Can you beat Factorio if everything is a fluid?
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- Опубліковано 4 жов 2024
- Liquid gold! ...and everything else.
The star of today's video is Pneumatic Transport!
You can download it in the in-game mod browser, or manually here:
mods.factorio....
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I want to imagine the ammo pipe is just full of bullets. Not in mags or clips or containers, just bullets dumping out straight onto the turrets. And thats why your ammo pipes were never full. Because you were trying to produce enough raw *boolet* to fill the pipes
Like this?
ua-cam.com/video/6i-nMWgBUp0/v-deo.html
hahahaha
@@DocJade Now I want mod that change turrets to portal turrets. There is RP warfare, will use this instead I guess...
Didn't Aperture Desk Job have you accidentally invent the turret by breaking an ammunition pipe, sending all the bullets straight into the tank of the toilet you were currently testing and ended up breaking a bunch more stuff?
Just a real aperture science kinda deal going on, oh lmao, didn't read the other replies
So exactly how 762 miniguns are fed bullets
This looks like a very fun mod
I have to try it out
oh yes
now make a tutorial series about it
Do you have any sanity left?
The man himself!
@@MedicMainDave There is not such thing as "stealing alogrythm views" on yt and actually algorytm works opposite to what you think.
Like if other people start making videos about this very mod, then Jade's video will get a big boost to views as a recommended video.
The main problem you suffered with biters was you ran into an ammo death spiral. The ammo used to kill a large biter produced more pollution than the large biter costs to spawn. This is why more and more large biters kept showing up and would have cost you the game if you did not managed to switch to flamethrower turrets in time. You made matters a lot worse by throwing speed modules into the mining drills rather than efficiency modules because that massively raised the pollution cost per ammo rather than lowering it.
The overall morale of the story is to not skip flamethrower turrets when dealing with standard biters. 3 of your expansions could have been protected by only using flamethrower turrets saving hundreds of thousands of iron ore. If you wanted to go all in on gun turrets, you really needed the damage upgrades from military science to keep them economical.
And all of this was made vastly worse by the immense amount of time and resources expended (and pollution created) of filling up the pipes with ammo.
Also, walls + bots + repair packs are MUCH cheaper than ammo, so you can just accept that walls will be damaged and fixed by bots at the time when biters will be fried to the golden crust.
Interesting, I thought this is only a concern for deathworlds and such. Although considering the buffering problems this might close. I wonder if red ammo would be more efficient, because it was taking ages to kill big biters even with multiple turrets firing at them.
@@HaibaneKuu Possibly in such a case. But without military science's physical damage upgrades its efficiency would still be bad, the buffering problem would be a lot worse and the death spiral would have still happened.
@@drsupergood8978aka my love of napalm in the morning is a bliss in factorio.
My mans out here operating on 1M sub levels of work, the actual GOAT
I know of no factorio youtuber with 1m subs (not counting channels who very rarely have it)
@@synka5922 what
@@synka5922 he didnt mean subscribers 🤣
he meant submarines (he doesnt have 1m submarines)
@@mathekieft5289 Skill issue, honestly.
"But ive practiced extensively, with YOUR MO..."
this shouldnt have made me laugh, but the delivery, good job 😂
That joke alone compelled me to sub lmaoo
I guess it's safe to say yellow ammo doesn't cut it against big biters :)
No it's definitely not, you have to use red for bigs.
Mine turets with yellow ammo still work, maybe its because damage research.
@@НетНет-р6г Damage research is, indeed, the secret. As long as you keep up with them, yellow ammo outperforms red ammo due to red ammo being over three times as expensive. Even against behemoths, yellow manages better ammo efficiency if you have every damage research you can get prior to the rocket launch.
@@ajfish9514I think you can get away with less turrets if you used red ammo though
@@he3004Defenitely.
For outposts I don’t really care about that though. Since I can just re-use the turrets on a different outpost later (assuming I haven’t switched to lasers by then)
and that's, ladies and gentleman, why you upgrade bullet damage.
or just the ammo your using-
@@grynte1 when you get red ammo get right away to use
Just think how painful it will be to change ammo in all those pipes...
@@ingiford175 well better keep your hand off of that flush button!
Or just... get flamethrowers and completely avoid all of that.
"Let's double it and give it to me" - this one got me, not gonna lie
this was the tipping point that made me subscribe
"I have heavily practiced laying pipe with your mother" I knew that joke was coming and I still wasn't prepared
the mom joke is what earned my like + sub because I am a gentleman of discriminating taste.
"I knew that joke was coming and I still wasn't prepared." Neither was your mother.
Just like your mother
if only there was some kind of turret that was designed to use liquids efficiently
No electricity pipe? Literally unplayable
id like to see you play using that
Oh my god, THANK YOU for taking the time to make good subtitles. I struggle with auditory processing sometimes and subtitles really help.
And my day is going just fine
Alternate title: 4-way belts, bi-directional belts
Reminds me of classic modded Minecraft, watching items flow through pipes.
Even modern Mekanism and Thermal, pipes exist there too
@@timestopgaming2674that reminds me of when I tried to use mechanism pipes in atm7:tts and everything started lagging
Not fun
@@palmberry5576 modded minecraft moment. though you have to be careful that you sort things properly. you can't make giant systems out of them, it's not built for that.
@@pikminman13 if you are talking about mechanism, clearly lol
But in general, I feel like modded mc pipes should just aim to be as versatile as possible while causing the least amount of lag
Because I have an rtx 3070, a good cpu, and a dedicated server running the mc server and I still started lagging from only 20 upgraded ultra smelting factories going through the pipes
@@palmberry5576 in what world do you need 180 items smelting at once at max speed?
Oh god I just beat this a few days ago too. It's very fun mod, all things considered. Dealing with pipes is VERY fun. Most of the times anyway.
Edit: I'm surprised you didn't just flamethrower for wall. Those gun turrets and their crazy buffer is a huge pain to work with...
Was thinking about changing ammo and pipes...
Don't the intakes work with logistic wiring? A simple shut down switch when buffer > 2 would do the trick.
Right? He's already got the pipe infrastructure, switching to flamethrowers would have been so easy.
"As per usual, I'll remove some spaceship debris, chop down a few trees and set up burner miners... although that one doesn't rhyme."
This video is already perfection.
Can you beat Factorio if all your items sit in buffers?
this sounds simple enough, just make the generic full belt buffer and paste it before everything. if anything, your inventory is a buffer for the earlygame when you don't have fast inserters
Train buffers
based af pfp m8
It's like watching a dosh doshington video but with an optimistic narrator
lol
I can imagine this mod would work very well with Fluid Must Flow and Flow Control. Maybe a mod that adds tiered pipes
I would kill to test pipe visualizer 2.0 on this map!
I'll send you the map on discord!
how does it look?
@@cewla3348he killed and is now in jail for life, so i don't expect he'll be able to let you know any time soon
"Their support lets me misuse."
"Comedic timing. And that's all for today."
I was freaking out halfway through this video watching you ignore Flamethrower turrets. Aside from that, it was very enjoyable to watch! Seems like a fun challenge.
I always love those intros, this man deserves so much more
that "fluid loss" is happening because the displayed fluid value gets rounded up even though in actuality it's like 99.9901 or something like that and the remaining amount is just trapped in the pipe fluid system because it cant get properly "sucked up" because its such a small amount of fluid that the game either ignores it or the fluid physics cant push it through the pipe. something along those lines is how the fluid mechanics work in Factorio.
27:00: To be fair to Christopher Latham Sholes, whatever key he put next to the 1 would probably cause the same problem. ` isn't inherently linked to the idea of "opening a console command," it's just a key reasonably close to the main keyboard which isn't usually used for anything.
I don't know why this mod makes factorio so much easier to understand for me but this was very easy to follow
"...legend says the turrets are still fighting their endless war against the biters, their ammo reserves never dwindling...."
Very novel take on changing up the game to make a new challenge without having to...do whatever it is that angels, bobs, and seablock does.
Never seen your channel before, but you are pretty nice to listen to and watch :)
love the effort in the subtitles keep up the amazing work and great videos
those exhausts and intakes look like the old school boilers
They may be a reskin
You're like if doshdoshington wasn't terminally sarcastic
Finally, a game about SCP-015. The Pipe Nightmare must always spread
Great video! It's really interesting seeing these "Can you beat Factorio if" videos because even without the conditional the answer for me is always just no
Mood
I feel that researching flamethrowers earlier would have solved so many issues. If only because you could have saved making SO much ammo.
Ecliptorio isn’t real, it can’t hurt you
Ecliptorio:
What's great about this mod is that it makes a main bus design super viable. You can take anything off anywhere and put anything on anywhere, without having to worry about what's upstream or downstream.
Without a doubt some the best, if not the best, Factorio content on UA-cam right now. Absolutely fantastic.
I can't wait to revisit this mod with the new pipe mechanics.
It really needs liquid power in addition to items and liquids.
Well, I did only use steam power... :)
but yeah that would be awesome (and horrible)
@@DocJade And i suppose the liquid coal also counts for something.
*Shudders*
@@Azeazezarand this reminds me of the history fact that for a time saved germany. COALIQUIFACTION! the process turned coal into oil
Over an hour into another UA-cam video and got a notification for this, and here I am
That "your mum" joke had me subbing within a minute of the video's opening. Good job!
This gives me an idea...basically round robin but sushi pipes. Or sushi pipe I suppose.
Connect all assemblers to one central pipe, then from a series of buffers pump the line full of one item, fill any assemblers that need that item, before pumping it back into the buffer to empty out the pipeline. Then pump the next item, and continue to cycle through every available item. You would also need to buffer the assembler outputs somehow, and sort them into the correct fluid buffer after each cycle one at a time. Because each item can be converted into a non-fluid it should be fairly easy to organize the buffers, even it you would need hundreds of them.
Its not that much more conplex compared to normal sushi, and it has the advantage of a massive throughput. Of a single item at a time. And I guess you would need to spend most of your time waiting for each assembler to finish crafting, especially for some of the longer recipes.
It would probablt be better to use a massive number of assemblers and think of production more in terms of batches rather than a continuious process. Hmm. It would probably be easier if you used a mod that allows machines to be loaded to their full capacity rather than only. A few items at once. That way you could load up the entire thing for a super cycle, then empty them all back into the buffers when they're done.
I adore your videos, Doc. Purely platonic, of course.
yeaaah "platonic"-
Pladocnic?
I'll see myself out.
The subtitles are extremly good
And take a long time to make :)
Recommended mods to use alongside Pneumatic Transport... [Squeak Through] to walk between pipes, [Ammo Loader+] best option to get around the ammo buffer problem, but a bit cheaty if you consider it a challenge the mod makes... unless a patch/option to limit intake/exhaust to 10 items exists.
Man this guy is so underrated, but still dished out this lvl of content, insane my guy.
watching you run around the radar dish so it was always pointing at you made me smile... because i do the same thing haha
I'm a simple man, I see a new video, I watch a new video.
had'nt we talked about gears in the bus my man?
Edit:YEEEES, HE ACTUALLY USED PROD 3 MODULES YEEEEES YES, MY KNOWELEDGE HAS BEEN PASSED ON
"Liquid engines" is one hell of a phrase
my days going pretty well Doc, thanks for asking
I saw the subtitle easter egg❤ great video, nice way of narrating and good editing pacing! Earned my sub :)
I absolutely love the commentary on this, definitely earned the sub
Idek why I love these videos so much, I don't even play factorio. I barely understand what's happening
I cant hear without my subtitles. Thankfully, these are professionally made
despite mostly watching these types of videos in the backgrounds, I still appreciate some good subtitle work, so thanks man!
That's a really cool mod! It looks like having a low capaciy exhaust would be a good addition
Loved the clip from "Who Mourns for Adonais?".
So, to limit science production, you could've put down a pump, then a tank (just after the production), and have the pump read the tank contents. Then, have the pump stop if the tank had like, 1k fluid in it or something. The contents would still be multiplied by the amount of pipes in that network, but it would've still been better than letting production go until the pipes fully, completely backed up.
And while this would have been quite annoying to set up, you could've done the same thing to limit ammo intake: Put a tank just before the exhausts, then a pump just before that. Connect them with a green/red wire, and stop the ammo flow when it was full enough.
Of course you made the wall design before you had these thing, but I'm pretty sure the iron draw would've lower doing that than letting 200 ammo back up everywhere.
This is a nice additional factorio challenge while we wait for Dosh to upload part 2 of seablock.
The best way to show your appreciation of a content creator: telling them they're just a secondary source of stimulus
@@mariocamspam72 A secondary source of stimulus is still a source of stimulus.
@claudiospeed Albeit a secondary one, hm? Comments like yours leave a bad taste in my mouth because they are covertly portraying a creator's hard work as inferior
@@mariocamspam72 Hmmm, lately my comments have been seen as offesive. maybe am phrasing my words wrong?
As I watched this video I was playing factorio and every time I heard the biter alert sound, I had a mini heart attack
Oh, that laying pipe joke was exquisite!
The new fluid system in 2.0 is gonna make this challenge a *lot* more productive.
I thought this was a dosh video from the thumbnail LOL
I don't know what's worse: using exclusively pipes instead of belts and inserters or building that wall blueprint by hand.
The algorithm has spoken, it's time for a new factorio youtuber. Trupen and Doshdoshington better watch their backs
I subscribed before the intro even ended. Wonderful. You are great.
"next up fluid handling... yeah i think we got that down already" lol
your base has such a.... beautiful shape
out of everything that's become a fluid, liquid solid fuel might be the funniest to me and i don't know why
I suppose molding liquid iron would make a lot more sense than making every building out of stamped sheet metal.
Liquidate the company~
@@grynte1 I'd liquidate every company's chain of command if I could.
@@commanderfoxtrot Why-?
@@grynte1 Why not?
@@commanderfoxtrot because that would create the bad kind of anarchy, the one where you dont get all the money
My day is going better now, thanks for making them!
Just wanted to thank you for actually producing good subtitles and not just the auto generated ones
You know, it wasn't until near the end of the video that it finally dawned on me why the Biters were so insanely aggressive:
The pneumatic exhausts and intakes *_ALL_* pollute. So every single one of them you were using throughout your base was increasing pollution.
I had just thought about this exact concept a couple weeks ago, can't wait to watch
I'm just amazed you built a wavy wall without construction robots.
Could you imagine if electricity was also a fluid? Just imagine, power poles still transfer energy to/from buildings like normal, but can no longer connect to (or transfer power to) other power poles. Instead, you need to use a pump to pull the electricity out of the power pole to turn it into fluid form, which you have to pipe to all other power poles. The only way to supply a power pole with power, besides a direct single-wire connection to a generator (steam turbine, solar panel, etc) is through pipes.
And now combine it with the Fluid must flow Mod for more and bigger pipes 😅
My day is going well fellow subtitles enjoyer. Absolutely incredible video, wonderful quality, silly jokes, awesome. Subbed, belled, and fan-boyed.
Thank you for adding subtitles to this video. It really helps 🖤
Seeing you not use steel furnaces makes me sad. They are more space efficient and even save 2x as much coal (as it eats same amount, but due to increased speed you get two items for same heat as stone ones)
Also u can use deconstruction planner to make a temp hole in walls, then control Z to make it normal. Good idea to have personal robots off at the time tho.
but i did use steel furnaces...
Also i do use the ctrlz trick a bunch, just musta not made it into the final edit
@@DocJade weird, I specifically remember you making more furnaces and they were normal ones, not long after you got electric one.
Same in the demolition trick... Damn
@@runelt99 No your right it was bothering me too with the steel furnace, you can look at the video right before the rocket launches around 44:50 and enjoy the sight of a rocket being launched surrounded by stone furnaces XD
I'm a bit sad the chests aren't fluid containers. That would have been quite funny looking
Thanks for making the subtitles, I really appreciate them
I usually never end up using flamethrowers because I never really need them, but this run is the PERFECT example of where flamethrowers are king.
Just on the offhand remark about eyeballing furnace stacks and not wanting to count them; just drag the deconstruction planner over whatever you're placing, and it'll tell you how many you've got built (or ghost-built) :)
I would argue that Factorio is actually easier if everything is piped
After getting used to play Captain of Industry, Factorio feels like playground
Oh God I have a horrible idea, space exploration but with this
42:49 *makes liquid solid fuel*
The perfect cut on the your mom joke a minute in made me instantly subscribe
"We're gonna need a lot of pipe. Luckily, I'm an expert at laying pipe, just ask your mother"
You've earned the sub sir
Earned another subscriber, really interesting to watch, never lost my interest
So could you liquify barrelled liquids to increase throughput?
That's one of the first things I tried when installing the mod, unfortunately you cant >:(
Was hoping for barreled barrel fluid.
Imagine liquifying barrelled barrells with barrells of liquid barrells with liquid barrelled liquid fish. Mmm, nice
doshdoshington would like to know your location
Is there a reason that you made the walls wavy, but left the turrets in a straight line behind them? It wastes the tactical advantage that non-straight walls can provide, makes the outer curve of the walls a bit more vulnerable than they need to be, and most importantly, goes against my personal aesthetic sensibilities.
Never stop
The gears on the bus go round an- wait.
The pipe full of liquid pipes is about as meta as it gets.
This is a mod companion drones feels necessary for
27.5 hours of playtime condensed to 45min. impressive.