One mind-blowing change for logistics groups is the ability to set a multiplier for each specific reference. [18:27] For example, if you have a group that sets level of ammo/repair packs/etc. for defensive walls, you can leave it set for x1 for the requester for a small wall AND x5 for a huge one. (I already use this for metered steam power to minimize fuel use and pollution.)
Great, I am so hyped that I am watching videos... It's either the strange "Can I Borrow a Feeling?" guy or "become patreon and you get my blueprints" Greedlaus. I have not been hyped for a game since 1999. Thanks for showcasing.
I’ve blocked Nilaus on my UA-cam feed, he’s not worth my time, especially when you’re dealing with a person who’s idea of fun is spending hours grenading trees and manually building city blocks. What a bore.
Yeah Factorio reminds me of a game that would have been even more revolutionary back in the day, like it would have been a dream game and scratch the itch of everybody into computers back in the 90's. Technologically not the most unfeasible thing either, but it must be much nicer working with modern hardware. Amazing concept and execution for a game.
My guess for the display panel is marking belt/pipe input/output for blueprints. We currently have to either use a constant combinator (which you have to click to see item); or, I use filter inserters to mark belts because you can see the icon w/o clicking.
@@StormCrow42 2000 hours of factory buildin' and I still learn new stuff all the time. Now I need to deep dive the settings to see what else I overlooked.
Great video JD! Quick question about ammo stocking directly to turrets. If the turrets use up the ammo on biters, will it auto replenish via bots or is the command to give it ammo just a one time thing?
No you can only control one. There's no "remote" like controller as we used to have for spidertrons. Since you have to select it and then take remote control.
Thanks for the vid! Gonna play just 2.0 without dlc first so it was nice to see that specifically get coverage :) Also, the upgrade planner improvement so you can place modules with them is sooo nice and was very needed😅
Great video; the only thing I miss is time stamps on each change; that would be handy. Either on timeline or in description would be fine. (On timeline would be better.) You deserve like.
Oh boy. Flipping refineries and setting up trains with interrupts to go to a fuel station have to be my most favorite QoL changes in the coming update. (Of course the raised rails are at the top of the list for expansion content…) 😂
Why do you want random inputs? Because you could use a circuit as a todo list, then handle filters or recipes to meet demand, without any bias to only service the top request in the list. That or disco balls. Probably just for disco balls...
Can you link up multiple display panels together and input say a number and have them show the number natively, or do you need to split the number apart? Like, say I have the number 147 and 3 panels, and want the first to show 1, the second to 4 and the third to show 7. Will this work out of the box or do I need to use math and an arithmetic combinator to get the desired number for each panel first? I know in some mods you can just feed in numbers or text and then the panels act smart and show it as you'd expect.
Man, I haven't been paying attention to FFF or any other updates. This expansion is going to be even more of a game changer than I thought! First thing on the list, it looks like there's no more need for FNEI or RecipeBook. Or Long Reach, not that I used it but I understand why people did. Or RateCalculator? Might as well stop and assume that all the mandatory QOL mods are integrated into the base game now. Also fluids no longer black magic? Nice. I was vaguely aware that trains got an overhaul. But this is better than expected. Not only replaces LTN/TSM, but actually seems to improve on it. Just stopped typing to absorb all these changes. Just wow. I'm pretty sure that literally every mod I used that wasn't overhaul content has been rendered obsolete, and there's plenty of improvements on top of that!
how do you get the parameter options! no one explains this. I've been looking for 30 minutes trying to figure it out. do I have to research it? I have zero parameter options anywhere!
Question about the personal logistic request groups. What if there is a collision between item requests, so my outpost group requests 200 rails and other stuff, and my rail group also requests 400 rails and other stuff. Do I get the max, i.e. 400 rails requests? Or the sum, i.e. 600 rails requests?
By any chance have they done anything to make beacon spam less of a thing? I've always found beacon spam annoying, which is to say, that the "most optimal" late game builds seem to be about 60% beacons and 40% things that actually build stuff.
kind of. buildings get a reduced effect depending on the amount of beacons acting upon it. I believe 8 Beacons have roughly the same effect as before, but 12 beacons are only marginally better. also 1 beacon is a lot stronger. So beacons are a lot more viable even when not spammed
@@Needforspeedfreak2nd I rather liked the Space Exploration mod's solution, which was to only allow any machine to be in the range of 1 beacon at a time or they wouldn't function.
LTN becoming obsolete by the fact that you can group trains?? So, with this update each train picks up new orders from a depot and automatically goes where it's needed? WTF are you talking about man? Have you even used LTN? You didn't mention a single comparison!
@@TheBushdoctor68 if you name all the stations the same, your trains go automatically to the nearest open one, so with train limits set, your trains will automatically go to where they need. plus with an interrupt you can have your trains go to depot to refuel. so if you name all your iron ore outposts ‘Iron Ore-Out’ then the train will go to the nearest available one with an opening. With the new 2.0 train conditions to check station cargo you can make it so they only go to stations that have enough resource to fill the train and only go to stations that have room for it. so yes, ltm would effectively be subsumed by vanilla. most of those interactions arent 2.0 theyre already in. the only new things are the interrupt and the new train conditions.
@@TheBushdoctor68 my compatriot i play with ltn on 90% of my playthroughs. the only difference will be that youll still have dedicated trains for lines rather than trains automatically assigning themselves to a line when necessary. everything else involved with ltn will be base game by 2.0
: gotta say with no option for a broader private beta or chance to a play early via a pre order. I'm pissed that a select few can play this early and hoard it over us pions. Well, you'll get know likes from me, good sir.
most games give early access to content creators. thats how content creators have videos ready so quickly. this is standard marketting practice and i find it silly that people are losing their minds over factorio doing this specifically
The problem with a wider beta, is so much of the game has been broken and changed in just the last month. We are already on 2.0.2 because there were two day -1 patches!
It actually takes a lot longer, as its not something you can really experience from map view you need to go for a drive/run through the map, and it significantly extended the length of the video
One mind-blowing change for logistics groups is the ability to set a multiplier for each specific reference. [18:27] For example, if you have a group that sets level of ammo/repair packs/etc. for defensive walls, you can leave it set for x1 for the requester for a small wall AND x5 for a huge one. (I already use this for metered steam power to minimize fuel use and pollution.)
Great, I am so hyped that I am watching videos... It's either the strange "Can I Borrow a Feeling?" guy or "become patreon and you get my blueprints" Greedlaus. I have not been hyped for a game since 1999. Thanks for showcasing.
I’ve blocked Nilaus on my UA-cam feed, he’s not worth my time, especially when you’re dealing with a person who’s idea of fun is spending hours grenading trees and manually building city blocks. What a bore.
Yeah Factorio reminds me of a game that would have been even more revolutionary back in the day, like it would have been a dream game and scratch the itch of everybody into computers back in the 90's. Technologically not the most unfeasible thing either, but it must be much nicer working with modern hardware. Amazing concept and execution for a game.
My guess for the display panel is marking belt/pipe input/output for blueprints.
We currently have to either use a constant combinator (which you have to click to see item); or,
I use filter inserters to mark belts because you can see the icon w/o clicking.
Filter inserters dont exist anymore, all inserters can filter!
There is (and has been for a while) a config option to always show constant combinators settings.
@@StormCrow42 2000 hours of factory buildin' and I still learn new stuff all the time. Now I need to deep dive the settings to see what else I overlooked.
Great video JD! Quick question about ammo stocking directly to turrets. If the turrets use up the ammo on biters, will it auto replenish via bots or is the command to give it ammo just a one time thing?
If you can remotely control tanks can you put them in a group?
No you can only control one. There's no "remote" like controller as we used to have for spidertrons.
Since you have to select it and then take remote control.
Thanks for the vid! Gonna play just 2.0 without dlc first so it was nice to see that specifically get coverage :)
Also, the upgrade planner improvement so you can place modules with them is sooo nice and was very needed😅
FWIW, the turning radius for rails is larger than 1.1, so things like turnabouts will be slightly bigger.
Great video; the only thing I miss is time stamps on each change; that would be handy. Either on timeline or in description would be fine. (On timeline would be better.) You deserve like.
5:52 Gives a new meaning to WATCH YOUR STEP! lolol I hope there's an achievement for that lol.
13:40 That's such a nice change.
Oh boy. Flipping refineries and setting up trains with interrupts to go to a fuel station have to be my most favorite QoL changes in the coming update. (Of course the raised rails are at the top of the list for expansion content…) 😂
You can’t borrow my like, you can just have it.
The dude just compared train groups to LTN. Not even going to borrow.
Right? I don’t want it back. Used Likes are... sketch. 😢
Video is perfect length and density. You can definitely have my like.
Why do you want random inputs? Because you could use a circuit as a todo list, then handle filters or recipes to meet demand, without any bias to only service the top request in the list. That or disco balls. Probably just for disco balls...
Thanks mate. This is really helpful. Working on a new base now for the xpac.
Ghanks for a neat spoiler free video!
"...well, it quickly blew down to 30 items or more." Ah, the typical Factorio experience 10 seconds in lol
Can you link up multiple display panels together and input say a number and have them show the number natively, or do you need to split the number apart? Like, say I have the number 147 and 3 panels, and want the first to show 1, the second to 4 and the third to show 7. Will this work out of the box or do I need to use math and an arithmetic combinator to get the desired number for each panel first? I know in some mods you can just feed in numbers or text and then the panels act smart and show it as you'd expect.
I would assume you need to use circuit network for that
Man, I haven't been paying attention to FFF or any other updates. This expansion is going to be even more of a game changer than I thought!
First thing on the list, it looks like there's no more need for FNEI or RecipeBook. Or Long Reach, not that I used it but I understand why people did. Or RateCalculator? Might as well stop and assume that all the mandatory QOL mods are integrated into the base game now.
Also fluids no longer black magic? Nice.
I was vaguely aware that trains got an overhaul. But this is better than expected. Not only replaces LTN/TSM, but actually seems to improve on it.
Just stopped typing to absorb all these changes. Just wow. I'm pretty sure that literally every mod I used that wasn't overhaul content has been rendered obsolete, and there's plenty of improvements on top of that!
Will this not come out already.
12:12 can artillery cannons request from logistics now???
how do you get the parameter options! no one explains this. I've been looking for 30 minutes trying to figure it out. do I have to research it? I have zero parameter options anywhere!
Thank you for the run through of changes. Looking forward to your streams.
I've not been paying attention is Factorio 2 different from Factorio Space Age?
2.0 is a free QoL update for everyone. Space Age is a paid Expansion that includes all the new planets, Quality, and Elevated Rails.
Question about the personal logistic request groups. What if there is a collision between item requests, so my outpost group requests 200 rails and other stuff, and my rail group also requests 400 rails and other stuff. Do I get the max, i.e. 400 rails requests? Or the sum, i.e. 600 rails requests?
I'm pretty sure you'll get the sum
Cheers!
Is uranium ammo no longer a thing?
Its still a thing
19:19 can other people modify that and change your personal requests like that as well?
signed groups: I think so. non signed groups, no for in your inventory, yes for in requester chests etc
Throw in the Space Age DLC and your mind will explode.
I like the way you borrow likes. Seems like a fair proposal!
By any chance have they done anything to make beacon spam less of a thing? I've always found beacon spam annoying, which is to say, that the "most optimal" late game builds seem to be about 60% beacons and 40% things that actually build stuff.
Yeah, the downside of beacons is the cost of modules.
kind of.
buildings get a reduced effect depending on the amount of beacons acting upon it. I believe 8 Beacons have roughly the same effect as before, but 12 beacons are only marginally better. also 1 beacon is a lot stronger.
So beacons are a lot more viable even when not spammed
@@Needforspeedfreak2nd I rather liked the Space Exploration mod's solution, which was to only allow any machine to be in the range of 1 beacon at a time or they wouldn't function.
Have a like.
LTN becoming obsolete by the fact that you can group trains?? So, with this update each train picks up new orders from a depot and automatically goes where it's needed? WTF are you talking about man? Have you even used LTN? You didn't mention a single comparison!
@@TheBushdoctor68 if you name all the stations the same, your trains go automatically to the nearest open one, so with train limits set, your trains will automatically go to where they need. plus with an interrupt you can have your trains go to depot to refuel. so if you name all your iron ore outposts ‘Iron Ore-Out’ then the train will go to the nearest available one with an opening. With the new 2.0 train conditions to check station cargo you can make it so they only go to stations that have enough resource to fill the train and only go to stations that have room for it. so yes, ltm would effectively be subsumed by vanilla. most of those interactions arent 2.0 theyre already in. the only new things are the interrupt and the new train conditions.
@@IraDiaboIi tell me you're not familiar with LTN without telling me you're not familiar with LTN.
@@TheBushdoctor68 my compatriot i play with ltn on 90% of my playthroughs. the only difference will be that youll still have dedicated trains for lines rather than trains automatically assigning themselves to a line when necessary. everything else involved with ltn will be base game by 2.0
: gotta say with no option for a broader private beta or chance to a play early via a pre order. I'm pissed that a select few can play this early and hoard it over us pions. Well, you'll get know likes from me, good sir.
most games give early access to content creators. thats how content creators have videos ready so quickly. this is standard marketting practice and i find it silly that people are losing their minds over factorio doing this specifically
Quick, someone call this baby a WAAAAMBULANCE!
The problem with a wider beta, is so much of the game has been broken and changed in just the last month. We are already on 2.0.2 because there were two day -1 patches!
No mention of when it will be available to us lowly engineers, or how much it will cost us.
It is free if you own the base game. It comes out Oct 21st
@@jasonmiller7474 Well I have 2 copies of the base game. 21st is good, a week before I reach 66Yrs of age.
2.0 will be free to 1.1 owners, Space Age is paid expansion.
How lazy are you. It would have taken 20 seconds to show us the new terrain generation.
It actually takes a lot longer, as its not something you can really experience from map view you need to go for a drive/run through the map, and it significantly extended the length of the video
lazy of you to write that mean comment and not just go generate your own world lol
@@Comqr Space Age hasn't even released yet so how do you suppose I do that?
@@6Twisted ??? i started playing space age before the video came out? it released like 3 hours before the video xd
@@Comqr It released 3 hours ago here.