Coming from a player with several hundred hours in the game: your methodologies and efficient layouts have been awesome for me! As you pointed out, some things are second nature at this point, which make remembering to say HOW you did something difficult. You tackled half of that with your "Tips and Tricks" video explaining shortcuts. For the new players, I think you should do a "mechanics" video to cover the other half of the HOW, which I think would help make your efficient layouts (such as the smelting column with splitters in this video) make a lot more sense. Some possible basic mechanics worth tackling right here at the beginning are: Where an inserter inserts (sides of belt, especially when inserting on the end of a belt) but that they can pull from either side How belts connect (when a belt makes a curve vs dead-ends into another belt so it inserts on one side, etc) Splitter filters and lane balancing/splitting (fill both lanes evenly, merge 3 belts to 2, split 2 belts to 3, etc) If any new players have mechanics they don't understand, or older players have some suggestions that they would like to add, drop them as comments on this post to make it easier for Nilaus to find if he decides this is a good idea for a video!
Absolutely fantastic idea. It can be very confusing for a new player to learn about these things. The only reason I knew right away was because I played with helpful friends who explained lots to me on my first play through.
This is much better, Nilaus. I have well over 1000 hours in Factorio and have watched most of your other playlists. You do a great job of explaining the advanced builds to advanced users, so I understand it may be a bit frustrating to downshift and try explaining to a different type of audience. You must have read a lot of the comments on the previous video, because you acted on much of what was said. Keep that up. I've been an engineer for many years. I often help the younger engineers at work, and I enjoy it quite a lot. I typically teach while I'm working, so people can get my flow, but I almost always have to slow down a bit. It's very similar here. As far as imparting wisdom regarding mistakes, yeah, you could explain that, but one thing people need to know is that in Factorio one's base isn't really permanent until it's done. That's one of the best things about Factorio. At any moment in time one could (and often does) peel up the entire base and optimize it. You've done that twice in your Death World series and you've only scratched the surface in that playthrough. I've done that numerous times in all of my games, the most frustrating being my SeaBlock playthrough (ugh), but in the end it's often necessary. Oh, and one's base is pretty much never done. Thanks for all of the content. I've always appreciated it.
If no one has mentioned it yet, with power poles you can just click and hold the mouse button down to make the next one place down at the maximum length of the power pole size. I’ll admit it was quiet a while (400+) hours until I realised this.
I am a beginner at my first Run. I have seen many videos of Factorio one worse than the other, in many of these you see or pro, exaggerated and advanced things, completely skipping a progression and showing only how to proceed quickly. These videos are horrible. This video on the contrary perfectly accompanies the player, teaching various tricks but without slice and without overdoing it, very good!
I think the pacing and detail grade of your explainations is much better here than in the last video. Good Job! I also have a few points which I‘d like to see in the next episode. Keep in mind that these are just recommendations, you don’t have to use them. It‘s your video after all. Next step: Long Term Planing Building Production Lines for things that you need right now is nice, but next time you should start giving out some tips for the long run, so new players don‘t trip as much as I did in my first ever game two years ago. Some of the things I mean are: 1: Focus on Military research early on Getting surprised out of nowhere by a biter wave which destroys half of the progress you‘ve made so far isn‘t very nice, so setting up some turrets early on is very helpful. 2: Build stone walls early on Walls are pretty useful, because you can build your own little safe space by just setting them up in combination with some turrets. It is a big relief when you‘ve set up a space where you know you can build your production lines without having to fear for them to get destroyed. And if you realise the safe space you made is too small? No problem, moving them by a few tiles isn’t too big of a deal. 3: Always build production lines bigger than you need to do in the moment There‘s nothing more annoying than trying to produce a cool new item like advanced electronic circuits but having to start from the bottom by having to set up a new iron smelter because you built your old one too small. When you automate an item, do it in a big way, so you don‘t have to worry about it when needing it in higher tier items. 4: Rush for the research of trains Trains allow you to expand to far resource nodes early on, which is very useful, since those far resource nodes are much more richer than the ones you start with.
Great series. I have 400+ hours into the game and made some speedruns (not anything fancy, just sub 6 hours to rocket). I think the most valuable thing you can do is get a keyboard and mouse overlay so people can get exactly what you are doing. There are a lot of commands and keystrokes and Ctrl+shift+click thingys that you are used to, but new players get confused about.
Oooh, yeah. That could be super helpful -- both for the audience, to see what's going on, and for Nilaus, to not have to try to remember what to explain in that regard! :)
@@Nilaus saw that one after this one. I think it helps for new players. More than once you explain a thing in words (for example the copy/paste recipe) and you can just say: "notice shift and RMB and then shift and LMB". Just my two cents. There is a lot an experienced player needs to "unlearn" to be in the position of a new player. Keep it up, I like to see your factory builds
Unfortunately it looks like (in the three spawns that I tried) the spaceship lands right in the middle of where the grid-aligned city blocks put an intersection... So we might need to respawn it in later.
I'd put in ~120 hours into Factorio, before I found your series. I felt like I had hit a wall in my progress, and needed new ideas. I've been going through your tutorial series, and found this incredibly helpful. In episode #1 I had never seen the ore feeding into ore pattern, which was cute and effective, and in this episode #2, I have really enjoyed understanding how the double-sided feeders work, and the general idea of using both sides of the belt effectively. Also, the bigger theoretical idea: that everything is focused on effective scaling up. I'm learning lots!
I tried recreating your jump start base but from memory and a bit more spread out. It's amazing how much stuff you pack into such a small place. Thanks for making this series, I'm enjoying watching it
Ok, I learned about you from Factorio but never played it and really started watching you during DSP/Satisfactory/Valheim and the fresh looks at new games. NOW i have the chance to play factorio and listening to you here I see how far you have come in your explanations and your ability to distill things down. While I got the hang of all of the previous games listed... I am paying rapt attention to you here for factorio because its a diff beast to me.
Considering the hundreds of let's play you already produced, the quality of them and the time spent, I don't understand why some people could dislike the content. Anyway, I am watching this series for fun and try to get what I could have possibly missed while playing my games. Thanks for sharing! If any players are still confused, I encourage them to maybe, look at your previous let's plays, at least to understand better the mechanics - (there is a very good one on version .17, back in early 2019...) - The tips and tricks series of yours are also a good way to improve/learn more. (just saw that it was already mentioned by AzureUmbra ;-) )
Something I learned today: Don't worry about memorising ratios. Each piece of equipment shows how much material it can process. So if memory isn't your bag, then basic math is the way to go.
I got to episode nine of your vanilla series from three years ago before I realized this was the most recent one 🤦🏼♂️ but I started over with all the knowledge gained and starting fresh with this series! Quality content! Thanks so much!
i did the trial.... after the tutorial i was hooked lol :"D ended up getting it! i dont know what it is about this game... but i really f***ing like it lol. looking forward to your videos! always love a new series to watch
First vid was really good, this one is even better! THANK YOU for making a specific vid for the keyboard shortcuts. Don't be modest about letting people know it's out there and that it's NOT just a collection of odds and ends.
Will you also note some red flags and things not to do? Because ive had to start over my playthrough multiple times after making some bad mistakes in the beginning. Lookimg forward to the rest of the series
Taking note of what you found that did not work is a BIG part of Factorio. Personally I found that leaving more space around your builds help a lot. Also, as Nilaus has said whatever you think is enough, is not enough, you will need more i.e miners, resources, plates.
I´ve been following your channel for quite some time now and I can see how you suffer for not having all your power poles perfectly aligned. You are awesome, keep it up!
Enjoying the series as I begin playing Factorio. I gotta say though to my fellow thirty-somethings: Factorio's soundtrack makes me think that Diablo's "Butcher" is about to pop out of somewhere. Trying to get my head around what a splitter does is harder when you're waiting for "AH FRESH MEAT".
I just brought the game for less than a week, I discovered your channel for just a few days. I was watching your 0.17 lets play series before you release this new series. This series feels a lot better than your previous one, the instructions are clearer. A really big issue in your previous series is that, you just grabbed some random blueprint from your library and start building it. Even though we can download the blueprint from you, the point I am interested is actually the thoughts on designing, instead of copying a mature design from you. For example, you just grabbed your starter base blueprint last time, I don't even know what items it produced. It would be great if you can talk more about the optimal ratio.
Your point is really good, I have 30 hours in this game now and you don't have to explain every single key you press. Only one mistake, calling stone "stone bricks" when it's just stone
I am a newer player. I got to blue science and blanched. I have started to expand, but I am going much to slow for where I should be. My spaghetti is all over and not in a good way. Started watching this to help me clean up and understand what I need to keep moving forward in the game. Thanks!
Thanks for the info, with the use of both sides during the smelting, i was trying to waiting until i got to the electric furnace, which is a pain filling coal every 20 mins or so
This is gonna be a silly question given I'm not exactly "new" to the game but when routing ore and coal into a smeltery, does it matter which side of the belt they go on? I assume the answer's no, but everyone I've watched has the coal coming in to be on the inside of the belt and ore on the outside. Do people do that out of habit because they see it done that way or is there a specific reason for doing it that I'm not catching?
@@CptJackass325 I think there is a reason, but it's more design related. Its more convenient to run one coal belt through your smelting column, and split it off to attach to the inside of the belt before continuing to the next column. Whereas with ore, they can be coming from various different places (or ALL of it coming from say, a train), which is easier to attach to the outside. You could do it the other way around and in terms of mechanics it would be the same, but the design would be trickier (not necessarily impossible) to get looking nice.
I'm liking the series so far because you are not using blueprints but doing stuff from scratch. Using some random blueprint makes it harder to follow and takes away the fun of the game (IMO)
Your videos are still helping noobs like me learn the game. Still relevant and extremely helpful. Thank you Nialus. One question: I keep getting attacked once I get the research center up. Did this not used to happen in earlier versions?
Thanks for these videos. They have really helped me a lot as a new player. One question though. As a new player, watching all of your videos is really informative but I have no way to use blueprints at this time. Is there a way you could take screenshots of your starter base set-ups so it's easier to reference (ie the blueprints you reference in the "Jumpstart Base" videos)? I hope to see more!!
@ 8:37 I thought that the control+ functions (cntrl+c, cntrl+v and cntrl+x) were available from the start and you did not have to unlock blueprints to use them. Also the recall function (i.e. cntrl+V then use shift+mouse wheel to access previously copied cntrl+c and cntrl+x prints made) was available from the start. Or is this different in 1.0?
Nilaus tends to call both copy pasting and dedicated blueprints “blueprints”. Which makes sense a lot of the time but is a bit confusing if you haven’t played. As far as I know you can copy and paste right from the beginning but the GUI buttons to do so probably won’t show up until you unlock bots so you’ll need to use the keyboard shortcuts.
@@joshuajanicki7713 Copy and Paste are not available at the beginning without mods. If you try to add the shortcut to the hotbar, it will tell you that it isn't unlocked yet. EDIT: nope. I was wrong to assume the UI would tell me the truth. The hotbar shortcut isn't available, but ctrl-C works anyway.
Speaking as a new player (just over 20 hours played, half of that in the demo before buying it last Saturday), there's definite improvement in this video over the last one, but still so much opportunity to explain. For instance, I didn’t see why you did the particular pattern with the belts and splitters at your smelter, until you added more rows of ovens. Now it made sense that you did it with an eye towards expanding in uniform fashion. I then had to rewind to figure how you did it. I’m sure that’s nearly unconscious nature to you at this point, but those are exactly the kind of things you should be explaining in detail. Three weeks later is too long ago to have any impact on the series, but if there are more moments like that, I don’t think it accomplishes what you were aiming for, and at least for me, I probably won’t watch too much more. You’re just on a much higher plane that I’m at with the game right now! There's a lot of tidbits to pick up on, and I might learn more from this after I play more, but again, that’s not your professed goal for this series. This is my first exposure to you, and I can already tell you have a ton of things to offer, but right now, it’s daunting to look at and see if I’m going to be able to follow any of it and learn. I’m completely not interested in just pulling down blueprints, I don’t care how perfect they might be. Maybe you have this in your videos elsewhere, but maybe a deconstruction of the bases that the tutorial/demo shows you in the 4th and 5th stages and why those designs and layouts are good or bad would be useful to new players like me? I’ll keep going with the series, for now, you deserve that much at least. Thank you for putting in the time to try to teach!
Hi I look for the video that you say in episode 1 that has the seed generation for this series and couldn't find it....would you be able to tell me the actual episode of the master class so I can use this seed to learn. Also I have owned this game almost from the beginning of early access and just started to play it now that it's a full release, thank you for taking the time to make a full release playthrough and explain it to us newbies
You can watch this and get a sense of what the game is about. They have a free demo available from the developers and if you open it and play around with it much of what you see here will become clearer :)
The free demo on steam is a great place to start if you’re interested in the game but don’t want to commit yet. It’s got a lot of the regular functionality and will easily let you play through the first several hours of gameplay. If you’re still not sure after trying the demo, you can buy the game through the developer’s website. They have a 28 day no questions asked return policy that should give you plenty of time to determine if the game is for you or not.
@@joshuajanicki7713 if I play a game ill play it full I don't do trials that will spoil some of the gameplay even though watching a vid about it is the same but I wanna still play it blind
@@joshuajanicki7713 Good to know about their 28 day return policy, much better than 2 hours. Over a thousand hours played and still learning :) I will direct them there, rather than Steam in the future, thanks.
Great video. Would be nice if you could explain how to deal with the natives. You didn't have to deal with them yet, but in my game they attacked really early and i struggle to fend them off. Half my resources go to turrets and ammo. Makes my growth very slow. Thanks for your work. Loved the smelting setup.
The map setup here has a large “starting area”, as well as greenery to absorb pollution, so the biters will probably not be a big issue for several episodes. Have a look at the map generation masterclass or just the map string from pastebin.com/u/NilausTV Part of the point of the biters is to consume resources and slow you down. Some options are to set up a defensive line of walls / furnaces with turrets behind, or to go out and attack the spawners/bases. Research Automobilism, military 2, and either drive circles around them shooting red ammo, or creep up with turrets. Note that taking out Spawners increases the native’s evolution and gradually makes them more dangerous. It is totally okay to turn biters down for your first rocket.
I will do that, but not until it becomes relevant. There is some planning involved with getting the correct tech, but I will start talking about it "soon"
"I'll build it first and then I'll explain it" well, the explanation never really happened 🤷♂️. All jokes aside, I'm slowly stating to understand how to progress early on. There's so much to consider and trying to decide what to do next is breaking my mind down a bit, so watching your videos has started to help me understand which direction to go. I still sometimes wind up staring at my computer screen wondering what the hell to do with myself though 😂
I think part of what makes the game fun is looking at your base and finding ways to optimize things, move things around to allow room for later expansion, and figure out what you want to prioritize. This game doesn’t punish you for picking things up and moving them, it’s meant to be part of the experience. So don’t wrack your brain trying to make your base totally efficient from the start. Just start small and get the basics automated, and then slowly scale up. Research is a great way to sort of figure out what things to build next and will give you a general feel for how you’re meant to progress.
Can you please explain what combination of keys and mouse you are using when you like run past things and dump coal in them seemingly without clicking on anything. Like right now to put coal in a furnace, I click to open it then drag the coal from my inventory to the slot. You just seem to wave your mouse over things without opening them and load them up etc? How please?? Edit.. Just saw the part of the vid where you cover this. Thanks
Noob question(s): @9:00 you built 12 furnaces for smelting... does this number have any significance at this stage in the game? I know in other videos you build a certain amount of smelters/factories to fill a full belt full of product, should I be worrying about that kind of stuff this early? (I don't want to overwhelm myself, but i'd like to be efficient.) Also, I'm sorry if you already answered this question somewhere, you have a lot of wonderful content to devour. haha.
I'm surprised there has not been an answer yet. The idea about the best number of furnaces to use is that they should be able to consume a completely filled belt of incoming ore without jamming. On the other hand it does not make sense to build too many furnaces because the last ones in line would not recieve any ores to smelt. So the best choice is one where a full incoming belt of ore is converted into a full belt of plates while all of the involved furnaces are busy. If I remember correctly, this number is 48 furnaces, 24 on each side. So if Nilaus uses 12 furnaces he's got a good idea how large this smelting area is going to become as he just needs to double it later. Note: The 48 furnaces are thought for the use of yellow belts and the use of the standard stone furnaces. Later on there will be faster red belts and also faster furnaces, but they happen to need the exact same ratio as the yellow belt + stone furnace combination. The belts and the furnaces will be exchanged, but the structure will remain the same size.
"We are starting to handcraft electronic circuits and that's what I'm trying to avoid" Who are you and what did you do with Nilaus? Not handcrafting green chips, proritizing power before a blackout... Feels like Nilaus has been abducted.
Great content @Nilaus! I'll try to be a bit controversial now: next episode should contain explanation for a single belt line balancer - your coal mining field is a good place to start ;)
I see the 2 burner miner coal set up. I have seen other set ups where you can daisy chain 12 of them in 1 long ring. Are there advantages to using the 2 miner set up instead of the long chain?
The advantage is that a long daisy chain can come to a complete halt if one of the miners happens to run out of coal to mine. If you use the 2 miner setup, only one of the pairs will stop working. With some experience a player will notice quickly if even one miner is not working any more, but for a beginner it is not too easy to determine if something is working and even less easy to see why. So basically, it doesn't matter which type of setup you use, they all work fine, but for a beginner the paired miner setup is easier in terms of troubleshooting.
@@schafiderfinsternis4458 makes sense... but if it is a closed loop then even if 1 of 12 miners still has fuel eventually they will all start up again. Seems like it's just personal preference
@@dnerney That is true. It would need a really inexperienced player not paying attention to his miners at all and just picking up the coal to have a daisy chain run dry. With only a bit of experience it is just a question of personal preference, indeed.
Something I'd like to suggest that I haven't really seen any of the major factorio lp'ers do when they make their tutorial series. Stop building with so much space between things. At least let yourself run into the not enough space issue once. That is something that all new players are going to experience and seeing your process of problem solving may aid them when they eventually come across that issue themselves.
Hey Nilaus, I may have missed this in the previous video. But is this standard settings or your customized free play settings? I started a new run with defaults and forgot how much I hate cliffs. Also the biters are far more aggressive in the last couple major game versions. Defense becomes more important on default.
I have been following you starting with your death world series. However, I can't find your up to date blueprints from the deathworld. Where can I find them?
no, it would take way too long to explain in minute detail. Megabasing is mainly for my Twitch series as I have more time for each series there (200+ h on Twitch vs. ~40-50 h on UA-cam)
maaaaaaaaaaaaaaaaaan thats a strange start.... and i guess way more efficient :P got like 100hours right now and playing currently and never passed fluid really... just trying to figure out robots... dont even wanna talk about circuits lol
@@Jkauppa Yes, it is sometimes difficult to see if something is still working or why it is not working. But Factorio is a game with a huge amount of community created and easy to install mods, one of them does exactly what you asked for. Sadly, I don't remember its name. But it gives all producing structures, like miners and assemblers, an additional, colored dot which is green when everything's fine, yellow when the output is full and the production stopped and red when there's insufficient input and the production stopped. There are lots and lots of useful little mods which can make your factorio life even more enjoyable.
@@Jkauppa Vanilla definitely is great as it is. I've played 3000 hours without mods. Some of them make life easier though without any impact on the gameplay. Nevertheless, as your experience grows you'll be able to quickly notice when something has stopped working. ;-)
what I don't get is I can't get half the thing you have. I can't drag over things. I can't have the blueprints tab, not until I get robotics apparently. You say you haven't modded the game but our games look and play differently. Is this version update, if so why remove these thing?
Your pacing, descriptions and explanations are much better this episode, well done!
Coming from a player with several hundred hours in the game: your methodologies and efficient layouts have been awesome for me! As you pointed out, some things are second nature at this point, which make remembering to say HOW you did something difficult. You tackled half of that with your "Tips and Tricks" video explaining shortcuts. For the new players, I think you should do a "mechanics" video to cover the other half of the HOW, which I think would help make your efficient layouts (such as the smelting column with splitters in this video) make a lot more sense.
Some possible basic mechanics worth tackling right here at the beginning are:
Where an inserter inserts (sides of belt, especially when inserting on the end of a belt) but that they can pull from either side
How belts connect (when a belt makes a curve vs dead-ends into another belt so it inserts on one side, etc)
Splitter filters and lane balancing/splitting (fill both lanes evenly, merge 3 belts to 2, split 2 belts to 3, etc)
If any new players have mechanics they don't understand, or older players have some suggestions that they would like to add, drop them as comments on this post to make it easier for Nilaus to find if he decides this is a good idea for a video!
Absolutely fantastic idea. It can be very confusing for a new player to learn about these things. The only reason I knew right away was because I played with helpful friends who explained lots to me on my first play through.
Ratios ! :)
This is much better, Nilaus. I have well over 1000 hours in Factorio and have watched most of your other playlists. You do a great job of explaining the advanced builds to advanced users, so I understand it may be a bit frustrating to downshift and try explaining to a different type of audience. You must have read a lot of the comments on the previous video, because you acted on much of what was said. Keep that up.
I've been an engineer for many years. I often help the younger engineers at work, and I enjoy it quite a lot. I typically teach while I'm working, so people can get my flow, but I almost always have to slow down a bit. It's very similar here.
As far as imparting wisdom regarding mistakes, yeah, you could explain that, but one thing people need to know is that in Factorio one's base isn't really permanent until it's done. That's one of the best things about Factorio. At any moment in time one could (and often does) peel up the entire base and optimize it. You've done that twice in your Death World series and you've only scratched the surface in that playthrough. I've done that numerous times in all of my games, the most frustrating being my SeaBlock playthrough (ugh), but in the end it's often necessary. Oh, and one's base is pretty much never done.
Thanks for all of the content. I've always appreciated it.
If no one has mentioned it yet, with power poles you can just click and hold the mouse button down to make the next one place down at the maximum length of the power pole size. I’ll admit it was quiet a while (400+) hours until I realised this.
I honestly thought he was THAT good at timing his clicks X)
god THANK you for this tip. I could tell he had some shortcut but I wasn't sure what it was. brb gonna use that forever now 😂
Even better, if you wave it past things that need power it will place the poles at the max distance that will power everything.
@@Benabik I didn't know that. That is some QoL right there. I always thought the designs were partially inspired by the max distance for convenience.
"You always need more. More more more more." Truer words were never spoken about Factorio!
Or crack cocaine!
I am a beginner at my first Run. I have seen many videos of Factorio one worse than the other, in many of these you see or pro, exaggerated and advanced things, completely skipping a progression and showing only how to proceed quickly. These videos are horrible. This video on the contrary perfectly accompanies the player, teaching various tricks but without slice and without overdoing it, very good!
I think the pacing and detail grade of your explainations is much better here than in the last video. Good Job!
I also have a few points which I‘d like to see in the next episode. Keep in mind that these are just recommendations, you don’t have to use them. It‘s your video after all.
Next step: Long Term Planing
Building Production Lines for things that you need right now is nice, but next time you should start giving out some tips for the long run, so new players don‘t trip as much as I did in my first ever game two years ago. Some of the things I mean are:
1: Focus on Military research early on
Getting surprised out of nowhere by a biter wave which destroys half of the progress you‘ve made so far isn‘t very nice, so setting up some turrets early on is very helpful.
2: Build stone walls early on
Walls are pretty useful, because you can build your own little safe space by just setting them up in combination with some turrets. It is a big relief when
you‘ve set up a space where you know you can build your production lines without having to fear for them to get destroyed. And if you realise the safe space you made is too small? No problem, moving them by a few tiles isn’t too big of a deal.
3: Always build production lines bigger than you need to do in the moment
There‘s nothing more annoying than trying to produce a cool new item like advanced electronic circuits but having to start from the bottom by having to set up a new iron smelter because you built your old one too small. When you automate an item, do it in a big way, so you don‘t have to worry about it when needing it in higher tier items.
4: Rush for the research of trains
Trains allow you to expand to far resource nodes early on, which is very useful, since those far resource nodes are much more richer than the ones you start with.
"You always need more." One belt of iron isn't enough...two belts isn't enough...four belts isn't enough. Eight belts...*buries face in hands*
For me four is enough for the whole game
Great series. I have 400+ hours into the game and made some speedruns (not anything fancy, just sub 6 hours to rocket).
I think the most valuable thing you can do is get a keyboard and mouse overlay so people can get exactly what you are doing. There are a lot of commands and keystrokes and Ctrl+shift+click thingys that you are used to, but new players get confused about.
Oooh, yeah. That could be super helpful -- both for the audience, to see what's going on, and for Nilaus, to not have to try to remember what to explain in that regard! :)
Seems like he read your mind, he does it here on his new vid ua-cam.com/video/LnYvLuoeq5w/v-deo.html
I added that to my Tips and Trick video, but it doesn't belong in a Lets Play in my opinion
@@Nilaus yes, educational but not for everyday use
@@Nilaus saw that one after this one. I think it helps for new players. More than once you explain a thing in words (for example the copy/paste recipe) and you can just say: "notice shift and RMB and then shift and LMB". Just my two cents. There is a lot an experienced player needs to "unlearn" to be in the position of a new player.
Keep it up, I like to see your factory builds
Nilaus please make a shrine for that cool spaceship
Like, a whole city block just for it, make it like a museum or a plaza
We might need a guest appearance from P0ober for this. :D
Unfortunately it looks like (in the three spawns that I tried) the spaceship lands right in the middle of where the grid-aligned city blocks put an intersection... So we might need to respawn it in later.
Lauren Shearer or make a 4-city-block plaza around it. :)
I'd put in ~120 hours into Factorio, before I found your series. I felt like I had hit a wall in my progress, and needed new ideas. I've been going through your tutorial series, and found this incredibly helpful. In episode #1 I had never seen the ore feeding into ore pattern, which was cute and effective, and in this episode #2, I have really enjoyed understanding how the double-sided feeders work, and the general idea of using both sides of the belt effectively. Also, the bigger theoretical idea: that everything is focused on effective scaling up. I'm learning lots!
I tried recreating your jump start base but from memory and a bit more spread out. It's amazing how much stuff you pack into such a small place.
Thanks for making this series, I'm enjoying watching it
You really stepped up your "Explain Game". Really well done on this episode!
Ok, I learned about you from Factorio but never played it and really started watching you during DSP/Satisfactory/Valheim and the fresh looks at new games. NOW i have the chance to play factorio and listening to you here I see how far you have come in your explanations and your ability to distill things down. While I got the hang of all of the previous games listed... I am paying rapt attention to you here for factorio because its a diff beast to me.
Considering the hundreds of let's play you already produced, the quality of them and the time spent, I don't understand why some people could dislike the content. Anyway, I am watching this series for fun and try to get what I could have possibly missed while playing my games. Thanks for sharing! If any players are still confused, I encourage them to maybe, look at your previous let's plays, at least to understand better the mechanics - (there is a very good one on version .17, back in early 2019...) - The tips and tricks series of yours are also a good way to improve/learn more. (just saw that it was already mentioned by AzureUmbra ;-) )
Something I learned today:
Don't worry about memorising ratios. Each piece of equipment shows how much material it can process. So if memory isn't your bag, then basic math is the way to go.
I got to episode nine of your vanilla series from three years ago before I realized this was the most recent one 🤦🏼♂️ but I started over with all the knowledge gained and starting fresh with this series! Quality content! Thanks so much!
thank you for starting this series! I really needed this because I'm new at the game
i did the trial.... after the tutorial i was hooked lol :"D ended up getting it! i dont know what it is about this game... but i really f***ing like it lol. looking forward to your videos! always love a new series to watch
also.. shift+ctrl click... i dono if they told me, prob missed it... but what a life saver lmao
Definitely seemed better this episode. Thanks, Nilaus! Keep it up. :)
First vid was really good, this one is even better!
THANK YOU for making a specific vid for the keyboard shortcuts. Don't be modest about letting people know it's out there and that it's NOT just a collection of odds and ends.
Will you also note some red flags and things not to do? Because ive had to start over my playthrough multiple times after making some bad mistakes in the beginning. Lookimg forward to the rest of the series
Taking note of what you found that did not work is a BIG part of Factorio. Personally I found that leaving more space around your builds help a lot. Also, as Nilaus has said whatever you think is enough, is not enough, you will need more i.e miners, resources, plates.
Great point. Thanks
I´ve been following your channel for quite some time now and I can see how you suffer for not having all your power poles perfectly aligned. You are awesome, keep it up!
Enjoying the series as I begin playing Factorio. I gotta say though to my fellow thirty-somethings: Factorio's soundtrack makes me think that Diablo's "Butcher" is about to pop out of somewhere. Trying to get my head around what a splitter does is harder when you're waiting for "AH FRESH MEAT".
Thank God I'm not the only one to hear the Diablo soundtrack.
im so new at this game and this lets play is amazing thank you for this
I always watch your factorio videos for motivation to play through it again. Great video, as always
Yes, your intro is absolutely on point !
I can't eat without your videos anymore, if you don't want me to be starve, let the new ones of this series come immediately.
I just brought the game for less than a week, I discovered your channel for just a few days. I was watching your 0.17 lets play series before you release this new series. This series feels a lot better than your previous one, the instructions are clearer. A really big issue in your previous series is that, you just grabbed some random blueprint from your library and start building it. Even though we can download the blueprint from you, the point I am interested is actually the thoughts on designing, instead of copying a mature design from you. For example, you just grabbed your starter base blueprint last time, I don't even know what items it produced. It would be great if you can talk more about the optimal ratio.
Your point is really good, I have 30 hours in this game now and you don't have to explain every single key you press. Only one mistake, calling stone "stone bricks" when it's just stone
Pacing was way better on this one @Nilaus! Loved it!
Love the series so far man, can't believe I missed so many obvious efficiency boosters
I am a newer player. I got to blue science and blanched. I have started to expand, but I am going much to slow for where I should be. My spaghetti is all over and not in a good way. Started watching this to help me clean up and understand what I need to keep moving forward in the game. Thanks!
Your content is top notch quality, keep up the great work.
you've earned yourself a new sub sir! keep them comming xD
Much better pacing Nilaus.
Thanks for the info, with the use of both sides during the smelting, i was trying to waiting until i got to the electric furnace, which is a pain filling coal every 20 mins or so
This is gonna be a silly question given I'm not exactly "new" to the game but when routing ore and coal into a smeltery, does it matter which side of the belt they go on? I assume the answer's no, but everyone I've watched has the coal coming in to be on the inside of the belt and ore on the outside. Do people do that out of habit because they see it done that way or is there a specific reason for doing it that I'm not catching?
No, no specific reason. you can have coal on either side of the belt, and inserters will still grab it.
@@CptJackass325 I think there is a reason, but it's more design related. Its more convenient to run one coal belt through your smelting column, and split it off to attach to the inside of the belt before continuing to the next column. Whereas with ore, they can be coming from various different places (or ALL of it coming from say, a train), which is easier to attach to the outside.
You could do it the other way around and in terms of mechanics it would be the same, but the design would be trickier (not necessarily impossible) to get looking nice.
I'm liking the series so far because you are not using blueprints but doing stuff from scratch. Using some random blueprint makes it harder to follow and takes away the fun of the game (IMO)
Very fun Vid. I am really liking the pacing style of this let's play.
This is awesome! Thanks!!
Great episode! I learnt so much :)
Your videos are still helping noobs like me learn the game. Still relevant and extremely helpful. Thank you Nialus.
One question: I keep getting attacked once I get the research center up. Did this not used to happen in earlier versions?
Love these vids bro!!!!
at 2x speed it gets challenging for advanced players as well :D
Excellent. Thank you :D
Thanks for these videos. They have really helped me a lot as a new player. One question though. As a new player, watching all of your videos is really informative but I have no way to use blueprints at this time. Is there a way you could take screenshots of your starter base set-ups so it's easier to reference (ie the blueprints you reference in the "Jumpstart Base" videos)?
I hope to see more!!
@ 8:37 I thought that the control+ functions (cntrl+c, cntrl+v and cntrl+x) were available from the start and you did not have to unlock blueprints to use them. Also the recall function (i.e. cntrl+V then use shift+mouse wheel to access previously copied cntrl+c and cntrl+x prints made) was available from the start. Or is this different in 1.0?
Nilaus tends to call both copy pasting and dedicated blueprints “blueprints”. Which makes sense a lot of the time but is a bit confusing if you haven’t played. As far as I know you can copy and paste right from the beginning but the GUI buttons to do so probably won’t show up until you unlock bots so you’ll need to use the keyboard shortcuts.
It has always been like that, but some mods like tiny start, disable it.
@@joshuajanicki7713 Copy and Paste are not available at the beginning without mods. If you try to add the shortcut to the hotbar, it will tell you that it isn't unlocked yet. EDIT: nope. I was wrong to assume the UI would tell me the truth. The hotbar shortcut isn't available, but ctrl-C works anyway.
Yeah they arent but you can unlock them from the console just use /unlock-shortcut-bar
This playlist should be the Official Tutorial for Factorio. Well done!
Speaking as a new player (just over 20 hours played, half of that in the demo before buying it last Saturday), there's definite improvement in this video over the last one, but still so much opportunity to explain. For instance, I didn’t see why you did the particular pattern with the belts and splitters at your smelter, until you added more rows of ovens. Now it made sense that you did it with an eye towards expanding in uniform fashion. I then had to rewind to figure how you did it. I’m sure that’s nearly unconscious nature to you at this point, but those are exactly the kind of things you should be explaining in detail. Three weeks later is too long ago to have any impact on the series, but if there are more moments like that, I don’t think it accomplishes what you were aiming for, and at least for me, I probably won’t watch too much more. You’re just on a much higher plane that I’m at with the game right now! There's a lot of tidbits to pick up on, and I might learn more from this after I play more, but again, that’s not your professed goal for this series. This is my first exposure to you, and I can already tell you have a ton of things to offer, but right now, it’s daunting to look at and see if I’m going to be able to follow any of it and learn. I’m completely not interested in just pulling down blueprints, I don’t care how perfect they might be.
Maybe you have this in your videos elsewhere, but maybe a deconstruction of the bases that the tutorial/demo shows you in the 4th and 5th stages and why those designs and layouts are good or bad would be useful to new players like me? I’ll keep going with the series, for now, you deserve that much at least. Thank you for putting in the time to try to teach!
To maybe temper this comment a little, the next video is excellent. :)
This feels more like the right speed for new players.
Hi I look for the video that you say in episode 1 that has the seed generation for this series and couldn't find it....would you be able to tell me the actual episode of the master class so I can use this seed to learn. Also I have owned this game almost from the beginning of early access and just started to play it now that it's a full release, thank you for taking the time to make a full release playthrough and explain it to us newbies
It's time to say something about radars and why they are important, I think.
In I don't have the game but I'm interested in Seeing what its like
You can watch this and get a sense of what the game is about. They have a free demo available from the developers and if you open it and play around with it much of what you see here will become clearer :)
The free demo on steam is a great place to start if you’re interested in the game but don’t want to commit yet. It’s got a lot of the regular functionality and will easily let you play through the first several hours of gameplay. If you’re still not sure after trying the demo, you can buy the game through the developer’s website. They have a 28 day no questions asked return policy that should give you plenty of time to determine if the game is for you or not.
@@joshuajanicki7713 if I play a game ill play it full I don't do trials that will spoil some of the gameplay even though watching a vid about it is the same but I wanna still play it blind
@@joshuajanicki7713 Good to know about their 28 day return policy, much better than 2 hours. Over a thousand hours played and still learning :) I will direct them there, rather than Steam in the future, thanks.
Please do NOT get it, Factorio sucked away my life
Great video. Would be nice if you could explain how to deal with the natives. You didn't have to deal with them yet, but in my game they attacked really early and i struggle to fend them off. Half my resources go to turrets and ammo. Makes my growth very slow. Thanks for your work. Loved the smelting setup.
The map setup here has a large “starting area”, as well as greenery to absorb pollution, so the biters will probably not be a big issue for several episodes. Have a look at the map generation masterclass or just the map string from pastebin.com/u/NilausTV
Part of the point of the biters is to consume resources and slow you down. Some options are to set up a defensive line of walls / furnaces with turrets behind, or to go out and attack the spawners/bases. Research Automobilism, military 2, and either drive circles around them shooting red ammo, or creep up with turrets. Note that taking out Spawners increases the native’s evolution and gradually makes them more dangerous.
It is totally okay to turn biters down for your first rocket.
I will do that, but not until it becomes relevant.
There is some planning involved with getting the correct tech, but I will start talking about it "soon"
"I'll build it first and then I'll explain it" well, the explanation never really happened 🤷♂️. All jokes aside, I'm slowly stating to understand how to progress early on. There's so much to consider and trying to decide what to do next is breaking my mind down a bit, so watching your videos has started to help me understand which direction to go. I still sometimes wind up staring at my computer screen wondering what the hell to do with myself though 😂
I think part of what makes the game fun is looking at your base and finding ways to optimize things, move things around to allow room for later expansion, and figure out what you want to prioritize. This game doesn’t punish you for picking things up and moving them, it’s meant to be part of the experience. So don’t wrack your brain trying to make your base totally efficient from the start. Just start small and get the basics automated, and then slowly scale up. Research is a great way to sort of figure out what things to build next and will give you a general feel for how you’re meant to progress.
I could not get your setup to working every time I connected the iron went onto both side of the belt I guess it because I am using version 1.1.2
Have things changed? I am playing this now and I cannot get the Inserters to grab from two sides of a belt?
quick question for anyone how do you limit the box space....as in what key controls and mouse controls
23:18 - I think I had a seizure 😲😂
Can you please explain what combination of keys and mouse you are using when you like run past things and dump coal in them seemingly without clicking on anything. Like right now to put coal in a furnace, I click to open it then drag the coal from my inventory to the slot. You just seem to wave your mouse over things without opening them and load them up etc? How please?? Edit.. Just saw the part of the vid where you cover this. Thanks
make sure you enable pollution display on map to see how close they get to biters. A soon as pollution hits them, they will go after you.
Noob question(s): @9:00 you built 12 furnaces for smelting... does this number have any significance at this stage in the game? I know in other videos you build a certain amount of smelters/factories to fill a full belt full of product, should I be worrying about that kind of stuff this early? (I don't want to overwhelm myself, but i'd like to be efficient.) Also, I'm sorry if you already answered this question somewhere, you have a lot of wonderful content to devour. haha.
I'm surprised there has not been an answer yet. The idea about the best number of furnaces to use is that they should be able to consume a completely filled belt of incoming ore without jamming. On the other hand it does not make sense to build too many furnaces because the last ones in line would not recieve any ores to smelt.
So the best choice is one where a full incoming belt of ore is converted into a full belt of plates while all of the involved furnaces are busy.
If I remember correctly, this number is 48 furnaces, 24 on each side.
So if Nilaus uses 12 furnaces he's got a good idea how large this smelting area is going to become as he just needs to double it later.
Note: The 48 furnaces are thought for the use of yellow belts and the use of the standard stone furnaces. Later on there will be faster red belts and also faster furnaces, but they happen to need the exact same ratio as the yellow belt + stone furnace combination. The belts and the furnaces will be exchanged, but the structure will remain the same size.
@@schafiderfinsternis4458 thank you so much!
Will you show how to make a good train network? I'm not a new to the game but I still find it difficult to make it.
He has a train wold series that runs on LTN or his last twitch mega base used a vanilla game train system
I will make Train Tutorials "soon", but I don't know it trains really make sense in this base. We will see
"We are starting to handcraft electronic circuits and that's what I'm trying to avoid" Who are you and what did you do with Nilaus?
Not handcrafting green chips, proritizing power before a blackout... Feels like Nilaus has been abducted.
Great content @Nilaus! I'll try to be a bit controversial now: next episode should contain explanation for a single belt line balancer - your coal mining field is a good place to start ;)
I see the 2 burner miner coal set up. I have seen other set ups where you can daisy chain 12 of them in 1 long ring. Are there advantages to using the 2 miner set up instead of the long chain?
The advantage is that a long daisy chain can come to a complete halt if one of the miners happens to run out of coal to mine.
If you use the 2 miner setup, only one of the pairs will stop working.
With some experience a player will notice quickly if even one miner is not working any more, but for a beginner it is not too easy to determine if something is working and even less easy to see why. So basically, it doesn't matter which type of setup you use, they all work fine, but for a beginner the paired miner setup is easier in terms of troubleshooting.
@@schafiderfinsternis4458 makes sense... but if it is a closed loop then even if 1 of 12 miners still has fuel eventually they will all start up again. Seems like it's just personal preference
@@dnerney That is true. It would need a really inexperienced player not paying attention to his miners at all and just picking up the coal to have a daisy chain run dry.
With only a bit of experience it is just a question of personal preference, indeed.
i have 60 hrs in game rn just finished getting robots done and running out of iron, need basic train transport for ore !!! help. ps loving the content
NICE
NICE
How do you place your poles so fast? is there a shortcut to place them the furthest possible?
Idk if you still need this, but it will place poles at max distance if you hold left mouse button while placing them. Very convenient.
Something I'd like to suggest that I haven't really seen any of the major factorio lp'ers do when they make their tutorial series. Stop building with so much space between things. At least let yourself run into the not enough space issue once. That is something that all new players are going to experience and seeing your process of problem solving may aid them when they eventually come across that issue themselves.
I just bought the game and this video made me realize how incredibly inefficient my base is. I have a lot to redo
Hey Nilaus, I may have missed this in the previous video. But is this standard settings or your customized free play settings? I started a new run with defaults and forgot how much I hate cliffs. Also the biters are far more aggressive in the last couple major game versions. Defense becomes more important on default.
Hey! I've got a question. How do you drag electric poles to build them so quickly?
Hold down left mouse with power pole in hand, then it places at maximum distance
I have been following you starting with your death world series. However, I can't find your up to date blueprints from the deathworld. Where can I find them?
On the nilaus pastbin I think
pastebin.com/u/NilausTV
te amo
Wait, doesn't yellow belt transport 23 items per second?
how do you place power poles so fast
Left-click and hold for your first power pole. Then run in the direction you want to go while holding down left click.
is this gonna turn to a megabase
no, it would take way too long to explain in minute detail. Megabasing is mainly for my Twitch series as I have more time for each series there (200+ h on Twitch vs. ~40-50 h on UA-cam)
Once you got a tank, it much easier to brings democracy to the natives.
maaaaaaaaaaaaaaaaaan thats a strange start.... and i guess way more efficient :P got like 100hours right now and playing currently and never passed fluid really... just trying to figure out robots... dont even wanna talk about circuits lol
Tonight’s homework
i would like a nice experience, scaling alone does not feel what i want
burner miner should also have red-yellow-green to indicate if they have ran out
@@Jkauppa Yes, it is sometimes difficult to see if something is still working or why it is not working.
But Factorio is a game with a huge amount of community created and easy to install mods, one of them does exactly what you asked for. Sadly, I don't remember its name. But it gives all producing structures, like miners and assemblers, an additional, colored dot which is green when everything's fine, yellow when the output is full and the production stopped and red when there's insufficient input and the production stopped.
There are lots and lots of useful little mods which can make your factorio life even more enjoyable.
@@schafiderfinsternis4458 vanilla is nice
@@Jkauppa Vanilla definitely is great as it is. I've played 3000 hours without mods. Some of them make life easier though without any impact on the gameplay.
Nevertheless, as your experience grows you'll be able to quickly notice when something has stopped working. ;-)
you have 7.2MW, not the 7.7MW it shows due to "not a bug"
This is another comment.
what I don't get is I can't get half the thing you have. I can't drag over things. I can't have the blueprints tab, not until I get robotics apparently. You say you haven't modded the game but our games look and play differently. Is this version update, if so why remove these thing?