The final episode with a "heavier" topic for a while... Expect a return to the lighter & brighter side of Factorio going further! I intended this episode to be longer (35 min) and have the latter half be the lighter part of actually fully finishing up the main bus, including new lab area with all the science productions needed to access ALL non-infinite technologies in the game! While I DO think releasing it together as a full 35 minute episode, it would mean skipping yet another week... Would it be worth it? I don't know. In the end, I think it's better to be able to keep a regular upload schedule whenever I possibly can manage, and this way I can. If you prefer the extra long format (and have a strong will), wait watching this one and watch the 2 episodes back to back next week! ;) Enjoy! Michael PS If you're thinking about joining Patreon, keep in mind you'll get charged the day you join and every 1st of the month, so you may want to decide to wait a few more days. Unfortunately they currently don't have an "overlap" period to avoid this (Support has been mailed to meh result). Join the discord though, it's free :) --> discord.gg/cV6QEfmXh5
Will watch your content however it works best for you to release it. If you weren't feeling the creative juices for a longer episode or if you think it works best to release a more consistent trickle, I'll be here watching. Full trust in your storytelling opinions.
The weekly uploads will be drastically better for the youtube algorithm i think? This video felt perfectly fine, I'm all for splitting up a 35 minute video into two parts over skipping a weekly upload.
not gonna lie, my mind glazed over when you tried to explain the oil cracking setup. but I jumped back to attention when you started saying "centinches" and "kilomiles", this is a abomination worse than the behemoth biters.
Yeah, I thought I saw "Gmi" as a unit on a physics lab, and I thought; "weird, but ok, i can work with that too I guess" and I had to go over the problem because of misreading it, since the unit was Gm (Gigameters, or 10^9 meters) lol
I have been suffering trying to configure a stupid Linux server at work all day this is a godsend. Posted perfectly in time thankyou for rescuing my afternoon
You should set up some power switches to turn off your coal liquefaction plant when it's idle since the beacons will still be eating power. You could also squeeze more oil out of the pump jacks with some beacons.
@@mrpocockI think that at this stage the priority would be to optimize for making the most out of the resources he has rather than UPS. Thanks for the info though! I didn't know that.
It's incredible how this deathworld playthrough has become one of the best resources for explaining each part of the game's progression, it's really changed how I think about building up from early game! This and the nuclear plant explanation is the closest i've come to actually understanding those systems too :D
My cracking pump logic: Pump for sending heavy oil to be cracked in to light = when heavy > light Pump for sending light oil to be crack in to petro = when light > petro Both pumps circuit connected to all 3 gas tanks (light/heavy/petro) Never have any back ups / out of balances with this set up
@@Self-replicating_whatnot You can either plan the setup ahead to have same-size buffers, or intentionally omit some of the furthest buffers to obtain same-size buffer tanks in circuit. it's not perfect, but it works great
@@Self-replicating_whatnot not really. You can have different sized buffers, just read one liquid tank which should be filled proportional to whole buffer fill level.
@@Self-replicating_whatnot actually this is not an issue if you only connect one tank of each fluid to the circuit (assuming a reasonable size of tanks as they will need to self distribute also)
Incredible. Seeing the base at the end is a little trippy as I remember the first days of ammo turrets and pipe walls, all within seconds of walking distance. Now you got a colossal area that's constantly charring biters, on it's own! I'ts so nice to see how your knowledge of the game gives you "late game advantage" while only being in the middle. This is amazing to watch.
I do believe ratios are useless if your efficiency is at least 100%, but for slow and challenging early game you do want to cut off as much as you can on building entities, firing bullets and repairing.
I used to love coal liquefaction, but now I see the light, oil pumps with speed beacons is probably more than enough. If there was an individual recipe that solely used heavy oil I'd be inclined to use coal liquefaction more, but usually I'm using the other byproduct too so, no need to burn up coal for this.
@@Koreyite Depends, it is really good for self contained plastic, just needing water and coal. And also good when you have excess coal but limited oil. In this case speed beacons would probably be good, just depends on if the added power is worth it.
I really appreciate that you put a lot of work into your captions! I have an audio processing disorder so it can be *difficult* to understand words without captions, but I'm sure it's even more appreciated from others! Keep up the great, entertaining work!
i absolutely love this series. the production quality has been through the roof since ep1. its really well thought out, and i was even able to learn a few things.
Set up my own quad nuke using the same idea you presented here. Instead of the crazy belt snaking I used a counter that inserted a single fuel cell into each reactor every 200 seconds IFF the steam in the steam tanks was less than what 250 seconds of full power would use. It is working GREAT, thank you so much for the inspiration!
Gorgeous pump tuning, through logic, without a pile of useless arithmetic combinators, keep it up! Everything is simple and clear and without inventing a bicycle)
I loved your explanation of cracking. I hope you'll keep a mix of explanation/tutorial content like this and the other lighter stuff. All of it is great.
i really how you edit in the end of the last video into the start of the new one, and never seem to have a perceptible "gap" where the audio quality changes, or where i can feel the start of a script beginning or ending. feels like a seamless experience that i'm pausing and resuming, very cool
00:52 seconds into the video, and I'm overwhelmed. I haven't got the hang of the robots yet, let alone taking away my extra or retrieving items so no more handmade.
someone somewhere is screaming ( ARTILLERY TO THE RESCUE!!! ) couldnt help it seeing so many biter nests around the base id be feeling like a star trooper being surrounded and evaluated for either a meal or intelligence brain gathering O.o
Not energy, but they do extra damage. However crude oil is superior over light or heavy because you can always clog up somewhere and that will cause your oil cracking to halt. If that happens well... bye bye base You should have a system for late game that utilizes both light oil and crude or heavy oil, but the second pipe is empty. That's as a backup plan where the pumps will fill up the second pipe if your light oil doesn't get enough pressure leading to a secure, but more efficient setup similarly to the 100% efficient power plant.
I use light oil. You can set up a circuit network to detect when you are low on light oil and backed up on petroleum, and make solid fuel with the petroleum and burn it. In practice though, your need for petroleum usually outstrips your need for heavy or light oil by a large margin, so you don't really even need that.
While he was thinking of optimal ratios, the behemoth biters were training. While he was not thinking about optimal ratios, the behemoth biters were training. The behemoth biters are training. . Boom. . They are coming. . Boom. ...
I've been feverishly watching this series go! I can't wait for world domination phase to begin!!! GO HENDRIKTORIO GOOOOOOO!!!!! P.S: I always enjoy seeing the heavy topics. I'm a megabuilder in Satisfactory and while I'm not as proficient in Factorio (yet...), it's nice to get long time player knowledge that helps me better deepen my knowledge of the mechanics at play.
Liking the series. You seem to zoom a lot in editing. Perhaps a 4k setup would be beneficial. Double checking playback setting now and then as the pixels get scary large.
I gotta say, great playthrough so far, good pacing and really enjoyed the early game with the planning! Thank you for the entertainment. You might not remember, but I dug up an older HOMM3 playthrough of yours where you say some guy named Chris already played that map, are you referring to AbsoluteZero? I remember watching his CIV4 and HOMM3 playthroughs years back. Anyway, keep them coming!
So...to beat death world ultimate, I have to... 1. Make temporary mines, furnaces & labs and clear them up before significant amount of biters show up. 2. Make more temporary mines, furnaces & labs and clear as much of them out as you can before they get destroyed. 3. Make a starter starter base just to research flamethrowers and gather up basic resources. Then clear it up. 4. Make a starter base with what you gathered and defend it before you can expand. 5. Make a proper base.
@@MichaelHendriks No way! I'm sure I've seen some in your pockets! :) Still, jokes aside, oil rigs completely surrounded by speed moduled beacons are going nuts. Even if it's only t2 modules.
Why don't you utilize a non-coal fuel buffer for the boilers? I think taking some solid fuel or uranium fuel cells may work just fine except I don't remember if uranium cells can be put in boilers.
uranium cells no, nuclear fuel yes. Same train of though as with the amount of boilers to build, their fuel consumption is so low it just doesn't matter, just feed them whatever is nearby and move on to the next problem!
Each new weapon is a spike in DPS power, so the answer is really whatever is latest thing to unlock. The other two sides of the answer are that most weapons have a weakness, so a combination of weapons is better; and there is an element of personal skill / preference that comes into play. At this point in the game, where you have big biters and blue science, is a tough spot. For the nests you have a few options: the tank and its cannon, the distractor combat bots, and the rocket launcher. You also have the poison capsule, but that only affects worms and not spawners. For the biters: the tank's machine gun and flamethrower, defender combat bots, personal lasers, and your array of personal weapons. You can use a bunch of combinations of these, like using the tank with defender bots and personal lasers.
I'll be dead honest I've never once completed this game . I played it for a while with my brother and at start I had some revelations(like oh shiiiet you can do it that way? them calculations hmmmm...) watching this series, now it's even though in english and pretty much moronic kitchen language simplified , still feels like you talking chinese to me XD still enjoy it very much but I wouldn't be able to replicate none of it now :D
I'm curious to know why you haven't switched the flamethrower turrets over to light oil for the damage buff, is the buff not worth the effort to refine the oil or is there another reason?
@@MichaelHendriks I guess that makes sense, just thought that 1 refinery could keep up with the flamethrower demand but I'd have to actually math it out to check. That being said I wonder if there's some circuit magic that could be done to swap the the light oil out for raw if light oil ran out for whatever reason, I'll have to investigate that later
@@ObsidianHunter99 Crude oil is superior over light or heavy because you can always clog up somewhere and that will cause your oil cracking to halt. If that happens well... bye bye base You should have a system for late game that utilizes both light oil and crude or heavy oil, but the second pipe is empty. That's as a backup plan where the pumps will fill up the second pipe if your light oil doesn't get enough pressure leading to a secure, but more efficient setup similarly to the 100% efficient power plant. That is only if you want to waste more time and resources on up to 10% more efficiency.
@@tomsterbg8130 Since flamethrowers in the game essentially function on DPS, I would think that any boost to that DPS would be worth it, especially against the late-game Behemoths which have 3k health but no resistance to fire damage, the faster those behemoths die the less resources you have to throw away into repairs in the long run.
You should use light oil to solid fuel for the steam production. Maybe 2 input belts to the boilers, input prioritized, coal only goes in if you dont have solid fuel. How it is now, you take away coal from the liquifaction plant. Im not quite through the video, but have you thought about coal for plastic?
The boiler consumption is so low compared to coal liquefaction itself, the difference in total coal consumption would probably be in the 1-2% range. (You still gott consume coal to make the solid fuel). But if every last coal must be saved, you should power the boilers with nuclear fuel, not even kidding. About coal to plastic, I'll probably priority split coal to plastic, as plastic will stop consuming coal if there's not enough petroleum gas anyway, so that should self-regulate, kind of
I prefer raw oil, it never runs out. Flamethrower consumption is extremely low, you could supply my entire base from a single pumpjack, the difference in available oil for the base wouldn't be noticable
I noticed that the flamethrower turrets are still being fueled by crude oil instead of heavy or light oil. Maybe this was a conscientious decision to save on oil usage, as it was deemed that the extra damage from using light oil, or even heavy oil, was just not worth the effort?
"But as I'm Dutch" I knew your accent was a little off to be french, but for some reason I didn't expected for you to be Dutch. I thought the accent was going to be different.
The takes "For most playthroughs, optimal ratios are highly overated," and "This setup is not balanced. It is overdesigned to look cool instead," are a breath of fresh air in this game. I love numbers lining up, but sometimes? Use 21 boilers per offshore pump. It's not against the law.
One question: why use extra boilers when you aren't using 1/5th of the steam produced by your steam turbines/nuclear power? Those 600k coal will melt faster from it and that's your only source of oil right now.
That's a good point, I didn't think about it. It doesn't matter that much though, as the boilers coal consumption is peanuts (a few %) compared to the actual coal liquefaction
Great series, per usual! I probably should have asked this like... 8 episodes ago, but why the gap in the wall instead of a fully filled one? Does it mess with Biter pathfinding?
Oh boy, only 3% away from Behemoths? Sounds like you should look into solving that issue soon. Like, very soon. Hell, start solving it right away, would probably be the best cause of action, if we're being honest here. XD I'm by no means a Factorio professional, hell, barely even touched the game, but from what I've heard, when the Behemoth biters and stuff appears, it's probably going to cause some serious problems for the first time in a long time. Hope you'll be able to handle that.
11:35 I don't remember if you mentioned it before... but why keep flamethrowers going with crude? Would it be more efficient to change them over to light oil? They do bonus damage, and you can productivity module the production/cracking to get the light oil.
The final episode with a "heavier" topic for a while... Expect a return to the lighter & brighter side of Factorio going further! I intended this episode to be longer (35 min) and have the latter half be the lighter part of actually fully finishing up the main bus, including new lab area with all the science productions needed to access ALL non-infinite technologies in the game!
While I DO think releasing it together as a full 35 minute episode, it would mean skipping yet another week... Would it be worth it? I don't know. In the end, I think it's better to be able to keep a regular upload schedule whenever I possibly can manage, and this way I can. If you prefer the extra long format (and have a strong will), wait watching this one and watch the 2 episodes back to back next week! ;)
Enjoy!
Michael
PS If you're thinking about joining Patreon, keep in mind you'll get charged the day you join and every 1st of the month, so you may want to decide to wait a few more days. Unfortunately they currently don't have an "overlap" period to avoid this (Support has been mailed to meh result). Join the discord though, it's free :) --> discord.gg/cV6QEfmXh5
Will watch your content however it works best for you to release it. If you weren't feeling the creative juices for a longer episode or if you think it works best to release a more consistent trickle, I'll be here watching. Full trust in your storytelling opinions.
I don´t care what type of episode... I just want MORE!! :P its so awesome. Keep up the good work-
The long videos are great, but I definitely prefer when you release weekly
The weekly uploads will be drastically better for the youtube algorithm i think? This video felt perfectly fine, I'm all for splitting up a 35 minute video into two parts over skipping a weekly upload.
ik dacht dat jij Duits was XD
love your videos
not gonna lie, my mind glazed over when you tried to explain the oil cracking setup. but I jumped back to attention when you started saying "centinches" and "kilomiles", this is a abomination worse than the behemoth biters.
unlike the "meteryards" I used, the above 2 are actually valid units!
I prefer to measure a job in "lightbeers"
Yeah, I thought I saw "Gmi" as a unit on a physics lab, and I thought; "weird, but ok, i can work with that too I guess" and I had to go over the problem because of misreading it, since the unit was Gm (Gigameters, or 10^9 meters) lol
@@MichaelHendriksmy favorite unit from this series is the metric imperial
I have been suffering trying to configure a stupid Linux server at work all day this is a godsend. Posted perfectly in time thankyou for rescuing my afternoon
only keep working from personal experience it is worth it
It's 1 am here lmao
1am? Ah yes another mountain timer
@@itsericzhou good to see I am not the only one with a depressing sleep schedule
@@kenmeier5282 i am from europa here it is 10:00
That oil setup looks like a Magic Eye Poster. Cross your eyes and you might see the sailboat!
Oh I see it! Its a schooner!
@@mike77035 ...You know what!? THERE IS NO EASTER BUNNNY! Over there, that's just a guy in a suit!
You should set up some power switches to turn off your coal liquefaction plant when it's idle since the beacons will still be eating power. You could also squeeze more oil out of the pump jacks with some beacons.
Entities without power used to be ups killers as they recompute on every tick to check if power is back.
@@mrpocock But this is just a little more than a starter base, not a UPS hungry mega base,
@@mrpocock Used to be? Did that get fixed?
@@DanatronOne I don't know to be honest.
@@mrpocockI think that at this stage the priority would be to optimize for making the most out of the resources he has rather than UPS. Thanks for the info though! I didn't know that.
It's incredible how this deathworld playthrough has become one of the best resources for explaining each part of the game's progression, it's really changed how I think about building up from early game! This and the nuclear plant explanation is the closest i've come to actually understanding those systems too :D
My cracking pump logic:
Pump for sending heavy oil to be cracked in to light = when heavy > light
Pump for sending light oil to be crack in to petro = when light > petro
Both pumps circuit connected to all 3 gas tanks (light/heavy/petro)
Never have any back ups / out of balances with this set up
That assumes all three liquid buffers are the same size, which is not exactly useful.
@@Self-replicating_whatnot You can either plan the setup ahead to have same-size buffers, or intentionally omit some of the furthest buffers to obtain same-size buffer tanks in circuit. it's not perfect, but it works great
@@Self-replicating_whatnot
One buffer tank for each is normally enough
@@Self-replicating_whatnot not really. You can have different sized buffers, just read one liquid tank which should be filled proportional to whole buffer fill level.
@@Self-replicating_whatnot actually this is not an issue if you only connect one tank of each fluid to the circuit (assuming a reasonable size of tanks as they will need to self distribute also)
"Now that's some savings even Scrooge McDuck would be proud of" had me laughing out loud, good one
It still amazes me that at one point you almost quit this. This is truly an amazing playthrough told masterfully.
Incredible. Seeing the base at the end is a little trippy as I remember the first days of ammo turrets and pipe walls, all within seconds of walking distance. Now you got a colossal area that's constantly charring biters, on it's own! I'ts so nice to see how your knowledge of the game gives you "late game advantage" while only being in the middle. This is amazing to watch.
10:25 You, Michael, are my hero.
I do believe ratios are useless if your efficiency is at least 100%, but for slow and challenging early game you do want to cut off as much as you can on building entities, firing bullets and repairing.
Oil: Is infinite.
Coal: Is finite.
Coal Liquefaction: Exists.
Me: "You are the most useless technology I have ever seen!"
Infinite in amount but not in throughput
I used to love coal liquefaction, but now I see the light, oil pumps with speed beacons is probably more than enough. If there was an individual recipe that solely used heavy oil I'd be inclined to use coal liquefaction more, but usually I'm using the other byproduct too so, no need to burn up coal for this.
@@Koreyite Depends, it is really good for self contained plastic, just needing water and coal. And also good when you have excess coal but limited oil. In this case speed beacons would probably be good, just depends on if the added power is worth it.
I really appreciate that you put a lot of work into your captions! I have an audio processing disorder so it can be *difficult* to understand words without captions, but I'm sure it's even more appreciated from others! Keep up the great, entertaining work!
i absolutely love this series. the production quality has been through the roof since ep1. its really well thought out, and i was even able to learn a few things.
The joke with the backdoor lubricant is indeed an exercise if you catch my drift xD
Set up my own quad nuke using the same idea you presented here. Instead of the crazy belt snaking I used a counter that inserted a single fuel cell into each reactor every 200 seconds IFF the steam in the steam tanks was less than what 250 seconds of full power would use. It is working GREAT, thank you so much for the inspiration!
That sounds like a great plan also
The L U B E must flow 😏
running the boilers on solid fuel would half their appetite in coal, liquification is a megajoule double for burner entities.
you genuinely made my Fridays better, thank you
Coal liquefaction needs more use, honestly
Definitively the best Factorio series I've seen. Keep up the good work!
ah, i can finally continue watching. welcome back
My boss: We need this done...
My brain: Hold up.... It's Friday... You know what that means!
bro ik volg deze serie als een of andere religie, ik zou echt nooit genoeg geduld hebben om dit zelf te doen. echt goed werk!
Love the huge wave of bots organizing everything. Keep up the great content mate!
Gorgeous pump tuning, through logic, without a pile of useless arithmetic combinators, keep it up! Everything is simple and clear and without inventing a bicycle)
I loved your explanation of cracking. I hope you'll keep a mix of explanation/tutorial content like this and the other lighter stuff. All of it is great.
Scrooge would be proud of a .1% saving.
Ah yes, my cocaine is here.
Now with more crack(ing)
You could also leach steam off the reactor to save coal since the supply of coal is so small.
[Huge complicated auto-sorting and oil cracking setup]
Ah, yes. The main bus. I am aware of this highly advanced technique.
i really how you edit in the end of the last video into the start of the new one, and never seem to have a perceptible "gap" where the audio quality changes, or where i can feel the start of a script beginning or ending. feels like a seamless experience that i'm pausing and resuming, very cool
9:28 was a great transition
00:52 seconds into the video, and I'm overwhelmed. I haven't got the hang of the robots yet, let alone taking away my extra or retrieving items so no more handmade.
have you considered covering your oil pumps in beacons for that sweet sweet extra speed effect?
later
My mind skipped everything you explained about oil setup, would like to try all of that one day
Casually dropping everything I'm doing to watch this as soon as I notice it.
I'm so invested in this series now. Great watch
someone somewhere is screaming ( ARTILLERY TO THE RESCUE!!! ) couldnt help it seeing so many biter nests around the base id be feeling like a star trooper being surrounded and evaluated for either a meal or intelligence brain gathering O.o
He’s back! Such a cliff hanger!
Love this series! Looks like it's a ton of work behind the scenes! Keep it up!
You had me gaping with that lube insertion joke, laughed so hard I could barely walk afterwards...
I may be misremembering, but aren't flamethrower turrets more energy efficient when you use light or heavy oil?
Not energy, but they do extra damage. However crude oil is superior over light or heavy because you can always clog up somewhere and that will cause your oil cracking to halt. If that happens well... bye bye base
You should have a system for late game that utilizes both light oil and crude or heavy oil, but the second pipe is empty. That's as a backup plan where the pumps will fill up the second pipe if your light oil doesn't get enough pressure leading to a secure, but more efficient setup similarly to the 100% efficient power plant.
raw oil is safer, dont need overkill damage as flamers also kill your bots
It is a 10% more damage, while crude oil also does 3000 damage which is enough to kill a behemot biter.
I use light oil. You can set up a circuit network to detect when you are low on light oil and backed up on petroleum, and make solid fuel with the petroleum and burn it.
In practice though, your need for petroleum usually outstrips your need for heavy or light oil by a large margin, so you don't really even need that.
scared me with that outro at the beginning, I thought I had tricked myself that a new vid was out :p
Thank you so much!
Yes, yes.
Optimal ratios are not required.
But who hurt you to not do it anyway?
The Behemoth Biters, who are still training
While he was thinking of optimal ratios, the behemoth biters were training.
While he was not thinking about optimal ratios, the behemoth biters were training.
The behemoth biters are training.
.
Boom.
.
They are coming.
.
Boom.
...
Foreign relations department! Hahaha
I've been feverishly watching this series go!
I can't wait for world domination phase to begin!!!
GO HENDRIKTORIO GOOOOOOO!!!!!
P.S: I always enjoy seeing the heavy topics. I'm a megabuilder in Satisfactory and while I'm not as proficient in Factorio (yet...), it's nice to get long time player knowledge that helps me better deepen my knowledge of the mechanics at play.
I’m still very new to the game so I’m hella confused but it’s fun to watch so I’m gonna keep watching 😂😂
you deserve so many more subs than you do. Love the vids, please keep it up!
man,
the last few sentences makes me want to watch more :D
"centi-inches" lmao
It hurts just hearing it
I love the series man keep up the great work!
if becon can increase speed of assemblers,cant they increase speed of oil pump,or miners?
Yes
They can and with oil pumps they do wonders!
I use beacons on pumps but not miners, not worth fiddling with moving the miners imo.
HE'S DUTCH
I recognized the Dutch accent curse from the start! As I have the curse myself
Highlight of my week!!
You can defend Behemoths using flamers only if you have like tripple wall, enough repair packs and bots suply
Oil cracking perfect ratio is overrated indeed. Just overbuilding it and you are set
Liking the series. You seem to zoom a lot in editing. Perhaps a 4k setup would be beneficial. Double checking playback setting now and then as the pixels get scary large.
Yeah, 4x zoom is pushing it a little
Good video
Thank you for your content.
Haha I wasn't sleeping well tonight anyway. Now I have something to pass the time until work.
I gotta say, great playthrough so far, good pacing and really enjoyed the early game with the planning! Thank you for the entertainment.
You might not remember, but I dug up an older HOMM3 playthrough of yours where you say some guy named Chris already played that map, are you referring to AbsoluteZero? I remember watching his CIV4 and HOMM3 playthroughs years back.
Anyway, keep them coming!
Yeah it's him :)
7:23 those underground pipes were not really required. It made me crazy that you placed them)
It allows you to run between the boilers
So...to beat death world ultimate, I have to...
1. Make temporary mines, furnaces & labs and clear them up before significant amount of biters show up.
2. Make more temporary mines, furnaces & labs and clear as much of them out as you can before they get destroyed.
3. Make a starter starter base just to research flamethrowers and gather up basic resources. Then clear it up.
4. Make a starter base with what you gathered and defend it before you can expand.
5. Make a proper base.
I love you dude!
Anyone else waiting for a Horde of 25k bugs to charge his wall?
A biter death is a tragedy. A kajillion biter deaths is a statistic.
@@K-o-R At that point it's just fun
So, again, why didn't you surround the oil rigs with beacons full of t3 speed modules? It does wonders, I'm telling ya!
We didn't even research t3 modules yet
@@MichaelHendriks No way! I'm sure I've seen some in your pockets! :)
Still, jokes aside, oil rigs completely surrounded by speed moduled beacons are going nuts. Even if it's only t2 modules.
3:45 engine&greenchip belt wasn't merged properly. Seconds later..... solved! I see what you did there!
Same :D
I was like oh no Michael! Then he quietly fixes it
0:20 nice lag bruh.. XD
4:47 I love it when people sneak lube in my back door
No worries, this week I clicked on the video immediately 👍🏻
Thank you for using centi-inches for us American viewers!
They said you need to use both the metric and imperial system to not alienate any viewers... Hope I'm doing it right!
Why don't you utilize a non-coal fuel buffer for the boilers? I think taking some solid fuel or uranium fuel cells may work just fine except I don't remember if uranium cells can be put in boilers.
uranium cells no, nuclear fuel yes. Same train of though as with the amount of boilers to build, their fuel consumption is so low it just doesn't matter, just feed them whatever is nearby and move on to the next problem!
Great day when you upload :)
Nice vid one quick question, What’s your weapon of choice to “negotiate wages” with the population?
Edit:Mom I’m famous
ALL OF THEM!
Each new weapon is a spike in DPS power, so the answer is really whatever is latest thing to unlock. The other two sides of the answer are that most weapons have a weakness, so a combination of weapons is better; and there is an element of personal skill / preference that comes into play.
At this point in the game, where you have big biters and blue science, is a tough spot. For the nests you have a few options: the tank and its cannon, the distractor combat bots, and the rocket launcher. You also have the poison capsule, but that only affects worms and not spawners. For the biters: the tank's machine gun and flamethrower, defender combat bots, personal lasers, and your array of personal weapons.
You can use a bunch of combinations of these, like using the tank with defender bots and personal lasers.
I'll be dead honest I've never once completed this game . I played it for a while with my brother and at start I had some revelations(like oh shiiiet you can do it that way? them calculations hmmmm...) watching this series, now it's even though in english and pretty much moronic kitchen language simplified , still feels like you talking chinese to me XD still enjoy it very much but I wouldn't be able to replicate none of it now :D
Its going nice now :) at least for now you can build what you need until resources will be depleted
I'm curious to know why you haven't switched the flamethrower turrets over to light oil for the damage buff, is the buff not worth the effort to refine the oil or is there another reason?
Safety, raw oil is infinite
@@MichaelHendriks I guess that makes sense, just thought that 1 refinery could keep up with the flamethrower demand but I'd have to actually math it out to check.
That being said I wonder if there's some circuit magic that could be done to swap the the light oil out for raw if light oil ran out for whatever reason, I'll have to investigate that later
@@ObsidianHunter99 Crude oil is superior over light or heavy because you can always clog up somewhere and that will cause your oil cracking to halt. If that happens well... bye bye base
You should have a system for late game that utilizes both light oil and crude or heavy oil, but the second pipe is empty. That's as a backup plan where the pumps will fill up the second pipe if your light oil doesn't get enough pressure leading to a secure, but more efficient setup similarly to the 100% efficient power plant. That is only if you want to waste more time and resources on up to 10% more efficiency.
@@tomsterbg8130 Since flamethrowers in the game essentially function on DPS, I would think that any boost to that DPS would be worth it, especially against the late-game Behemoths which have 3k health but no resistance to fire damage, the faster those behemoths die the less resources you have to throw away into repairs in the long run.
You should use light oil to solid fuel for the steam production. Maybe 2 input belts to the boilers, input prioritized, coal only goes in if you dont have solid fuel.
How it is now, you take away coal from the liquifaction plant.
Im not quite through the video, but have you thought about coal for plastic?
The boiler consumption is so low compared to coal liquefaction itself, the difference in total coal consumption would probably be in the 1-2% range. (You still gott consume coal to make the solid fuel). But if every last coal must be saved, you should power the boilers with nuclear fuel, not even kidding.
About coal to plastic, I'll probably priority split coal to plastic, as plastic will stop consuming coal if there's not enough petroleum gas anyway, so that should self-regulate, kind of
Suprised you didnt try and use the cracked Light Oil to fuel your flamethrowers. It's far more efficient and would have spared you a lot of Crude Oil
I prefer raw oil, it never runs out. Flamethrower consumption is extremely low, you could supply my entire base from a single pumpjack, the difference in available oil for the base wouldn't be noticable
Godver man, en ik dacht dit spel een beetje te kennen. Puike shit, en succes!
(7:34) me, with the entirety of my base
I noticed that the flamethrower turrets are still being fueled by crude oil instead of heavy or light oil. Maybe this was a conscientious decision to save on oil usage, as it was deemed that the extra damage from using light oil, or even heavy oil, was just not worth the effort?
Correct, extra damage not really needed and the risk of running out of light oil due to petroleum backlog is too high.
This thumbnail looks good ;)
DUCKTALES, AWEEOOO!
Ah, dutch, and here I thought you were deutsch. Just one letter off.
so many drones
Yes tanks !
"But as I'm Dutch" I knew your accent was a little off to be french, but for some reason I didn't expected for you to be Dutch. I thought the accent was going to be different.
The takes "For most playthroughs, optimal ratios are highly overated," and "This setup is not balanced. It is overdesigned to look cool instead," are a breath of fresh air in this game. I love numbers lining up, but sometimes? Use 21 boilers per offshore pump. It's not against the law.
6:57 Aha!
I knew you were dutch lol
i have over 200h and have never seen liquid coal.
One question: why use extra boilers when you aren't using 1/5th of the steam produced by your steam turbines/nuclear power? Those 600k coal will melt faster from it and that's your only source of oil right now.
That's a good point, I didn't think about it. It doesn't matter that much though, as the boilers coal consumption is peanuts (a few %) compared to the actual coal liquefaction
Great series, per usual!
I probably should have asked this like... 8 episodes ago, but why the gap in the wall instead of a fully filled one? Does it mess with Biter pathfinding?
Not sure which gap at which time you are talking about, but in general yes
They mean having 2 walls with a tile of space inbetween, rather than one thick wall.
Ah, then no. the space inbetween the 2 walls is to avoid the 2nd wall taking splash damage from biter attacks
gracias viejo
Oh boy, only 3% away from Behemoths? Sounds like you should look into solving that issue soon. Like, very soon. Hell, start solving it right away, would probably be the best cause of action, if we're being honest here. XD
I'm by no means a Factorio professional, hell, barely even touched the game, but from what I've heard, when the Behemoth biters and stuff appears, it's probably going to cause some serious problems for the first time in a long time. Hope you'll be able to handle that.
awesome video will you do the long one anytime soon?
This is the first part of the long one. Next week 2nd part. To avoid skipping a week
Feeding the algorythm
11:35 I don't remember if you mentioned it before... but why keep flamethrowers going with crude? Would it be more efficient to change them over to light oil? They do bonus damage, and you can productivity module the production/cracking to get the light oil.
Safety, and damage boost insignificant
@@MichaelHendriks But... but... more oil!
Your series is amazing, have a couple cups of coffee
Lemon juice both gives energy and is more healthy than coffee