A tip for the tank. Driving through trees slows you down which can be a death sentence if you have a big enough herd on you. Using your flame thrower will delete any trees it touches so just point it straight ahead and hold to drive through forest without stopping only to get stuck on the lip of a cliff.
And once you have the Mall/Hub, you then develop Robots. That allows you to set up Logistics chests and set up numbers in your Logistics tab of your inventory. That way when you are in range the robots will automatically carry stuff you are missing to fill your inventory, instead of you needing to run around yourself. The Robots will also try to repair stuff that is damaged and rebuild stuff that is destroyed. You then get into Robot fun: - Demanding robot support on one side of the base, and your robots are mainly on the other side of the base - Having the single Roboport be 1 tile off and thus not connecting two networks - Not putting a limit on the number of robots in the network and wondering where all your resources are going - Not having enough Roboports where your robots are working, resulting in hundreds (thousands?) of robots just waiting near a Roboport for their turn to recharge - Not realizing the power demand from Roboports and watching your base shut down during a night attack (especially if you defend your base with Laser Turrets)
@@magictoffee7066 (Clicks on a blueprint, pastes the blueprint, then clicks on a remote to send out a group of 10 Spidertrons with building material to the location so they do all the work) "Expansion done."
Robot fun reply: - Just make more bot - Did that all the times, doesn't matters since the networks will connect *somewhere* anyway - You simply not produced enough resource, go expand your FACTORY - Well the point of bot is to not have to do stuff yourself so I'm fine with stuff being a bit low - EXPAND THE FACTORY IS THE ANSWER Also you forgot: - bot trying to fly pass a lake - they are generally very stupid, for example you paste down blueprint that have 1000 entity, you have 999 bots nearby with local supply, and instead of having one of those 999 bot build 2 thing you will have a single bot flying in from the other side of your base. So the moral of the story is, having disconnected logistic networks is actually a good thing, you can deliver stuff to the place yourself, use train, or even better yet, just use the trusted spidertron instead of relying on the logistic network to do its job.
@@raizors1331 The bot flying over a LAKE... They get halfway, then go back, then do the SAME THING. For HOURS. Those bots will never get more than half way across, and turn back, but damnit they will NOT QUIT! Your multiple logistics network makes sense. I have same problem as OP, worker bots are f'ing off somewhere when I need them here! Thanks for that one. 👍
A simple tip of turret supplying next turret did not come to my mind, even though I use it for science labs. I think I can use it for those busy sections for making extra layers of turrets. Thanks for the tip!
@@fiddleriddlediddlediddle Agreed. In my case, my pc gone super slow mode when reaching past robotics era. Even the speed up cheat doesn't work anymore.
I like the build where you make two rows of turrets, one tile gap between them, no gap between them horizontally, and the two rows offset by 1 tile. Then you can use an endless line of blue inserters zigzagging up-down-up-down to supply the entire system. But boy it uses a lot more power that way. The only advantage maybe it's pretty compact (dont need a belt)
2:27 to clarify: this is the range that the radar will immediately reveal. however, radars also reveal random chunks *muuuuuuch* farther away than this for a short period, which is also helpful as this will reveal far-away biter nests and resources. the more radars you have, the more frequently this long-distance revealing will occur and the faster you'll learn whether or not there is biters nearby. if you learn ratios between radars, solar panels, and accumulators, you can even set up little "listening posts" of radars and they will reveal tons of area for you without you even needing to go scout yourself, giving you more time to focus on other things. EDIT: also i didnt know this before but apparently this feature prioritizes unexplored/ungenerated chunks *first* so it will always scan and reveal its whole area before it starts randomly revealing distant chunks.
I haven’t even been using accumulators for my recent radar outposts, just 6 solar and 1 radar. Quite convenient even before getting industrial solar production going or oil
@@apotatoewithanaginata8482 its just nice to have accumulators so they dont have any interruption, but if you really want that scouting as early as possible than not spending resources on accumulators will save you some time, your scouting is going to be slower and shotty tho
Build your train network with expansion in mind. Early on using smaller trains is a must as trying to burn out your early local resources might do more harm then good but eventually you'll want bigger trains to reduce traffic as you increase production. In other words still treat it like a Main Bus, give yourself plenty of space to extend the length of your trains. Also nuclear fuel is worth the investment for it's acceleration bonus, pair that with a good Engine to Wagon radio and your trains will zip around like crazy. I do 1 engine for every 4 Wagons. Currently my 5k Megabase is running 1-8-1 sized trains, 4 Track network with only about 120 trains zipping around, usually 40 of them are idling waiting for cargo request.
Is there any disadvantage--other than taking up more space--to putting the reactors by themselves attached to the heat exchangers by a long heat pipe? Such that if the reactor blew up, almost nothing else would be within radius besides its fueling system.
@@keamu8580 Sadly heat pipes have a distance limit that is smaller than the explosion radius. The best solution is to just not let enemies get near the reactors.
For anyone reading this - bear in mind that if your base is not using most of the steam, your reactors may overproduce heat and end up going critical. There are ways to prevent this with circuits that look at the steam content of your system and only fuel your reactors when it's below a certain amount - this is pretty important for making them hands off. Otherwise, I would recommend at least setting up an alarm for when it begins approaching 800 degrees. Also keep in mind, you can't stop a fuel cell once it's been used. The reactor has to burn it off. And it will continue getting heat from nearby reactors. Good luck! I recommend downloading a blueprint that addresses this.
Something I learned is that when you start building a factory it isn't your final factory you are building, your first factory is used to build your second factory, which is used to build your expanded factory which you use to build your actual factory.
I have learned that you never really get to your "actual factory". You'll basically be constantly rebuilding it to keep production up. Or, rather... what you SHOULD be doing... is MOVING your factory every so often because at some point, your supply lines to resources are just "too long", which requires you mine MORE resources just to stabilize production. Many times, it's just easier to manufacture something "on site" of the patch and then use the trains to pull it in. "Oh, I can smelt all the ore when it gets back to the main base". Why would you waste space at your main base with ore that can't be used for ANYTHING except smelting down? Smelt it on site, ship it to the base. A stack of 100 plates is more efficient than a stack of 50 ore. Now, I know some players are going to be like, "But, then I gotta haul coal out to blah blah blah blah". Dude, you get Electric Furnaces. Yes, they are power hogs. But, they are far more space efficient and you really SHOULD be using nuclear power anyway. By the time you need these far off ore patches, you should have access to Nuclear Power and Electric Furnaces. Bite the bullet and build them both. You'll be far happier in the long run. Short of recipes that require raw coal to be used, it's almost always better to just crack the stuff down into oil production. Especially with how ridiculously common the stuff ends up being compared to actual oil patches. Seriously though, refine and produce your stuff at the location you're getting it from and ship the FINISHED PRODUCTS back to the "main base". There's very little reason to do otherwise. It's far more efficient that way. You'll need far fewer trains, and you won't have to move your base as often. At most, you'll need to make temporary "mini-bases" at patches of resources which can be deconstructed as the patches run out and constructed again at the next patch. I always see all these very large sprawling train networks in these videos that are just... criminally inefficient. "Oh, I bring in all my resources back to the main base and turn them into finished products there.". Why? Manufacture on site! It's better to refine your oil on site, it's better to smelt your plates on site, it's better to only bring back what you NEED. Anyway, back to the main point. Why does everyone just create more and more and more and more trains when they don't have to? Seems a weird bottleneck to engage in. You don't "add more trains" to "increase production". You shorten your supply lines to increase production. This also reduces the amount of factory sprawl you've got overall. In some cases, this can even reduce reliance on a "Main Bus". After all, "throughput" maxes out on belts. There's a maximum speed a belt will be able to transport anything. Put simply, if your trains are hauling raw resources, it better be because you've got a recipe somewhere that REQUIRES those raw resources. Bigger factory usually means "more inefficient". Scalable factories tend to approach inefficiency very quickly. You don't want scalable. You want "works up to maximum throughput" and then you design a new factory to do the same thing. Maximum efficiency is MANY SPECIALIZED factories.
@@wefsii I'd process "Steel" back at the main base, since as the game goes on, you're unlikely to get a coal deposit close enough to your iron production to make it worthwhile. Thankfully, you can get electric furnaces, which means you don't really need to have coal to process into steel if you don't want to... But, if you are making Steel "on site", then you've basically got a huge base right there for no reason. It's honestly easier to just smelt the ore into Iron, ship the iron back, and plug it into existing or new Steel Processing furnaces. Your "forward bases" will then be a lot smaller and you won't necessarily have to "make iron" at the main base, which means you can salvage some of that room for other stuff. As for "more pollution". Eh... I never worry about it. Some people do, but I just don't. It's cheap as crap to make ammo and ship it onto a never-ending belt that surrounds the base and feeds your guns. Or, if you have power to spare, to just mix some laser turrents in with the ammo. If biters "get out of hand", I typically just go smash up some bases nearby and then I'm cleared up for another few hours. Heck, the biters are so negligable, then I have mods on that actually make them a threat (including giving them immunities to fire, bullets, lasers, and even poison gas... as well as gives them 10 evolution levels). Makes the game a bit more interesting than their vanilla selves, which are super easy to manage and murder in vanilla.
@@wefsii No problem. It's always the most common "throughput mistake" I see, even in Mega Base construction. People just using trains to ship the raw materials back, rather than refining them on site and shipping the products back. Distance items travel kills throughput.
@@XxTaiMTxX you're better off building foundries between the mines and the factory at the cardinal directions instead because those ores patches will run out at some point and moving the smelting setup each time becomes a chore.
10:48 note that malls REALLY do not need to have _full_ input to be an effective mall. in fact, only diverting excess resources to a mall is frankly ideal. these chests will fill up surprisingly fast even if they are only working 1/10th of the time. the number of items they will produce for you will still be incredibly high pretty much no matter what. you should also definitely consider limiting the size of the chests you put the items in to only a certain number of stacks. within the first 10 or so hours of a save, unless you are *extremely* good at the game, you pretty much will not be capable of using 40 stacks of pipes or furnaces or miners or assemblers. probably belts, though, it's pretty easy to go through that many belts, and maybe inserters too. other items i would definitely suggest having be assembled in your starting malls: small electric poles (use these ALL GAME, trust me, you'll appreciate how much steel and copper they save, and it will help you passively burn through all the wood you have too :D), splitters and underground belts, steel chests, pipes, repair packs, radars, electric miners, stone/steel furnaces, and later, eventually adding on all train things.
@@petermichaelgreen The mall produces the items the bots deliver to the player, obviously. That's the whole reason you build a mall in the first place.
@@mrosskne i thought the reason for building a mall was to put the items you needed together in one place, but if you are using logistics bots there doesn't seem to be much point in that, just box a few up where you are producing them anyway and let the bots deliver them.
My favourite thing I learnt literally the day I hit 1000 hours in this game is that the notification saying "Number of stops with this name" is a feature, not a warning, and if you name your train stops with the same name, then the trains will load-balance between the stops. Literally a game-changer for me.
Wowww I just started playing and only have 1 train going between my oil and my factory, but I can very easily see how useful this information will be later. Thanks for sharing!
I love this channel! "Turn on Subtitles. You need them." I will admit, I have had some trouble understanding your accent, but watching you more and more has made it much easier for me. Keep up the great content!! 🐸
@@Trupen I had to go back to check that "...Kevin. FAC!torio" in the subs. I just got factorio today and was introduced to your channel with this video. Love it and thanks for the content :)
I love how active in the comments the video creator is. It's genuinely touching to see a content creator liking and commenting on tuns of things there community comments on.
Rules of thumb: Chain signal going IN to every crossing AND on every segment within the crossing itself, normal signal coming OUT of every crossing. Make sure that crossings are spaced at least 1 train length apart. Put productivity modules everywhere. If you can't put productivity in it, put speed in it. Don't bother with green modules, except for deathworld. Also, I personally very much dislike the main bus. Especially when playing modded games, the bus design quickly falls apart. It's a great temporary solution on your way to a rail grid in my opinion, but I also often just "spaghetti" my way towards rail & drones.
9:03 Main Buses are extremely useful, but from my own personal experience when i was a beginner, the volume i saw main buses have, typically of at least 4 solid belts of materials, felt kind of overwhelming to me. if you want to try doing a "main bus", dont be afraid to scale it down some from this example first. 2 belts, or hell even 1 belt, can be just fine for the first few hours of a new save, and using fewer belts can help you learn the principles of what makes a main bus a good main bus such as having easy access to it anywhere in your base and being able to expand it. as your base grows bigger, you can continue to add more belt lines to your bus. just be sure to plan that ahead of time, for example by using blueprints/ghosts, before your bus gets too crowded and you can't add new lines in easily.
My suggestion is to just blueprint it out and only fill a few belts in the beginning. A decent red-green base needs fewer belts than full-on-pride-flag base with seven science packs being built.
@@mrosskne Bots are personally my go-to after i start building a mega base, even though they are quite laggy, i dont totally mind, but before then i dont typically exclusively use them. i'll still have some belts going to places inside my base. even at the point that i am fully using bots, though, belts and trains for outposts are still much-preferred unless i spread like crazy so much that there are ore patches completely engulfed by my base going unused, and even then sometimes trains are still better there.
I've been playing at least an hour of factorio ever since the factory update was installed in my mind. Epic tips from Trupen again. I agree that you need trees, you can't destroy them if they're not around.
Train signals made easy. One signal makes trains check the next track is unocupied. Good to stop trains bumping on a one way track. The other checks the next 2 spaces, useful for crossings or intersections. (Theres more complexity if you like, but that helped me get the basics.)
It was very long way for me to learn train signals that at one moment I accepted the inevitability of train crashing. But once I learned very simple rule with intersections: place chain signal before and train signal after intersection. If you have another intersection immediately after that, place chain signal in the middle (chain-chain-train). I also recommend to look how you can make big station with signals for several trains. My life will never be the same.
I just got factorio 10 hours ago, took 9 to play trough the tutorial then watched your video and now i feel even more overwhelmed. I will put so much time in this game.
Even though I thought a tough throughput tutorial throughout all the game mechanics like this one would be thorough enough, I think it taught me a lot. I should use Q more often...
I hadnt played factorio in ages only got about 56 hours now since I started again I'm just like in awe I've never been able to comprehend nor reach that point where your factory is huge and all over the place like most of this video
Love that you "remind" us about your past videos like 5 year plan! Also thanks for the ratios and many other things from the video, I didn't know about some of them and some I discovered myself. Btw, have you seen a conveerbeltless factorio playthrough? Good (and painful) challenge!
I've only ever fully run through the game (launching the ship) once... and it was with a good friend of mine. After watching your video I want to get my friend and play through again.... but better!!!! Thanks for the video :D
Protip: get the mod Fill4Me and then go into the mod settings and set the ammo fill quantity to 20 and/or 5% and then Fill4Me won't try to shove entire stacks of 200 ammo into every single turret you put down. This makes it so you can mass-place turrets without needing to manually place ammo in them afterward.
Yeah dude I had my partner start playing factorio with me and the way to make the biters not nearly as overwhelming was to show him the turret trick, absolute game changer
I love these kind of videos by after a while I would like to see a proper playthrough, to actually see how one takles them in a flowing game. Its easy to say, for example, use blueprint, but how I actually USE them, not make them, but actually thinking where to put them down, thinking of where the factory will expand and all of those things that someone that have experience with the game already know/have an idea, but someone that have just started can't know, he can't know what kind of buildings he will have access to, etc... AND THAT is the part that I find most confusing. If I already knew a bit what kind of building I will have (with building i mean not only the building but also all the attached "systems" like conveyors, pipes etc) planning out the factory would be much easier. So back to the starting point, a full playthrough (obviously it does't need to be uncut, parts where we just wait to have enough resurces for something can be cutted, or like at the start where u put down furnaces and coal miners, that can be shown at the start for the first few and then cutted to show the end "blueprint" showing where the machines have been putted and explaing design choices, if there are some), would be of extremily help for new players to help them takle the various aspect/mechanic/choices of the game. At the start they will only copy what they saw, but with time, will come understanding and then they will begin to experiments on their own, now that they actually understan what they are doing, because they will be seeing an actual factory grow from start to endgame, how to takle the merging of new systems into the existing factory etc...
I started playing recently and Factorio is that strange type of game that I feel like Im always doing something (by which I mean almost everything) wrong. As you said, few thousand hours of learning optimalization but on fhe other hand looking at this base literally gave my anxiety an anxiety.
Can you make a video on full game modifications like Krastorio 2, Bob's, Angel's, Space Exploration and such? Have played through many deathworlds and looking forward to try some more complexity at this point.
Good video. Thanks. I would like to add that you can use all 3 colors of belt on the same line, overlapping one another. So you can have 3 resources running through a tight space.
A great shortcut is ctrl+c / ctrl+x / ctrl+v. When you have drones they will just copy / move whatever set of buildings for you, you can't decently live without this.
using gun turrets while wrecking biter bases is pretty much automating killing some of the biters so you can focus on placing more gun turrets to kill them it's so in spirit of factorio i didn't know dropping items inserts them into buildings (although only 1 at a time), i used ctrl+lclick/rclick for quick insert items
Here's an idea for a 'mall' as you put it. Run a single conveyor belt past every factory and have the inserters place their items on that. That belt runs back to a central storage. Link the inserters to all the boxes at the central storage and set the amount you want at each inserter.
I listen to Trupen speak. The mental image that I get every time is Trupen breaking into old world latin and Ambiguous Amphibian nonchalantly bursting into flames.
Самое сложно в строительстве главной шины, это не экономить железо и сделать по-больше буров с печками. Аж жаба душит, когда делаю лишнюю ленту конвееров
Ну или сразу рассчитать всё через кальк и не трахать себе мозг шиной, которая всё равно высохнет на первом же комплексе красно-зелено-синих банок. Так сxуябы не провести те же 8 полос сразу к нужным фабрикам? Если бы в главную шину помещались ресурсы сразу на всю игру, я бы понял. Но 10 фабрик когов полностью высасывают красный белт листов. И превращают 2 красных белта железа в ОДНУ фабрику красных белтов. Хочешь 2, чтобы не ждать полчаса - 4 полосы досвидос. И куда ты гнал свои 8 полос, если 4 тут же свернули в 2 фабрики и вышли в сундук? И вот у тебя уже огрызок от шины. И её снова нужно наполнять. Хочешь снова 8 - начинать нужно с 12. Прошла шина по супермаркету и все 8 полос высохли. Что, снова мало? До банок даже не дошло. Ещё 8 добавляем? 20 полос? Давай сразу 100, чтобы хватило аж до фиолетовых. А на жёлтых снова спохватимся, что 100 полос не хватает, нужно 150. Хули, всю карту заставим белтами... вместо того, чтобы на месте произвести все нужные компоненты. Потому что производиться они будут цепочкой фабрик длиной как раз с твою шину. Просто вместо бесполезной шины будет производящий комплекс. Но я не против, пустыня большая, хоть 1000 полос гони в другой конец карты. Там же нет другого железа...
@@RedGallardo имхо, главная шина имеет смысл до появления дронов, дальше от неё особого смысла нет, только место занимает. Молл на дронах получается очень компактным и останется только загрузить ЖД чтобы успевать подвозить ресурсы
“Turn on subtitles, you need them” had me fucking dying. I was in the middle of turning them on when he said that. Got a lot of respect for someone who knows they have an accent 😂
Another great tip, to mine copper instead of mining with your hand you can use a drill, and better yet an electric drill, instead of unloading manually, try using conveyors
6:08 if biters equals people who are not subscribed to your channel, doesn't that mean that you placing a base defence equals you trying to prevent people subscribing to you?
Another couple of tips for beginners is to not be afraid to adjust the settings when starting the game. Default settings isn't very easy, and playing a game to rocket launch without biters will give you a much better idea of what it will take to do that but while defending yourself from the natives. Then play a somewhat easier game with an increased starting radius so biters won't spawn that close to you. And lastly explore the different weapons and see which one suits you, maybe it's the shotgun or the rocket launcher or the flamethrower. I myself am a defender drone kind of guy. I summon a small swarm, run towards the enemy and the enemy melts away at some distance.
For people struggling with train signals, a simple rule of thumb is to only use a Chain Signal in *front* of intersections, and a Regular Signal *after* those intersections. The rest of the straight tracks only need regular signals. You can do a lot more to make things runs more smoothly, but if you stick to these rules, your trains will not collide, and they won't block intersections. That's a good start for any network. :)
Train signals are easy. Just work backwards from head to tail down the track. If there's enough room for the train to stop here and not have its ass be in anything's way, put a rail signal. If the ass of the train would be in something's way, use a chain signal instead. Then go back one notch down the track and do it again, until you've finished the track.
I remember i got the achievement to use no lasers on my first playthrough. I went the super eco friendly route and thought that bullets were so over powered that there was no need for lasers
It's so funny, I just started a new playthrough, but the last time I've played was like four years ago. Recently I was placing smelters one by one by selecting them from the belt. Some time later I placed belts and instinctively pressed Q so it would get selected automatically. I forgot all the hotkeys and shortcuts, but the more I play, the more I remember.
Я открыл для себя возможность класть отсыпку земли сквозь воду с помощью автомобиля! Мосты для жд путей через океаны создаются теперь фантастически быстро.
English _is_ too complicated. There aren't any tricks to knowing how to pronounce or spell a word, you just have to memorise each individual word. All several hundred-thousand that are used in everyday situations.
I started playing recently and I would recommend making a mall. You can be basic with just copper iron and stone. I built a fast belt Factory because it take a long time to manually craft every single belt.
Could you subscribe?
I want to get to 100k
Yes, yes we can.
Have been for a long time now :)
Hello Delefon!
BOLD OF YOU TO ASSUME IM NOT ALREADY SUBSCRIBED TRUPEN
i did it will you be my dad now
Honestly, that train explanation by Martin was kinda better than that 1 hour course Nilaus did on trains...
Agree.
he is THE Martin though to be fair
can't emphasise enough how long winded Nilaus always is omg pls get to the point
Nilaus is terrible at explaining things, almost ruined my enjoyment of learning the game
With all due respect to Nilaus, he tends to say alot without saying anything at times.
Tanks are also sometimes overlooked, they can easily traverse rough terrain such as forests or biters.
Tank you very much.
with better fuel it can even pass through nests
A tip for the tank. Driving through trees slows you down which can be a death sentence if you have a big enough herd on you. Using your flame thrower will delete any trees it touches so just point it straight ahead and hold to drive through forest without stopping only to get stuck on the lip of a cliff.
They make a breeze of difficult terrain like trees, rocks, and assemblers
@@simonnachreiner8380 or just point it backwards and kill the horde chasing u
And once you have the Mall/Hub, you then develop Robots. That allows you to set up Logistics chests and set up numbers in your Logistics tab of your inventory. That way when you are in range the robots will automatically carry stuff you are missing to fill your inventory, instead of you needing to run around yourself. The Robots will also try to repair stuff that is damaged and rebuild stuff that is destroyed.
You then get into Robot fun:
- Demanding robot support on one side of the base, and your robots are mainly on the other side of the base
- Having the single Roboport be 1 tile off and thus not connecting two networks
- Not putting a limit on the number of robots in the network and wondering where all your resources are going
- Not having enough Roboports where your robots are working, resulting in hundreds (thousands?) of robots just waiting near a Roboport for their turn to recharge
- Not realizing the power demand from Roboports and watching your base shut down during a night attack (especially if you defend your base with Laser Turrets)
You spend to much time on commenting dude, go expand factory.
@@magictoffee7066 (Clicks on a blueprint, pastes the blueprint, then clicks on a remote to send out a group of 10 Spidertrons with building material to the location so they do all the work) "Expansion done."
maybe this comment was already automated?
Robot fun reply:
- Just make more bot
- Did that all the times, doesn't matters since the networks will connect *somewhere* anyway
- You simply not produced enough resource, go expand your FACTORY
- Well the point of bot is to not have to do stuff yourself so I'm fine with stuff being a bit low
- EXPAND THE FACTORY IS THE ANSWER
Also you forgot:
- bot trying to fly pass a lake
- they are generally very stupid, for example you paste down blueprint that have 1000 entity, you have 999 bots nearby with local supply, and instead of having one of those 999 bot build 2 thing you will have a single bot flying in from the other side of your base. So the moral of the story is, having disconnected logistic networks is actually a good thing, you can deliver stuff to the place yourself, use train, or even better yet, just use the trusted spidertron instead of relying on the logistic network to do its job.
@@raizors1331 The bot flying over a LAKE... They get halfway, then go back, then do the SAME THING. For HOURS. Those bots will never get more than half way across, and turn back, but damnit they will NOT QUIT!
Your multiple logistics network makes sense. I have same problem as OP, worker bots are f'ing off somewhere when I need them here! Thanks for that one. 👍
"I know that you might disagree, if, for example, you have eyes!" - Trupen, 2022
A simple tip of turret supplying next turret did not come to my mind, even though I use it for science labs. I think I can use it for those busy sections for making extra layers of turrets. Thanks for the tip!
It never crossed my mind because I never play the game long enough for a long line of turrets to be cost effective.
@@fiddleriddlediddlediddle Agreed. In my case, my pc gone super slow mode when reaching past robotics era. Even the speed up cheat doesn't work anymore.
500 hours and never thought of it. And I've been using turret lines long past when everyone else stops :)
I like the build where you make two rows of turrets, one tile gap between them, no gap between them horizontally, and the two rows offset by 1 tile. Then you can use an endless line of blue inserters zigzagging up-down-up-down to supply the entire system.
But boy it uses a lot more power that way. The only advantage maybe it's pretty compact (dont need a belt)
900 hours into the game, countless belts going around my base.... You can to the lab thing with the turrets? 😂😂😂👌
2:27 to clarify: this is the range that the radar will immediately reveal. however, radars also reveal random chunks *muuuuuuch* farther away than this for a short period, which is also helpful as this will reveal far-away biter nests and resources. the more radars you have, the more frequently this long-distance revealing will occur and the faster you'll learn whether or not there is biters nearby. if you learn ratios between radars, solar panels, and accumulators, you can even set up little "listening posts" of radars and they will reveal tons of area for you without you even needing to go scout yourself, giving you more time to focus on other things.
EDIT: also i didnt know this before but apparently this feature prioritizes unexplored/ungenerated chunks *first* so it will always scan and reveal its whole area before it starts randomly revealing distant chunks.
100% true, I just wanted to show radars as a tool to build from the map view
@@Trupen yeah fair enough :D
I haven’t even been using accumulators for my recent radar outposts, just 6 solar and 1 radar. Quite convenient even before getting industrial solar production going or oil
@@apotatoewithanaginata8482 its just nice to have accumulators so they dont have any interruption, but if you really want that scouting as early as possible than not spending resources on accumulators will save you some time, your scouting is going to be slower and shotty tho
Artillery my friend is the best radar
Been watching your videos for a few months but today I'm finally buying Factorio. Can't wait to forget every single tip I have learned from you.
UA-cam asked me to rate your comment from great to terrible lol
@@masonmunkey6136 Great game, terrible for life :)
Oh dear. How's your life been? lol
Extension to 8: Enable "Pick ghost item" or something like that in the settings if you don't like the "doots".
yes!
I was wondering if this was possible! New player here. Thank you 🙏
Build your train network with expansion in mind. Early on using smaller trains is a must as trying to burn out your early local resources might do more harm then good but eventually you'll want bigger trains to reduce traffic as you increase production. In other words still treat it like a Main Bus, give yourself plenty of space to extend the length of your trains. Also nuclear fuel is worth the investment for it's acceleration bonus, pair that with a good Engine to Wagon radio and your trains will zip around like crazy. I do 1 engine for every 4 Wagons. Currently my 5k Megabase is running 1-8-1 sized trains, 4 Track network with only about 120 trains zipping around, usually 40 of them are idling waiting for cargo request.
"Build your _________ with expansion in mind" is an awesome tip not only for trains
This is also how trains work in real life
@@catinthebox9400 with nuclear fuel?
@@billybob2388 Yes
I died twice from the trains, so i dont use them anymore -_-
I like this series, even though i know most of those tips, I would watch it 9684 times if i could
this is the way I want to go
Entertaining for veterans and helpful for beginners
its the voice
@@Trupen and you do it in the best possible way!
you did watch it 9684 times didn't you but eh who can blame you is a good video
7:21 To add detail, reactors explode when destroyed while temperature >900C, no matter the cause.
Is there any disadvantage--other than taking up more space--to putting the reactors by themselves attached to the heat exchangers by a long heat pipe? Such that if the reactor blew up, almost nothing else would be within radius besides its fueling system.
@@keamu8580 Sadly heat pipes have a distance limit that is smaller than the explosion radius. The best solution is to just not let enemies get near the reactors.
Or building the reactor complex away from everything else (save it's train station and power connection)
For anyone reading this - bear in mind that if your base is not using most of the steam, your reactors may overproduce heat and end up going critical.
There are ways to prevent this with circuits that look at the steam content of your system and only fuel your reactors when it's below a certain amount - this is pretty important for making them hands off. Otherwise, I would recommend at least setting up an alarm for when it begins approaching 800 degrees. Also keep in mind, you can't stop a fuel cell once it's been used. The reactor has to burn it off. And it will continue getting heat from nearby reactors.
Good luck! I recommend downloading a blueprint that addresses this.
@@underdog353777 these reactors don't go "critical" when they get "too hot", there is no "too hot", just wasted heat if you don't put it somewhere.
No subtaitols needed, ver cleer
Something I learned is that when you start building a factory it isn't your final factory you are building, your first factory is used to build your second factory, which is used to build your expanded factory which you use to build your actual factory.
I have learned that you never really get to your "actual factory". You'll basically be constantly rebuilding it to keep production up. Or, rather... what you SHOULD be doing... is MOVING your factory every so often because at some point, your supply lines to resources are just "too long", which requires you mine MORE resources just to stabilize production.
Many times, it's just easier to manufacture something "on site" of the patch and then use the trains to pull it in.
"Oh, I can smelt all the ore when it gets back to the main base". Why would you waste space at your main base with ore that can't be used for ANYTHING except smelting down? Smelt it on site, ship it to the base. A stack of 100 plates is more efficient than a stack of 50 ore.
Now, I know some players are going to be like, "But, then I gotta haul coal out to blah blah blah blah". Dude, you get Electric Furnaces. Yes, they are power hogs. But, they are far more space efficient and you really SHOULD be using nuclear power anyway. By the time you need these far off ore patches, you should have access to Nuclear Power and Electric Furnaces. Bite the bullet and build them both. You'll be far happier in the long run.
Short of recipes that require raw coal to be used, it's almost always better to just crack the stuff down into oil production. Especially with how ridiculously common the stuff ends up being compared to actual oil patches.
Seriously though, refine and produce your stuff at the location you're getting it from and ship the FINISHED PRODUCTS back to the "main base". There's very little reason to do otherwise. It's far more efficient that way. You'll need far fewer trains, and you won't have to move your base as often. At most, you'll need to make temporary "mini-bases" at patches of resources which can be deconstructed as the patches run out and constructed again at the next patch.
I always see all these very large sprawling train networks in these videos that are just... criminally inefficient. "Oh, I bring in all my resources back to the main base and turn them into finished products there.". Why? Manufacture on site! It's better to refine your oil on site, it's better to smelt your plates on site, it's better to only bring back what you NEED.
Anyway, back to the main point.
Why does everyone just create more and more and more and more trains when they don't have to? Seems a weird bottleneck to engage in. You don't "add more trains" to "increase production". You shorten your supply lines to increase production. This also reduces the amount of factory sprawl you've got overall. In some cases, this can even reduce reliance on a "Main Bus".
After all, "throughput" maxes out on belts. There's a maximum speed a belt will be able to transport anything.
Put simply, if your trains are hauling raw resources, it better be because you've got a recipe somewhere that REQUIRES those raw resources.
Bigger factory usually means "more inefficient". Scalable factories tend to approach inefficiency very quickly. You don't want scalable. You want "works up to maximum throughput" and then you design a new factory to do the same thing. Maximum efficiency is MANY SPECIALIZED factories.
@@XxTaiMTxX I don't know man, I've added so many entries of resources to my past factories until I drone my way
@@wefsii I'd process "Steel" back at the main base, since as the game goes on, you're unlikely to get a coal deposit close enough to your iron production to make it worthwhile. Thankfully, you can get electric furnaces, which means you don't really need to have coal to process into steel if you don't want to... But, if you are making Steel "on site", then you've basically got a huge base right there for no reason. It's honestly easier to just smelt the ore into Iron, ship the iron back, and plug it into existing or new Steel Processing furnaces. Your "forward bases" will then be a lot smaller and you won't necessarily have to "make iron" at the main base, which means you can salvage some of that room for other stuff.
As for "more pollution". Eh... I never worry about it. Some people do, but I just don't. It's cheap as crap to make ammo and ship it onto a never-ending belt that surrounds the base and feeds your guns. Or, if you have power to spare, to just mix some laser turrents in with the ammo.
If biters "get out of hand", I typically just go smash up some bases nearby and then I'm cleared up for another few hours.
Heck, the biters are so negligable, then I have mods on that actually make them a threat (including giving them immunities to fire, bullets, lasers, and even poison gas... as well as gives them 10 evolution levels). Makes the game a bit more interesting than their vanilla selves, which are super easy to manage and murder in vanilla.
@@wefsii No problem. It's always the most common "throughput mistake" I see, even in Mega Base construction. People just using trains to ship the raw materials back, rather than refining them on site and shipping the products back. Distance items travel kills throughput.
@@XxTaiMTxX you're better off building foundries between the mines and the factory at the cardinal directions instead because those ores patches will run out at some point and moving the smelting setup each time becomes a chore.
10:48 note that malls REALLY do not need to have _full_ input to be an effective mall. in fact, only diverting excess resources to a mall is frankly ideal. these chests will fill up surprisingly fast even if they are only working 1/10th of the time. the number of items they will produce for you will still be incredibly high pretty much no matter what. you should also definitely consider limiting the size of the chests you put the items in to only a certain number of stacks. within the first 10 or so hours of a save, unless you are *extremely* good at the game, you pretty much will not be capable of using 40 stacks of pipes or furnaces or miners or assemblers. probably belts, though, it's pretty easy to go through that many belts, and maybe inserters too.
other items i would definitely suggest having be assembled in your starting malls: small electric poles (use these ALL GAME, trust me, you'll appreciate how much steel and copper they save, and it will help you passively burn through all the wood you have too :D), splitters and underground belts, steel chests, pipes, repair packs, radars, electric miners, stone/steel furnaces, and later, eventually adding on all train things.
or you can just use transport drones and your mall will only get exactly the resources it needs
@@mrosskne Once you have bots why would you need a mall? just have the bots deliver direct to the player.
@@petermichaelgreen The mall produces the items the bots deliver to the player, obviously. That's the whole reason you build a mall in the first place.
@@mrosskne i thought the reason for building a mall was to put the items you needed together in one place, but if you are using logistics bots there doesn't seem to be much point in that, just box a few up where you are producing them anyway and let the bots deliver them.
@@petermichaelgreen yeah, "where you are producing them" is the mall
My favourite thing I learnt literally the day I hit 1000 hours in this game is that the notification saying "Number of stops with this name" is a feature, not a warning, and if you name your train stops with the same name, then the trains will load-balance between the stops. Literally a game-changer for me.
Wowww I just started playing and only have 1 train going between my oil and my factory, but I can very easily see how useful this information will be later. Thanks for sharing!
they do load balance? My impression was they pick the nearest available one. Or just my trains are lazy...
I love this channel! "Turn on Subtitles. You need them."
I will admit, I have had some trouble understanding your accent, but watching you more and more has made it much easier for me.
Keep up the great content!! 🐸
Thanks :D
this being the first video of his ive seen the turn on subtitles instruction was not only funny but helpful
@@Trupen I had to go back to check that "...Kevin. FAC!torio" in the subs. I just got factorio today and was introduced to your channel with this video. Love it and thanks for the content :)
I love how active in the comments the video creator is. It's genuinely touching to see a content creator liking and commenting on tuns of things there community comments on.
Rules of thumb: Chain signal going IN to every crossing AND on every segment within the crossing itself, normal signal coming OUT of every crossing. Make sure that crossings are spaced at least 1 train length apart. Put productivity modules everywhere. If you can't put productivity in it, put speed in it. Don't bother with green modules, except for deathworld.
Also, I personally very much dislike the main bus. Especially when playing modded games, the bus design quickly falls apart. It's a great temporary solution on your way to a rail grid in my opinion, but I also often just "spaghetti" my way towards rail & drones.
9:03 Main Buses are extremely useful, but from my own personal experience when i was a beginner, the volume i saw main buses have, typically of at least 4 solid belts of materials, felt kind of overwhelming to me. if you want to try doing a "main bus", dont be afraid to scale it down some from this example first. 2 belts, or hell even 1 belt, can be just fine for the first few hours of a new save, and using fewer belts can help you learn the principles of what makes a main bus a good main bus such as having easy access to it anywhere in your base and being able to expand it. as your base grows bigger, you can continue to add more belt lines to your bus. just be sure to plan that ahead of time, for example by using blueprints/ghosts, before your bus gets too crowded and you can't add new lines in easily.
My suggestion is to just blueprint it out and only fill a few belts in the beginning. A decent red-green base needs fewer belts than full-on-pride-flag base with seven science packs being built.
transport drones
@@mrosskne Bots are personally my go-to after i start building a mega base, even though they are quite laggy, i dont totally mind, but before then i dont typically exclusively use them. i'll still have some belts going to places inside my base. even at the point that i am fully using bots, though, belts and trains for outposts are still much-preferred unless i spread like crazy so much that there are ore patches completely engulfed by my base going unused, and even then sometimes trains are still better there.
8:35 that's how i'm gonna call pumpjacks from now on
I've been playing at least an hour of factorio ever since the factory update was installed in my mind. Epic tips from Trupen again. I agree that you need trees, you can't destroy them if they're not around.
Train signals made easy. One signal makes trains check the next track is unocupied. Good to stop trains bumping on a one way track. The other checks the next 2 spaces, useful for crossings or intersections. (Theres more complexity if you like, but that helped me get the basics.)
seeing the (feat martincitopants) made my day, I knew something was up when you used "bean bois inc land liberation™" music earlier in the vid
know the music name?
2 years later and this is vid has the best train tutorial ever, seriously 🐸
It was very long way for me to learn train signals that at one moment I accepted the inevitability of train crashing.
But once I learned very simple rule with intersections: place chain signal before and train signal after intersection. If you have another intersection immediately after that, place chain signal in the middle (chain-chain-train). I also recommend to look how you can make big station with signals for several trains. My life will never be the same.
I just got factorio 10 hours ago, took 9 to play trough the tutorial then watched your video and now i feel even more overwhelmed. I will put so much time in this game.
Even though I thought a tough throughput tutorial throughout all the game mechanics like this one would be thorough enough, I think it taught me a lot. I should use Q more often...
So, English can be taught through tough thorough thought though. Is another from among those lines.
I hadnt played factorio in ages only got about 56 hours now since I started again I'm just like in awe I've never been able to comprehend nor reach that point where your factory is huge and all over the place like most of this video
The cross-UA-camr lore with the deportment of Kevin made me extra happy.
Best camio ever... I did not expect to see Martins chaos here
Love that you "remind" us about your past videos like 5 year plan!
Also thanks for the ratios and many other things from the video, I didn't know about some of them and some I discovered myself.
Btw, have you seen a conveerbeltless factorio playthrough? Good (and painful) challenge!
thanks you, yes I saw it :D
No belts, no trains, no request chestssould be the deal... Seablock mod ;)
I've only ever fully run through the game (launching the ship) once... and it was with a good friend of mine. After watching your video I want to get my friend and play through again.... but better!!!! Thanks for the video :D
Protip: get the mod Fill4Me and then go into the mod settings and set the ammo fill quantity to 20 and/or 5% and then Fill4Me won't try to shove entire stacks of 200 ammo into every single turret you put down. This makes it so you can mass-place turrets without needing to manually place ammo in them afterward.
We don't need subtitles, your accent is amazing
What i love is that Trupen says that nuclear is easy and he will teach us but when 6:50 started event Trupen started loosing it on how it works xD
I mean, you aren't wrong...
reactor block, then exchangers with water wells, then turbines, then tanks.
Yeah dude I had my partner start playing factorio with me and the way to make the biters not nearly as overwhelming was to show him the turret trick, absolute game changer
Love the frog train tutorial, very nice collab
Yay! Thank you!
King Julian explains Factorio! XD
My best advice is to listen to something while you work or you will end up talking to yourself like a crazy person.
Too late. 😅
wow, i'm glad you didn't let your accent stop you from making this video. the whole 11 mins was awesome. and the accent made it even better
Wow, thank you!
The long awaited cross over with martin
0:15 that messy belt almost made me cease all vital functions out of protest.
my favorite defense is the drone-assisted, self-replenishing minefield
I turned on subtitles after you recommended it and I didn't need to look at them once! You speak very clear English. Better than many Americans lol.
thank you
I love these kind of videos by after a while I would like to see a proper playthrough, to actually see how one takles them in a flowing game. Its easy to say, for example, use blueprint, but how I actually USE them, not make them, but actually thinking where to put them down, thinking of where the factory will expand and all of those things that someone that have experience with the game already know/have an idea, but someone that have just started can't know, he can't know what kind of buildings he will have access to, etc... AND THAT is the part that I find most confusing. If I already knew a bit what kind of building I will have (with building i mean not only the building but also all the attached "systems" like conveyors, pipes etc) planning out the factory would be much easier. So back to the starting point, a full playthrough (obviously it does't need to be uncut, parts where we just wait to have enough resurces for something can be cutted, or like at the start where u put down furnaces and coal miners, that can be shown at the start for the first few and then cutted to show the end "blueprint" showing where the machines have been putted and explaing design choices, if there are some), would be of extremily help for new players to help them takle the various aspect/mechanic/choices of the game. At the start they will only copy what they saw, but with time, will come understanding and then they will begin to experiments on their own, now that they actually understan what they are doing, because they will be seeing an actual factory grow from start to endgame, how to takle the merging of new systems into the existing factory etc...
I started playing recently and Factorio is that strange type of game that I feel like Im always doing something (by which I mean almost everything) wrong. As you said, few thousand hours of learning optimalization but on fhe other hand looking at this base literally gave my anxiety an anxiety.
Can you make a video on full game modifications like Krastorio 2, Bob's, Angel's, Space Exploration and such? Have played through many deathworlds and looking forward to try some more complexity at this point.
space exploration is in the plans
Good video. Thanks.
I would like to add that you can use all 3 colors of belt on the same line, overlapping one another. So you can have 3 resources running through a tight space.
i saw green modules were used for other things than crafting gear... i´m offended beyond 9000 now! :D
A great shortcut is ctrl+c / ctrl+x / ctrl+v. When you have drones they will just copy / move whatever set of buildings for you, you can't decently live without this.
Sadly that’s no boats in vanila for Mart to teach about
🐸
This was really stressful to watch and I learned lots too
Due to martin's presence I'm legally obligated to say B O A T
using gun turrets while wrecking biter bases is pretty much automating killing some of the biters so you can focus on placing more gun turrets to kill them
it's so in spirit of factorio
i didn't know dropping items inserts them into buildings (although only 1 at a time), i used ctrl+lclick/rclick for quick insert items
who is this trupen? I was subscribed on trupen 2
idk
just played around 200 hours in satisfactory in 3 weeks, i didn't understand a single thing in this video, i love it
I have nearly 1000 hours in factorio and I didn't know that turrets work like labs. This completely blew my mind.
And also the thing with the mall. Imagine still handcrafting everything.
To few biters ;)
Here's an idea for a 'mall' as you put it. Run a single conveyor belt past every factory and have the inserters place their items on that. That belt runs back to a central storage. Link the inserters to all the boxes at the central storage and set the amount you want at each inserter.
Nice editing
10:41 this is why i still watch these videos from you even tho i have enough experience in the game already XDD
this shot gets more cursed the more you look at it :)
Love the vids from this guy. Compact knowledge of concept delivered efficiently. Waves of information, great execution
I listen to Trupen speak. The mental image that I get every time is Trupen breaking into old world latin and Ambiguous Amphibian nonchalantly bursting into flames.
Самое сложно в строительстве главной шины, это не экономить железо и сделать по-больше буров с печками. Аж жаба душит, когда делаю лишнюю ленту конвееров
Ну или сразу рассчитать всё через кальк и не трахать себе мозг шиной, которая всё равно высохнет на первом же комплексе красно-зелено-синих банок. Так сxуябы не провести те же 8 полос сразу к нужным фабрикам? Если бы в главную шину помещались ресурсы сразу на всю игру, я бы понял. Но 10 фабрик когов полностью высасывают красный белт листов. И превращают 2 красных белта железа в ОДНУ фабрику красных белтов. Хочешь 2, чтобы не ждать полчаса - 4 полосы досвидос. И куда ты гнал свои 8 полос, если 4 тут же свернули в 2 фабрики и вышли в сундук? И вот у тебя уже огрызок от шины. И её снова нужно наполнять. Хочешь снова 8 - начинать нужно с 12. Прошла шина по супермаркету и все 8 полос высохли. Что, снова мало? До банок даже не дошло. Ещё 8 добавляем? 20 полос? Давай сразу 100, чтобы хватило аж до фиолетовых. А на жёлтых снова спохватимся, что 100 полос не хватает, нужно 150. Хули, всю карту заставим белтами... вместо того, чтобы на месте произвести все нужные компоненты. Потому что производиться они будут цепочкой фабрик длиной как раз с твою шину. Просто вместо бесполезной шины будет производящий комплекс. Но я не против, пустыня большая, хоть 1000 полос гони в другой конец карты. Там же нет другого железа...
I agree
@@RedGallardo имхо, главная шина имеет смысл до появления дронов, дальше от неё особого смысла нет, только место занимает. Молл на дронах получается очень компактным и останется только загрузить ЖД чтобы успевать подвозить ресурсы
“Turn on subtitles, you need them” had me fucking dying. I was in the middle of turning them on when he said that. Got a lot of respect for someone who knows they have an accent 😂
Beautiful Polish accent
Another great tip, to mine copper instead of mining with your hand you can use a drill, and better yet an electric drill, instead of unloading manually, try using conveyors
6:08 if biters equals people who are not subscribed to your channel, doesn't that mean that you placing a base defence equals you trying to prevent people subscribing to you?
...
Another couple of tips for beginners is to not be afraid to adjust the settings when starting the game.
Default settings isn't very easy, and playing a game to rocket launch without biters will give you a much better idea of what it will take to do that but while defending yourself from the natives.
Then play a somewhat easier game with an increased starting radius so biters won't spawn that close to you. And lastly explore the different weapons and see which one suits you, maybe it's the shotgun or the rocket launcher or the flamethrower. I myself am a defender drone kind of guy. I summon a small swarm, run towards the enemy and the enemy melts away at some distance.
Oh yea... Kevin's dead. Well he got what was coming to him. Well Lettuce Begin
For people struggling with train signals, a simple rule of thumb is to only use a Chain Signal in *front* of intersections, and a Regular Signal *after* those intersections. The rest of the straight tracks only need regular signals.
You can do a lot more to make things runs more smoothly, but if you stick to these rules, your trains will not collide, and they won't block intersections. That's a good start for any network. :)
Train signals are easy. Just work backwards from head to tail down the track. If there's enough room for the train to stop here and not have its ass be in anything's way, put a rail signal. If the ass of the train would be in something's way, use a chain signal instead. Then go back one notch down the track and do it again, until you've finished the track.
Poor Kevin. I hope you can recover him on the next rocket launch.
I think there is no hope for him
Martin cameo explaining signals is giving me life right now.
Trupen, is it true that you have 9684 hours in Factorio?
¯\_(ツ)_/¯
He easily has quadruple that.
This guy is hilarious! "...especially you, Kevin." I'm actually laughing out loud.
6:52 also says Uranium 235 on screen
yes it's editing error :/
I remember i got the achievement to use no lasers on my first playthrough. I went the super eco friendly route and thought that bullets were so over powered that there was no need for lasers
never trust kevin
thank you for subtitles :3
Would you call that defense mechanism the Trainsaw?
Yes
It's so funny, I just started a new playthrough, but the last time I've played was like four years ago. Recently I was placing smelters one by one by selecting them from the belt. Some time later I placed belts and instinctively pressed Q so it would get selected automatically. I forgot all the hotkeys and shortcuts, but the more I play, the more I remember.
“Inhale in Australian”
Lol, turn on subtitles, cause you need them. Well, I won't lie, I probably do. Glad you make it humorous Trupen
Я открыл для себя возможность класть отсыпку земли сквозь воду с помощью автомобиля! Мосты для жд путей через океаны создаются теперь фантастически быстро.
"Insert the modules and everything will be fine"
Blackout
чел котопый делал субтитры ультрабазирован и мегахарош
I can't understand a thing you say, but I love your videos.
Martin in his video: I can't explain trains
Trupen: So I brought in Martin to explain trains to you
Me: ono
English _is_ too complicated.
There aren't any tricks to knowing how to pronounce or spell a word, you just have to memorise each individual word. All several hundred-thousand that are used in everyday situations.
I threw ore density and rate all the way up and enemy spawn all the way down and I'm just learning the progression and expirimenting. Great vid ty
Thanks
i wish i could understand what he is saying
Watch with subs
8:38 Wooow. I love it. Time to bring freedom into your factorio world, my friend!
i just started playing factorio recently and the main bus thing will genuinely change everything
LMAO loved the El Toro Ryan reference with the music in block zones part
The fact this channel just plays the American national anthem whenever oil is mentioned makes me roll every time lmaooo
Trupen: You need subtitles.
Me: No, I don't think I will.
omg. That radar range on mini map tip... 😙👌
I started playing recently and I would recommend making a mall. You can be basic with just copper iron and stone. I built a fast belt Factory because it take a long time to manually craft every single belt.
"I know that you might disagree if you for example have eyes" killing me :D Great Video. Started 2 days ago and need some tips
"walking simulator from one bottleneck to another" - Haha, that got me good.
Also "when the sun goes to sleep, not like you when playing Factorio" XD I'm ded.