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Can this factory save humanity? Satisfactory 1.0 [PART 2]
Finish Phases 4 & 5 of Project Assembly, unlock new tech, and save humanity!
🔥 Check out PART 1 here: ruclips.net/video/BM45z-X8DbI/видео.html
As pioneers for the hyper-efficient FICSIT organization, we're on a mission to complete Project Assembly Phase 2 with the help of our sarcastic AI assistant, ADA. In Part 1, we tackled Phases 1-3, unlocking Tiers 0 to 6. Now, in Part 2, the stakes are higher as we work through Phases 4 and 5, unlocking Tiers 7, 8, and 9. Along the way, we'll face new challenges, utilizing advanced buildings like the blender, converter, and quantum encoder to craft intricate space elevator components. With nuclear power handling the intense logistics and energy demand...
🔥 Check out PART 1 here: ruclips.net/video/BM45z-X8DbI/видео.html
As pioneers for the hyper-efficient FICSIT organization, we're on a mission to complete Project Assembly Phase 2 with the help of our sarcastic AI assistant, ADA. In Part 1, we tackled Phases 1-3, unlocking Tiers 0 to 6. Now, in Part 2, the stakes are higher as we work through Phases 4 and 5, unlocking Tiers 7, 8, and 9. Along the way, we'll face new challenges, utilizing advanced buildings like the blender, converter, and quantum encoder to craft intricate space elevator components. With nuclear power handling the intense logistics and energy demand...
Просмотров: 433
Видео
Finishing project ASSEMBLY - Satisfactory 1.0 EP43
Просмотров 1,9 тыс.10 часов назад
Building ballistic warp drives! Final factory for Project Assembly Phase 5 is complete! 🔥 Check out the full playlist here: ruclips.net/p/PLMqK6Kw2nv3_rtcTpCrnqygA5H6zXPUqy In this episode of our Satisfactory 1.0 Let's Play, we tackle the ultimate challenge of Project Assembly Phase 5: building Ballistic Warp Drives. This intricate process begins with crafting Singularity Cells, requiring innov...
DOUBLING nuclear power - Satisfactory 1.0 EP42
Просмотров 54612 часов назад
Expanding our nuclear power plant! Doubling output to meet our growing power needs! 🔥 Check out the full playlist here: ruclips.net/p/PLMqK6Kw2nv3_rtcTpCrnqygA5H6zXPUqy In this episode of our Satisfactory 1.0 Let's Play, we step away from Project Assembly Phase 5 to address a critical issue: power! Our base is consuming nearly all available power, so it’s time to revisit our nuclear power plant...
AI Expansion Servers are surprisingly EASY - Satisfactory 1.0 EP41
Просмотров 1 тыс.15 часов назад
Building the AI Expansion Server! Unlocking Quantum Encoders and managing power demands! 🔥 Check out the full playlist here: ruclips.net/p/PLMqK6Kw2nv3_rtcTpCrnqygA5H6zXPUqy In this episode of our Satisfactory 1.0 Let's Play, we take on the challenge of crafting the AI Expansion Server, the next critical component for Project Assembly Phase 5. Unlocking the powerful Quantum Encoder, we dive int...
Never run out of power again - Satisfactory 1.0 Tips & Tricks
Просмотров 3,3 тыс.17 часов назад
Master Satisfactory power systems from biomass to turbo fuel and progress to Tier 9 efficiently! 🔥 Check out my Satisfactory Let's Play: ruclips.net/p/PLMqK6Kw2nv3_rtcTpCrnqygA5H6zXPUqy This video guides you through key power systems in Satisfactory, from biomass burners to advanced turbo fuel setups. Learn how to optimize energy production, scale efficiently, and manage logistics to power your...
Producing the BIOCHEMICAL SCULPTOR - Satisfactory 1.0 EP40
Просмотров 35417 часов назад
Exploring and advancing the MAM tech tree! Unlocking upgrades like turbo rifle ammo! 🔥 Check out the full playlist here: ruclips.net/p/PLMqK6Kw2nv3_rtcTpCrnqygA5H6zXPUqy In this episode of our Satisfactory 1.0 Let's Play, we unlock Tier 9: Matter Conversion, introducing exciting new materials like ficsite ingots and trigons, alongside innovative production buildings such as the converter. With ...
Progressing the MAM tech tree - Satisfactory 1.0 EP39
Просмотров 35020 часов назад
Exploring and advancing the MAM tech tree! Unlocking upgrades like turbo rifle ammo! 🔥 Check out the full playlist here: ruclips.net/p/PLMqK6Kw2nv3_rtcTpCrnqygA5H6zXPUqy In this episode of our Satisfactory 1.0 Let's Play, while waiting on the production of the Project Assembly components, we shift focus to exploration and finishing off the MAM tech tree. With the sulfur tech tree offering game-...
Back to project assembly PHASE 4 - Satisfactory 1.0 EP38
Просмотров 52922 часа назад
Expanding for Phase 4! Building advanced components for Tier 9 in Project Assembly! 🔥 Check out the full playlist here: ruclips.net/p/PLMqK6Kw2nv3_rtcTpCrnqygA5H6zXPUqy In this episode of our Satisfactory Update 8 Let's Play, we return to Phase 4 of Project Assembly to tackle the monumental task of producing Assembly Directory Systems, Magnetic Field Generators, Thermal Propulsion Rockets, and ...
Let the URANIUM flow! - Satisfactory 1.0 EP37
Просмотров 830День назад
Activate nuclear power: waste processing, plutonium fuel rods, and 14,000MW of energy! 🔥 Check out the full playlist here: ruclips.net/p/PLMqK6Kw2nv3_rtcTpCrnqygA5H6zXPUqy In Episode 37 of our Satisfactory 1.0 Let's Play, we take a monumental step in our factory's evolution. First, we complete our nuclear waste processing facility, converting waste into plutonium fuel rods for sustainable energ...
Setting up uranium FUEL RODS - Satisfactory 1.0 EP36
Просмотров 436День назад
Expanding uranium fuel production with blenders and manufacturers for nuclear power! 🔥 Check out the full playlist here: ruclips.net/p/PLMqK6Kw2nv3_rtcTpCrnqygA5H6zXPUqy In Episode 36 of our Satisfactory 1.0 Let's Play, we delve deeper into the intricate world of nuclear power production by expanding our uranium fuel production line. This episode focuses on setting up the logistics for this com...
Easiest SCALEABLE modular factory pattern - Satisfactory 1.0 Tips & Tricks
Просмотров 4 тыс.День назад
Learn how to build modular factories in Satisfactory with easy-to-follow step-by-step guides. 🔥 Check out my Satisfactory Let's Play: ruclips.net/p/PLMqK6Kw2nv3_rtcTpCrnqygA5H6zXPUqy In this Satisfactory guide, we'll walk you through how to build a modular factory that grows with your needs. Starting with a basic smelting setup, you'll learn how to add new levels, machines, and components like ...
We need every resource AGAIN! - Satisfactory 1.0 EP35
Просмотров 414День назад
Constructing the foundation of our nuclear power plant with EM Control Rod production! 🔥 Check out the full playlist here: ruclips.net/p/PLMqK6Kw2nv3_rtcTpCrnqygA5H6zXPUqy In Episode 35 of our Satisfactory 1.0 Let's Play, we continue building our monumental nuclear power town, focusing on assembling the basic construction chains needed for the complex production of EM Control Rods. This means b...
DESIGNING a new factory style - Satisfactory 1.0 EP34
Просмотров 1,1 тыс.День назад
Bridging the gap to nuclear power with Turbo Fuel: Compact Coal, Fuel Mixers, and Reactors! 🔥 Check out the full playlist here: ruclips.net/p/PLMqK6Kw2nv3_rtcTpCrnqygA5H6zXPUqy In Episode 33 of our Satisfactory 1.0 Let's Play, we tackle the looming power crisis as our factory’s consumption edges dangerously close to maximum output. With nuclear power on the horizon but not yet feasible, we pivo...
Powering up with TURBOFUEL - Satisfactory 1.0 EP33
Просмотров 838День назад
Bridging the gap to nuclear power with Turbo Fuel: Compact Coal, Fuel Mixers, and Reactors! 🔥 Check out the full playlist here: ruclips.net/p/PLMqK6Kw2nv3_rtcTpCrnqygA5H6zXPUqy In Episode 33 of our Satisfactory 1.0 Let's Play, we tackle the looming power crisis as our factory’s consumption edges dangerously close to maximum output. With nuclear power on the horizon but not yet feasible, we pivo...
Time to scale to MARK 5 - Satisfactory 1.0 EP32
Просмотров 44514 дней назад
Scaling Turbo Motor production: Doubling up everything from ingots to advanced components! 🔥 Check out the full playlist here: ruclips.net/p/PLMqK6Kw2nv3_rtcTpCrnqygA5H6zXPUqy In Episode 32 of our Satisfactory 1.0 Let's Play, we dive into the massive challenge of scaling up our factory to meet the demands of just one Turbo Motor manufacturer. This seemingly simple task leads us down a rabbit ho...
TURBO motors online! - Satisfactory 1.0 EP31
Просмотров 58114 дней назад
TURBO motors online! - Satisfactory 1.0 EP31
Automating FUSED modular frames - Satisfactory 1.0 EP30
Просмотров 71814 дней назад
Automating FUSED modular frames - Satisfactory 1.0 EP30
New factory section begins! - Satisfactory 1.0 EP29
Просмотров 40814 дней назад
New factory section begins! - Satisfactory 1.0 EP29
The fun complexities of SUPERCOMPUTERS - Satisfactory 1.0 EP28
Просмотров 96614 дней назад
The fun complexities of SUPERCOMPUTERS - Satisfactory 1.0 EP28
Tapping into GEOTHERMAL power - Satisfactory 1.0 EP27
Просмотров 56414 дней назад
Tapping into GEOTHERMAL power - Satisfactory 1.0 EP27
Processing bauxite into ALUMINUM ingot - Satisfactory 1.0 EP26
Просмотров 67014 дней назад
Processing bauxite into ALUMINUM ingot - Satisfactory 1.0 EP26
Can we build an efficient and optimized manufacturing powerhouse in Satisfactory 1.0? [PART 1]
Просмотров 6 тыс.21 день назад
Can we build an efficient and optimized manufacturing powerhouse in Satisfactory 1.0? [PART 1]
UPLOAD materials to CLOUD? - Satisfactory 1.0 EP25
Просмотров 38421 день назад
UPLOAD materials to CLOUD? - Satisfactory 1.0 EP25
Setting up BAUXITE in the pink forest - Satisfactory 1.0 EP24
Просмотров 55121 день назад
Setting up BAUXITE in the pink forest - Satisfactory 1.0 EP24
Finally! CATERIUM & SULFUR technology - Satisfactory 1.0 EP23
Просмотров 98921 день назад
Finally! CATERIUM & SULFUR technology - Satisfactory 1.0 EP23
Expanding our global reach - Satisfactory 1.0 EP21
Просмотров 77621 день назад
Expanding our global reach - Satisfactory 1.0 EP21
We need to DOUBLE everything - Satisfactory 1.0 EP21
Просмотров 81621 день назад
We need to DOUBLE everything - Satisfactory 1.0 EP21
Modular factories are easily EXPANDABLE - Satisfactory 1.0 EP20
Просмотров 46321 день назад
Modular factories are easily EXPANDABLE - Satisfactory 1.0 EP20
Transporting oil products via TRAIN - Satisfactory 1.0 EP19
Просмотров 1,1 тыс.21 день назад
Transporting oil products via TRAIN - Satisfactory 1.0 EP19
Factory for OIL PRODUCTS - Satisfactory 1.0 EP18
Просмотров 46421 день назад
Factory for OIL PRODUCTS - Satisfactory 1.0 EP18
I got a legendary spider tron on my second roll it was crazy. I had to look up if the odds were different for it
I love the Choo Choo MFer ahahaha
I love your videos, at the moment I am trying to get a grip on how to work with the wires and transmitters and all that stuff. I have two remarks: I see you build a shape bin, which comes in very handy, I use a similar one all the time, but mine is four-sided! So no need for turning it all the time. Another thing is may be a more serious remark: I would advise you to not moving around with your mouse so much when explaining things (when mouse action is unnecessary of course), it makes the video very restless for the viewers. It is something I see quite often happening in videos about simulation games like Cities Skylines, Manor lords and the like. But apart from that kudos for your work!
20 seconds in... yes yes it does sound very familiar
after litteral days and dozens of attempts I finally got the 'moving out' achievement and the only thing holding it back was that I didnt build the windbreak things.... didn't realize that was a requirement because it doesnt say that ANYWHERE. This is the kind of crap that makes me usually never bother with achievements
@@shock_n_Aweful was the windbreak things a requirement? I didn't remember that it was
@@DataEngineerPlays it was and if that was written somewhere I missed it. I suppose it possible there was something else blocking me but I can't imagine what. As soon as I put the windbreak in the remaking 200 immediately moved over.
I just unlocked Peak efficiency the other day and decided to rebuild my factory yet again... I wasn't ready to end the game with my current factory so I'm excited to build my endgame factory alongside with you
1:38:02 *SPOILER ALERT* - final project parts are loaded and sent off with the space elevator (I'm trying to avoid seeing the final animation though unfortunately YT shorts ruined it for me already)
In the bacteria kickstart system at 33:00, you can instead use circuit control to have an inserter pull off of the main jelly belt rather than running a lane with a splitter. You said yourself - most of what you split off to that system spoils. This way nothing is sent that way until it's needed. It's a minor improvement but I think it's an important scaling factor to reduce potential dead ends with spoilables.
@@mystagogue71 true, that is a clever idea, thank you!
power augmenter : in addition to that 10% bonus, a single one will also produce an additional 500 MW power of its own (or 550MW after including that bonus). Having 2 or 3 might considerably increase power production because of the bonuses, and carrying one in the backpack (or cloud) can be useful while exploring, eg to power wrecks with up to 550MW for getting harddisks or for temporary/auxiliary basic item production far away from home (if you haven't setup the cloud yet to give a permanent supply of them).
yes, geothermal generators fluctuate in power production. but at that time you already have power storages that can be charged with 100MW each and discharged at any rate that is currently needed. thus you can combine such a "gives 100-300 MW" thermal generators (as shown in the video) with three power storages to accept the max production of 300 MW of that generator, and it will discharge again when needed. there will be fluctuations shown in the graph, but you'll get all of the average 200 MW of that shown generator, with no need for tapping into any other resources, any water, or whatever is needed for other power generation types. it will practically be a free power source after the initial investment of building the generator and a few power storages. ps: i read that there are around 35 such geysirs, generating averages of 100, 200 and 300 MW each, probably an average of a total of around 35x200=7000MW ... almost for free
Congratulations on completing the game brother, i am excited to see your End game factories.
For the Harddrive Pods that require lots of Power to Open- There is a way to cheese it. Carry enough stuff to build a single Sommersloop Power Amplifier..... It automatically makes 500 megawatts by default. 1 click set up and 1 click dismantling.
@@brokedude9999 that's a very useful tip! I wish I knew this before I hunted down 60 hard drives the hard way
Nice organization, question tho: why not overproduce(have all machines at 100% or above) and use excess on mixed belt for tickets, same with the overflow on the belts, just so it doesn't get backed up. Also if you'd like to fix the fluctuation of materials, you could put a storage in between the input and output supply. Be careful with the radioactive material. The recepise, if your waiting for a specific one, then when you don't select a researched alt. recepise then it locks it, so it can't show up on the next researched drive.
whats the background music? I wonder...
great tutorial btw!
I have yet to survive that red cave system. I've died 3 times and lost everything and have decided to quit for a week. So have fun yall.
@@simply_the_dev7588 backpedalling as you shoot the squids with lasers works for me
Why do youtubers explain us the tutorial? You know we can see it don't you? stop explaining simple things. we are not stupid.
thanks for this dude...
your space belts and pipes have 1 exit that lets shapes and colors go to all levels. i haven't found space belts that do that, they have 3 exits and you have to put shapes in on its respective level to get them to exit on their respective level any idea of how i can change that?
Just want to add a quick tip. While in theory you don't need battery back up, the reality is, at some point you will accidentally overload your grid and trip the breaker. When the power goes out, everything feeding your generators also stops working. If you don't have a battery back up, it can be a nightmare to get things back online. At a bare minimum, everything that is required to keep your generators fed should be on a separate grid. It doesn't have to be a fancy set up, even just having a single wire you can break to separate from the rest of the factory is enough.
i always do some such thing for my first coal power setup : a coal generator produces 75 MW, and the miners and water extractors require almost exactly 75 MW. thus i have them and one coal generator on a separate grid that is never influenced by a shudown of the factory. to (re)start that system, just have enough power production again, and the coal and water for a row will still automatically be produced.
When making conveyor lift with conveyor hole, begin with the hole, you'll avoid some trouble
First
Perfect pace and in-depth explanation! Thanks a lot :)
3:15 not the nicest analogy
Nice, thanks. To add a few tips to things: * Adding a container into the output of the solid fuel constructor creates a really useful buffer so you don't have to collect leaves and wood quite so regularly. * If you're forgetful or lazy :), the biomass power setup can be further improved by adding a single supply container that you can just dump all the leaves and wood into. This container should then feed to a smart splitter which in turn feeds into two more buffer containers, one for leaves and one for wood which then feed into the appropriate constructor. * When adjusting the production rate the target number can be entered, not just the percentage. This makes it much easier to, for example, reduce a water extractor down to 90/m without having to bother to do the maths. * When adding the central conveyor line to feed the coal into the coal power plants, rather than add a tiny section of conveyor just remove and replace the conveyor lift and the lift should connect directly to the splitter with no conveyor required. This saves a lot of pain when it comes to forgotten tiny conveyors which are often not upgradeable because they can't be targeted. * Always run supply (manifold) pipes higher than the machines inputs that they supply. This removes all issues with pipe back flow and other tedious fluid mechanic elements in the game and in the case of the fuel oil power plant in this video removes the need for the pumps on the horizontal fuel supply pipes; It should never be necessary to use pumps for horizontal flow of fluids, only to gain height.
@@nickryan3417 thanks for those very useful tips! Especially about the pipes. I always struggle with fluid mechanics and end up resolving things by adding a bunch of useless pumps!
besides wood and leaves, also animal remains can be used to produce solid biomass. convert them to protein and make a lot of biomass from it. while exploring, you will get lots of animal remains anyway (between 1 and 7 per kill, depending on the enemy), and in contrast to wood and leaves that source is "renewable". as soon as refineries become available (and not yet needing to handle any oil), this system even can be expanded to make liquid biofuel. i calculated that a single animal remain will give you 111 MWh when the setup gets a few somersloops. ps/btw : in version 1.0, the jetpack is available very early, and can be powered with solid biofuel. using liquid biofuel for the jetpack is very easy and useful pretty early in the game !
@@Anson_AKB Good point about the animal remains and I have that setup in my base as well. I animal remains (hatcher, hog, spitter or stinger) can be turned into 1 alien protein. 1 alien protein can be turned into 100 biomass. 8 biomass can be turned into 4 solid biofuel. 6 solid biofuel (and 3 water) can be turned into 4 liquid biofuel each of which are worth 750 MJ of energy. This works out at 33 1/3 biofuel for each animal remains therefore 25,000 MJ of energy from each animal remains. Although because I like doing things to excess, what I really have done is to drop somersloops into every factory in the chain. This makes a *lot* more biofuel for every animal remains as the process becomes: 1 animal remains makes 2 alien proteins, which are turned into 400 biomass, which are turned into 400 solid biofuel, which are turned into 133 1/3 biofuel, or 100,000 MJ of energy for each animal remains. It uses a chunk of somersloops but these are easy enough to find and it's a fun way of generating a serious excess of biofuel for a relatively trivial amount of effort. Not really useful past early game but a great energy source early on. Biofuel is burnt at 20/minute in a fuel generator therefore each animal remains provides 6 2/3 minutes of fuel and it doesn't take too long to get quite a lot of animal remains.
@ Anytime. I got really frustrated with pipe until I learned the simple trick of ensuring that the supply manifolds are higher than the machines they supply. After that I had no issues whatsoever, particularly when combined with a pump to push the head lift to the height of the manifold when this is required. Once the highest head lift point for a pipe network is higher than the manifold everything flows incredibly well, and this can be taken advantage of by using fluid sources that are high up, for example lakes on the plateaus, or just abusing game mechanics a bit by having a vertical pipe with a pump that has a headlift to reach past the topmost part of the pipe.
This video is amazing, thank you so much! I'm not new but your style is great, all the relevant info with concise explanations that make sense. Thanks so much, one of the best info videos I've seen for satisfactory (better than most of the "big" youtubers) and i really hope you make some more about other topics too! Have my sub, newbs need to be able to find this resource - wish i had this ~2000 hours ago 😂
Thanks! Yeah there's a few more topics to cover
The Biomass Burners attached to the HUB burn at a slower rate (translates to less refilling) but provide less power (not useful in the long run) than the standalone Biomass Burners. 1:11 is wrong. 20 MW each. I hope this makes sense to new players.
Awesome stuff! The conveyor inputs for biomass burners was such a great addition to 1.0. I find the jump from coal to fuel to be the tricky since a basic fuel plant is really all you need to start off but I tend to skip right into a turbo fuel plant which overcomplicates things really easily. I also make lots of mistakes with fluids too.
I personally find the basic fuel plant simpler to set up than the coal generators. Their only challenge is oil is very far away if its your first time getting to tier 3
@@DataEngineerPlays Since you don't have to transport the oil and instead can make fuel and generate power near the oil sources, only a long powerline is needed to make that power available to the factory. you still may have to find "far away oil fields", but no long pipes are needed (which many beginners do). speaking of long pipes : pumps are only needed to fight the headlift when a pipe goes higher than the headlift allows. up to that headlift limit, no pumps are needed at all for normal almost horizontal pipes, no matter how long they are, and they at most can help with sloshing effects when the pipes are built in "unfortunate angles, loops, etc" (see also other comments about feeding machines from above if possible, to avoid such effects). how high is headlift: usually it is 10m above the output of any machines, 20m above a MK1 pump, and 50m above a MK2 pump; then another pump is needed for the next 20/50m.
At this point you need a clean factory on your next Playthrough. What a belt mess hahahaha
I plan to use this playthrough to build a proper factory at some point!
You can replace merger/splitter by holding ctrl
this game really is adult minecraft, even down to the million things in the game that it doesn't tell you XD (/positive)
true, I keep forgetting about ctrl replace!
The drone port for diamond could be Diamond in the sky ^^ (in a rihanna song)
For the coal generators, any time you stack 3 splitters or mergers to match the height of a lift, you can delete and redraw the lift after you've placed the splitter or merger. It'll automatically snap to both the input and output, no adding a belt needed
although i have lots of hours in the game, i still often get the distances incorrect to make belts snap directly and then have to move splitters and/or machines. but something that many people don't know and don't notice is the very short and high beep that the game makes when any connection will be able to snap.
If you start a second game in a creative world after you've unlocked blueprints, you can make blueprints in the 5*5 or 6*6 blueprint designer and then copy them over to your regular playthrough. Even just having fly mode on is a huge boon when designing though so we'll worth it.
Oh that's a cool trick!
Its taken me so long to wrap my head around gleba, it breaks all the normal factorio rules, this is an incredible video, thank you! Subbed.
Hello, Maybe this old info, but for the deletion you can select a filter with "G" key, when in delete mode. It will set it to what ever you are pointing and then will only select that item when holding "CTRL", avoiding accidental deletions.
Thanks, yes I do know these tricks, I just forget to use them
@DataEngineerPlays 😂😂👍
Really great video. I much prefer these edited summaries of a playthrough than watching every tedious little moment in real time. Great inspiration for my playthrough.
You need to read all recipes when you unlock something new, Aluminum ingot is best in the converter.
It's okay I do plan to hunt down all the hard drives and every recipe. At which point I'll study them in more detail
Excellent video with full explanations for progression 🙂
first
Chances are that You've already unlocked the Homing Ammunition in the M.A.M. It's overall the Best Ammo in the Game. It never Misses a target, even if they Move. Just aim in the general grid coordinates and Yeet!!
True its probably way better than turbo ammo lol
@@DataEngineerPlays yeah but turbo ammo go brrrrrr
I just picked up this game and love it and your videos. I've been playing with your MAM and it works great unless the third layer has shapes only in the top left and top right. Not sure about other layers. An example is: --Su--Su:--SyCy--:SuCu---- I've tried clearing the MAM a couple times without success. It looks like the combiner doesn't work as expected in this orientation. Do you have, or anyone reading this, have suggestions? Did this come about due to an upgrade to 0.9? Is there a logic that needs to be changed? Should pins be added to each side and then crystalized and the break the crystals?
I found, if I rotate the target shape by 90 degrees, the MAM will produce the shape. One potential solution is to have a check for a --Xx--Xx in the target shape an rotate it. However I wonder if there is a mirror in another layer will that cause the same issue. Maybe it's best to check each layer for that configuration and rotate the target shape for the MAM layer and then rotate the completed shape back for the MAM? Thoughts?
You do need to rotate it back to the Target orientation for it to count.
@@PatentDude that's odd, because I blueprinted a working mam from the series. Rotation doesn't matter
@ My Mac app seems to be way delayed in registering completion so I am probably incorrect on the need to "un"rotate it. :)
But I did confirm with multiple shapes that a shape empty in the bottom right and top left and having a elements in the top right and bottom left won't be produced unless you rotate the target shape 90 degrees at least if on the third layer. Haven't tried other layers as my version is painfully slow. :(.
If you hold the right mouse button down when hovering over a stack of items, it'll give you the option to split them any way you want. Also, you might already know by now, but the advantage of turbo rifle ammo is its rate of fire, but you have to fire "full auto" for at least a few seconds before the rate of fire picks up enough to matter. Think of turbocharger turbo lag. (Edit) I see you found it at the very end of the video lol
@@Mr402TA yeah even still it's not as awesome as expected. Thanks for the middle mouse tip! I'll try it out
Chapter 7 bankruptcy
19:00 - 20:00 the numbers are bugged out, you might find out later. Any fluids or gasses are exploded in requirement. It's really much easier.
Ah Rocket Fuel is my favorite, I just did a rocket fuel factory and power plant last night. After unlocking the Blender you can use [Alt: Diluted Fuel] to create [Alt: Nitro Rocket Fuel] insanely efficiently... I think it took me less than 300 Crude Oil to produce enough diluted fuel to create over 1100 rocket fuel per minute and for a ~70,000 MW power plant.
@@Fasyle that's crazy!
One question How long already is your save now? (not the timing of this video but now)
Like 120 hours or so at this point
the jumping is fine but all that random head swinging gives me motion sickness, i can listen in the background but can't watch, the wild motion seems to be quite common so maybe i am a minority
Just had an idea looking at your intersecting belts. If you have two belts that you want to cross you could place a non functional merger or splitter where they are crossing to make it look like they are going through and being sorted instead of seeing them clipping through each other.
@@thedrunkshinobi it's a good idea but I've long since given up on clipping
Man how the hell are you pumping these videos out so quickly? Absolute machine
When I plan what recipe i'll be doing, i aim 2 things: rely the most possible on iron (with alt recipe) And using the less possible ore Because iron is the most common resource, and at some point power is not a big issue
I'd love a video on how you bring all the materials that you use to this main base. Thats something I struggle with quite alot
@@InFuzZioNPlays yeah I'll do a logistics video. I use a mix of belts and trains