Truck-set-up. Funny to see it happen again.
I honestly would combine belts into a sorting line. Say for all 3, combine, then sort it as you are close to bin.
Power production works at 100% all the time so shard change would be in line and cool
I kinda liked the complexity idea behind the exponential powerscaling but trying to keep your factories nice and clean it was an absolute pain in the ass having to build 2 sometimes 4 times as many buildings to not overload your reactors so I can't say I'll miss it either :')
Watching Kibitz hit "Stop Recording" literally inches away from closing the loop made me die a little inside.
"are you guys gonna mess up my truck? No, run over safely" Kibitz 2022
I hope they don't forget about the effect the clock speed buffs will have on belts and pipes. It's already a challenge with load balancing so having 2-3 fully oc'd machines might be too much for 1 belt. All the extra belt work might be a factor that discourages overclocking.
Non-linear power consumption is a good concept that adds more depth to the game ... and I'm very happy they decided to not change it.
It's especially great in later play-throughs when you already know how stuff works. Just build more machines from the start and clock them down. Saves tons of power early game and later you already have everything in place to ramp up production. Makes designing/planing out your starter factory properly much more worthwhile. I usually just build a factory floor that can deliver the quantities I currently need, and then quadruple the setup by adding three more floors on top. Running four machines at 25% saves you ~60% power. No more running around collecting leaves instead of building stuff.
Best way to set up truck pathways is to drive slow, that way you wont mess up when recording the path
Idk if you'd like yo do this, but now that clipping is free as you already hide some balancing and other messy stuff behind walls; those spots can be used to do literrally whatever mess works out.
The new Spire coast looks amazing
I regret starting in the desert dune biome now that I learned the spire coast is gonna be a tropical paradise (same with my bauxite installation in the swamp, which is gonna be updated).
Will the updates to the world apply to already existing worlds? If so, I take back everything I said.
yes
Truck AI seems to have changed... They no longer go around each other if they're coming head on... They just stop and stare at each other, now, lol.
I might try building an organized factory when update 6 lands.. 😂
They brought forward a update that made automated vehicles deadlock, which honestly kinda killed the point of the U5 truck updates if you ask me.
@@K9RacingAndStuff pretty much... I'm currently going through the trouble of replacing most of the trucks with trains, which is hard to squeeze into everything, but easier than building new roads and paths for each truck to have its own route 😂.
It was so much better when trucks were smart enough to go around each other, lol.
@@expire5050 I don't think it was intentional. I think they tightened up how strictly they follow the nodes.
Thanks Kibbs I love your content and sense of humor!
i really wish all the resources were stacked in certain biomes so you could make bigger specific mass plants
I love the trucks to a fault. I make them when belts would make so much more sense, I just love seeing them drive around.
Me too! But I haven't wanted to setup the road system because I want that to look nice too!
3:39 holy compression
atleast its easy to add a extra wall all way round to cover the belts and have a smooth looking exterior.
I hope they get rid of the slugs and just allow us to research power output. Our build uses an on demand crafting design. So we could literally max every building since we only use sections of buildings with a large battery bank. We are not even using fuel or nuke power and handle our power just fine.
I know that I'm excited about the new Update! The new Assets and Areas look really beautiful.I've been patiently waiting for story on this game, but I'm willing to be patient because every major update to the game is so well done. Keep on truckin', Mr. Kibz 😉
The only potential argument im seeing against the overclock changes is that the linear power consumption makes it so that 200% overclock is no different than simply placing 2 machines with the change, which does save space without sacrificing power, but if you have the space theres potentially no reason to not just place more machines
and more important is that you would save FPS
Kibs making spaghetti still looks better than some of my planned factories
the video fast forward on the truck path is the funniest sound I've ever heard
Imagine if Kibitz base was where the new biome would be
Trucks and trains try to not exceed a certain speed and will slow down if it does. No worries about big slopes
I kinda liked the non linear clock consumption.
Yes pathing will do what you do, this includes speed. That's why it did not have a problem with the hill. IT's because you didn't have a problem when your recorded it. So if you swerve in your recording, it will swerve and so on.
On the other-hand the Devs recently built in improvements to the pathing. So if some obstruction is now in the path the vehicle will try to fix it by using the next node not effected by the obstruction and correct it's path.
You can even go back to a point of the path and change it. You have to bring it up first of course.
The new area looks really good, but I expected more change. It's more of just a nice dressing of foliage.
Wish they'd add vertical elevators, man sized, tractor and truck
for the low rates stuff i have you think ti put a programable splitter. a do that and no more spaghetti of belts
once game finished i wanna see a perfectly efficient and perfect looking satisfactory
Outgoing transfer rate 811... Kibz "the bin will fill up, so it will all get clogged" Max belt rate - 780. heheh (unless maybe I totally misunderstand something)
But also - Belts everywhere for storage...
While programmable splitters exist... Do you really need that kind of throughput for storage that everything needs its own belt?
One mixed belt through a series of programmable splitters at the back of the bins does it for me...
Truck stations have two in and outputs. What he did was connecting a 780 belt to each one. So he can transfer up to 1560 items. Hope this helps😁
every time i stop playing i watch one of your videos and i start playing again
I was completely unaware that power shards put my power up so much
1 or 2 belts feeding everything, smart splitters sorting. eliminating the belt spaghetti
we love the spaghetti
The exponential curve on clockspeed made it complicated but I think it made underclocking interesting by letting you make a much more power efficient but also larger factory. Ideally I'd say have underclocking still be exponential and have overclocking be linear.
Mixing materials in a truck stop is a bad idea because the material you use lest will fill the bin, blocking the materials you need most.
i want a grappling hook so bad. Movement in this game is really good and i still miss spider-man stuff in it xD
Yeah, people have been saying. I agree, that linear overclocking feels a bit OP. I do think there should be a downside to it so the player can have different strategies and different builds. If overclocking has linear power consumption, everyone will overclock because it will be just absolutely stupid not to.
Yeah same here. I commented that on Coffee Stain's reveal too. Besides power consumption, theres the issue of build complexity that they seem to have overlooked. Sure you could build an aluminum smeltery at 1%, but you'd need three biomes to get all the machines in there, and a few thousand belts and pipes to connect it all. On the other hand you could do it in a dozen machines, but you're gonna have to go over-build your power infrastructure to support it.
Thats the point, it makes overclocking useful without an insane need of power. Both making it more relaxing to play, and having incentive to go get powerslugs
The reason not to overclock is then simply "I don't want to fight the enemies" or "I don't want to go out to explore", which in that case would have the downside of needing more space and resources for your machines.
Don't get me wrong, I don't mind either system. But I do believe linear power consumption fits more into what they want the game to be, and it avoids some confusion for beginners
@@meneermankepoot I mean exploring is kind of necessary if you want to progress so it's not like someone can avoid it. I am not saying the power consumption can't be lowered I just think it should be at least a bit more than linear.
Unless I can dump Plutonium waste onto the space elevator and launch it into space... the world is already forever changed.
why wouldn't they just make a milestone for power shard efficiency. Late game you may even make them a little more than 100% efficient. Might have to add a way for endgame to make power shards from something (S.A.M. ore?) can balance this however they want. Making end game machines a little more power hungry to make the final product what they balanced for. etc.
CSS: "Update Six might be out in June."
Me: "Right, I'll pencil it in for October."
They said that big monster isn't quite ready for update 6 FYI
do vehicles have the basic functionality to work, and i mean wait till full and wait till empty yet?
oh no! kibitz is enjoying chaos! the balance!
Seeing Kibitz make spaghetti makes me feel better about my factory.
Surely you could have used smart splitters to simplify this?
Kibz...have you ever played mindustry? Its like satisfactory except a sandbox/top down/tower defence and has A campaign! I've captured most the sectors but haven't unlocked all the tech!
like how the truck sounds like a nascar when its speed up XD
Hear me out a semi that can attach or detach different tailor
Ie ( solid cargo, liqid cargo, camper, generator)
I really disagree on the changes to overclocking. That said, I admit that Kibz just gave the best argument I've heard for the change...
So yeah, it's preference I guess...
Ah fk, I was going to move the the swamps after hearing the northern coast rework for oil to make power but that is also red.
And Im going to have to remove all my power poles I use to explore, damn...
Can you play some Timberborn again?
Oh you have in a building, i don't... Whatever mine is is as close to a nightmare as possible.. like multiple gigantic spiders locked in endless struggle... The only thing that has somewhat organised is my coal power departement. Everything is in the open. I'm lucky there isn't a thing like rain damage..
I want to see the birds be tamable with nuts or something. They don't need to do anything overly useful, just as as an alternative pet option.
Love the vids keep it up
/6th
Its all just noodles to the spagetti at the end of the day, great video as always.
I was like save editor raise factory 4 stories in Ocean no problem. Then Snutt says the nodes are moving😱
Regarding your storage room: Couldn't you just use a single MK5 belt and smart splitters to sort all of the items (except the snow balls and stuff of course)? It would save a LOT of spaghett, time and sanity
But since you've already build everything... sorry :D
There's a few downsides to that. Since he just used splitters off of production lines, not back stuffing those items effectively means any production line hooked up to the storage system is halved. I think the idea is to have those auto restock, but since they are not the end destination for 99% of the items, he doesn't want to mess up the systems he already has set up for the those items. Therefore having the line back stuff is the easiest way to do that. I could be totally wrong though.
If you have a single smart splitter line the entire line breaks if one bin overflows
@@reliablyradioactiveraven6219 that's what the overflow output is for
@@renakunisaki that wouldnt work since if the first input overflowed none of the storage after that would fill since the belt would pile up, and if the overflow was sent from another area there would be a lot of belts going to different locations and potentially not enough items getting sent if a lot of crafting was happening