![Mr. WhyzGuy Plays](/img/default-banner.jpg)
- Видео 117
- Просмотров 20 139
Mr. WhyzGuy Plays
США
Добавлен 20 мар 2013
Mostly Gaming Content but I also stream sometimes over on my streaming channel.
Links in the channel home page.
Links in the channel home page.
Satisfactory Quantum Technology Vid | Full Lumen Support?
Join me in my Gaming/Streaming Endeavors:
linktr.ee/Mr_WhyzGuy
"Kick" "Rumble" "Twitch" "X"
#satisfactory
#factorygame
#updates
linktr.ee/Mr_WhyzGuy
"Kick" "Rumble" "Twitch" "X"
#satisfactory
#factorygame
#updates
Просмотров: 35
Видео
Factorio Friday Facts #425 | Spidertron & Pentapod Legs Optimizations
Просмотров 4614 дней назад
Join me in my Gaming/Streaming Endeavors: linktr.ee/Mr_WhyzGuy "Kick" "Rumble" "Twitch" "X" #factorio #fridayfacts #factorygame #updates #speculation
We Finally Did It | Dead Space Remake | But There's No Air
Просмотров 814 дней назад
Join me in my Gaming/Streaming Endeavors: linktr.ee/Mr_WhyzGuy "Kick" "Rumble" "Twitch" "X" #deadspace2023 #letsplay #scarygaming #3rdperson
Factorio Friday Facts #424 | New Planet Enemy Types & Enemy Mechanics
Просмотров 15121 день назад
Join me in my Gaming/Streaming Endeavors: linktr.ee/Mr_WhyzGuy "Kick" "Rumble" "Twitch" "X" #factorio #fridayfacts #factorygame #updates
Factorio Friday Facts #423 | GUI Quality of Life Update | Info Tooltip, Charts, Pins, and Graphs
Просмотров 1528 дней назад
Join me in my Gaming/Streaming Endeavors: linktr.ee/Mr_WhyzGuy "Kick" "Rumble" "Twitch" "X" #factorio #fridayfacts #factorygame #updates
Outer Wilds | Brittle Hollow Is a Dangerous Place
Просмотров 367Месяц назад
Join me in my Gaming/Streaming Endeavors: linktr.ee/Mr_WhyzGuy "Kick" "Rumble" "Twitch" "X" #outerwilds #storydrivengames #mysterygames #spacetravel #gravitational #spacegame
Factorio Friday Facts #422 | The Tesla Turret
Просмотров 2,1 тыс.Месяц назад
Join me in my Gaming/Streaming Endeavors: linktr.ee/Mr_WhyzGuy "Kick" "Rumble" "Twitch" "X" #factorio #fridayfacts #factorygame #updates
Finally Playing Outer Wilds With Voice Acting Mod
Просмотров 300Месяц назад
Join me in my Gaming/Streaming Endeavors: linktr.ee/Mr_WhyzGuy "Kick" "Rumble" "Twitch" "X" #outerwilds #storydrivengames #mysterygames #spacetravel #gravitation
Factorio Friday Facts #421 | Optimizations 2.0
Просмотров 2,4 тыс.Месяц назад
Join me in my Gaming/Streaming Endeavors: linktr.ee/Mr_WhyzGuy "Kick" "Rumble" "Twitch" "X" #factorio #fridayfacts #factorygame #updates
Factorio Friday Facts #420 | The Fusion Reactor
Просмотров 1,8 тыс.Месяц назад
Join me in my Gaming/Streaming Endeavors: linktr.ee/Mr_WhyzGuy "Kick" "Rumble" "Twitch" "X" #factorio #fridayfacts #factorygame #howitworks
G.T.F.O. Scouts VS Mines | R1 B1 Bots Only
Просмотров 22Месяц назад
Join me in my Gaming/Streaming Endeavors: linktr.ee/Mr_WhyzGuy "Kick" "Rumble" "Twitch" "X" #gtfothegame #gtfo #fpsgames #scarygaming
Friday Facts #419 | Display Panel & Inserter Fixes
Просмотров 319Месяц назад
Join me in my Gaming/Streaming Endeavors: linktr.ee/Mr_WhyzGuy "Kick" "Rumble" "Twitch" "X" #factorio #fridayfacts #factorygame
Satisfactory 1.0 Confirmation
Просмотров 7002 месяца назад
Join me in my Gaming/Streaming Endeavors: linktr.ee/Mr_WhyzGuy "Kick" "Rumble" "Twitch" "X" #satisfactory #factorygame #updates
Friday Facts #418 | Space Age Release Date
Просмотров 3432 месяца назад
Join me in my Gaming/Streaming Endeavors: linktr.ee/Mr_WhyzGuy "Kick" "Rumble" "Twitch" "X" #factorio #fridayfacts #factorygame
We Got a Secret New Weapon | Dead Space Remake
Просмотров 572 месяца назад
Join me in my Gaming/Streaming Endeavors: linktr.ee/Mr_WhyzGuy "Kick" "Rumble" "Twitch" "X" #deadspace2023 #letsplay #scarygaming #3rdperson
Friday Facts #417 | Space Age Development
Просмотров 9112 месяца назад
Friday Facts #417 | Space Age Development
Getting You Up to Speed on Mega | Factorio
Просмотров 5302 месяца назад
Getting You Up to Speed on Mega | Factorio
Titanfall 2 | So Many New Weapons & Enemies
Просмотров 102 месяца назад
Titanfall 2 | So Many New Weapons & Enemies
Humans Never Change, No Matter What Planet Their on | Titanfall 2
Просмотров 783 месяца назад
Humans Never Change, No Matter What Planet Their on | Titanfall 2
The Universal Resource Exporter 2.0 | Satisfactory Update 8
Просмотров 1265 месяцев назад
The Universal Resource Exporter 2.0 | Satisfactory Update 8
We Only Get One Life | R1 A1 BOTS ONLY
Просмотров 1585 месяцев назад
We Only Get One Life | R1 A1 BOTS ONLY
My Last Satisfactory Episode | 99%
Просмотров 1,1 тыс.5 месяцев назад
My Last Satisfactory Episode | 99%
Satisfactory Update 8: Starter Base Abandoned | Over 200 Hours & New Road Infrastructure With Power
Просмотров 1037 месяцев назад
Satisfactory Update 8: Starter Base Abandoned | Over 200 Hours & New Road Infrastructure With Power
Satisfactory Update 8: Automating Aluminum for the First Time & My Own New Road Design
Просмотров 487 месяцев назад
Satisfactory Update 8: Automating Aluminum for the First Time & My Own New Road Design
Dead Space Remake: It Was a Mistake Going Towards This Door
Просмотров 168 месяцев назад
Dead Space Remake: It Was a Mistake Going Towards This Door
Satisfactory Update 8: New Global Storage System | Overhaul Old Oil Systems & Some Bad News
Просмотров 9248 месяцев назад
Satisfactory Update 8: New Global Storage System | Overhaul Old Oil Systems & Some Bad News
Dead Space Remake: We Went Into the Belly of the Beast Called "Engineering" | Found Our Final Weapon
Просмотров 298 месяцев назад
Dead Space Remake: We Went Into the Belly of the Beast Called "Engineering" | Found Our Final Weapon
Dead Space Remake: The Most Terrifying Episode | Chapter 2 Completed & We Found a New Weapon Again
Просмотров 88 месяцев назад
Dead Space Remake: The Most Terrifying Episode | Chapter 2 Completed & We Found a New Weapon Again
Dead Space Remake: Experimental Infant Creatures & I Met The Monster Spawner | Gross Stuff
Просмотров 199 месяцев назад
Dead Space Remake: Experimental Infant Creatures & I Met The Monster Spawner | Gross Stuff
Satisfactory Update 8: Starter Base Mega Upgrade | New Tier 4 Belt Supply | New Ammo Automation
Просмотров 5469 месяцев назад
Satisfactory Update 8: Starter Base Mega Upgrade | New Tier 4 Belt Supply | New Ammo Automation
ayeeee u play satisfactory too? when are we going to get some live gameplay?
To be honest I'm not really sure. It's something I really want to do but just never really had the time. But with 1.0 coming out on September 10th, I'll definitely be streaming right around that time for sure. It's on the streaming channel though not this one. Link to it should be in the description.
I'm pretty sure by last FFF he meant the fff from last week. Not the last fff before space age drops.
Oh okay. Didn't really make sense to me for him to do that because of all the other planets that needs to be talked about.
nice
I got really confused when I heard the voice acting before realizing it was a mod
I'll try and mention that in the beginning for each episode.
Sounds like your "first" planet will be random and not necessarily Nauvis!
They have revealed there are 5 planets in total. Nauvis will always be the first one, then the second tier of planets includes Vulcanus, Gleba, and Fulgora. After completing all of them the fifth and final mysterious (and as of now unrevealed endgame planet) will become accessible!
Ohhhh ok. Thanks for the info, I do remember them mentioning that a few months ago when they just started the Friday facts again
SE mod has a nice Tesla gun, but I never use it, bc thats what a Spidertron is for. And, thanks for the heads up.
I never really use The Spider-Trons like that. I typically have a bunch of them in pairs and they just build stuff around the map. I don't even use my character in end game lol
This weeks blogpost will sate me.. BUT I WANT TO SEE THE ALIENS!
Yes they need to show them. Factor 2.0 is not complete without the 2.0 aliens
Will this turret release with the factorio 2.0 update?
Yes! But you will need to buy the expansion in order to use it, as it is unlocked after some progress is made on Fulgora, one of the new second tier planets :)
Thanks for the helpful reply
This is going to be an exciting addition! Thanks for the video
Id say its a good addition rather than adding mods for defensive turrets since swarms can really chew on your walls and when they start to build up resistance.
Yeah, I like the fact that it's not a mod and it's vanilla
if there is anyone watching who needs a brief summary -Multi threading is only possible with independent systems like in this case separate power networks if you try to multithread systems that depend on each other then they will de-sync and make you cry -separate electric networks are kind of annoying to detect because there are edge cases like multiple separate networks powering a single machine -also factorio devs are optimization crackheads so the electric networks are so optimized that multithreading makes it worse because the code runs so fast that your memory cannot provide the data necessary this is very dumbed down but that's all that a casual player needs to understand
I appreciate this explanation so much 🙂 thank you
I've been trying to figure out how to properly implement threading into a game I'm working on. I've (perhaps mistakenly) found that threading works best when you thread sets of categories of mechanics, rather than sets of in-game objects. If you were to have a game where every entity ran on their own thread, you would have to deal with the nightmare of managing potentially hundreds of thousands, if not millions of threads. A player could potentially have several tens of thousands of electric networks, which seems really improbable, but that's seriously the kind of stuff you have to test for. From what I understand (and I could be wrong), for the purpose of handling that absurdly many entities, asynchronous functions are definitely the way to go.
I would additionally like to add that multithreading is basically just IRL splitters. They allow your CPU to throughput more cycles at once, but you'll still run into bottlenecks if there are simply too many things that want to consume your CPU throughput.
Make sense. Thanks for the info
@@the-seraph if your cpu is multithread capable (meaning it has the physical hardware and separate cache), then you are not wasting any cycles as long as you are load-balancing correctly with the code. For example, trying to access the same memory across threads is bad programming practice.....while offloading any particular "harsh" code along with a semaphore tester to your primary when finished is good programming practice. Constantly asking the OS to give you threads only to destroy them and re-ask for more is bad practice.....re-using a thread in a separate "worker" loop that also uses a shared semaphore to ensure tie back to the main game loop is good practice. accessing any gpu or render lines in multiple threads is bad....setting up poly groups in cache and offloading it in the pre-render section under strict guidelines to a single render thread is good. And when a cpu doesn't have the hardware, software threads can also come in handy under even more strict direction. Personally, I would rather have worker objects within the game loop itself (instead of relying on OS switching software registers) do the work necessary on a short timed basis. This means, no huge for/do/while loops, instead they are unwound and the position stored in a pseudo stack.....the code itself will run slower as a whole, but it becomes easily divided across time. I usually tie all my worker software threads to the FPS rate of the game itself.....meaning, I will perform X "loops" of worker code each frame, and if the FPS drops by a certain level, i will reduce X value (so less "loops" are performed) and increase the value if the FPS goes above a higher threshold.
you can put everything running on the gpu, its massively parallelly better than cpu multithreading
Wouldn't that require a whole game engine change or something?
@@MrWhyzGuy_Plays if you make everything an event, you can make even fully cpu multithreaded engine by default. just add more thread processors in the pool. but if you make everything in a shader, the full program, then nothing runs on the cpu.
How could I contact the factorio devs? I think they could've just made list of unique pointers, pointing to wherever the power consumer is in memory, then just multi-thread the iteration of the list. This may also be viable with power producers. But in general, iteration is not very optimal, I would personally just try to reduce the iteration count. An option is to categorise, or in other words, to keep permanent storage of the placement count of every building in the world, incrementing or decrementing the count every time you place a building for that building's count. I recently watched a video about a guy optimizing his hash-table / hash-map from a measly 15 million key-to-value accesses to a colossal 300 million. Given that his table had string keys, I think you could just use the in-game names of the buildings for the keys and follow in his footsteps to optimize the value accessing. From there, you could just have a unique hash-map for every separate power network, if needed for some reason, keeping count of their connected buildings at all times. To power them, all you need to do is take the total amount of power that network and subtract by the (max power cost * count) for every single building in the map. In the off chance you don't have enough power for everything, those buildings could make an alert to say that you are no longer satisfying your factory's power demand, add more power generators right now. This is frankly better than multi-threading as it is an algorithmic remaster far more potent than any brute-force attempt by nature. The edge case where multiple networks power a single machine could be dealt with by just making sure you increment the count of only 1 of the networks.
Tbh I did get a little lost reading this but I think, You're basically saying they should try and fundamentally change the way that they do the same thing? If true, then I did forget to mention the memory bottleneck they had with what they're doing right now. Adding multithreading to increase the speed at which the code runs was pointless because one thread running that code they found out that most of the time the CPU is waiting for memory to catch up. There was another commenter down here that explained the memory thing perfectly. I did forget to mention it in the video.
This explained approach is missing a key detail: Not all machines always consume the same power as other machines of the same type. There are a couple reasons for this which you may not understand if you've never played factorio but when a machine is not actively producing items it uses a much lower power amount. Additionally once you throw in modules and beacons you get thousands (or more, didn't bother with the math) of possible configurations that can result in unique power consumption amounts.
@@Essence1123Hold up, did you not entirely read my reason for coming up with the alternative algorithm? “Iteration is very slow, the best thing you can do is reduce the size”, which was achieved by just making each instance of a building count towards something greater rather than being its own thing, nothing is stopping modules from doing the same thing! (Ok, I am legitimately writing this response for the 3rd time now because I couldn’t figure out how to be more coherent) Firstly, yes, I have played the game bro, I just forgot about modules. Secondly, I am pretty versed in C++ and algorithm design is my specialty. Thirdly, the memory problems were entirely coming from copying the data of every single power consuming building, calculating the total power consumption of it and adding it to the network total, and deleting both the copy and result immediately afterwards, 60 times per second (fps), when nothing has likely changed between frames, recalculating the same thousands of things every single frame, obviously that’s not ideal! This new approach is similar to the previous version I made, which was optimal when no modules were being used. Now the HashMap is not counting the total amount of buildings per type but the total power consumption per type, counterintuitive, I know. But consider this, the problem is that we never stop to save any values across frames or in general, and rightfully so. Storing thousands of numbers is pretty useless, but who said we were dumb enough to be talking about that here, no, the HashMap is the perfect way to both store, process and get results from the data we have! When we want to add a new building, what we can do now is check its maximum power consumption and use addition to combine it with the current total for the type, same for destroying a building, we just use subtraction. Modules too! But we need a prerequisite before that, we need each instance of a building to have a running count on how many modules of each type are affecting it, this can be done in two ways. Either you add 3 extra numbers to every building accepting modules OR you just take a look at the altered power consumption of the building after the effects of ALL modules affecting it are applied. Then, all you need to do is consider if the building was counted in the total count for its type, which it is as there is no other way to add modules to a building, subtract the previous value and add the new one, same for taking away modules. In general, since you no longer have to spent a bullshit amount of time iterating through the exact same scenario, and instead you just need to spent a very tiny amount of memory to store some actually useful values which rid you of the burden of having to check if it’s right, which you wouldn’t have known previously. This could be applied to belts as well since the only thing that can happen with them is have an item be placed or taken away from them, but that would require a little more effort than a RUclips comment.
Threaded code requires careful consideration. This is actually a pretty interesting case - CPUs these days are just so insanely fast that if the computation is a simple, tight loop (which this one seems to be - iterating through every single device on the network and doing an addition), they spend most of the time waiting on data from memory to operate on. In theory, if there was sufficient memory bandwidth multithreading would actually be a win here - but even a modern system with DDR5 might only have 50GB/s of bandwidth to RAM. As it turns out, a single modern CPU core can casually manage 50GB/s+ per core in throughput, if the output is cheap enough to generate, hence the lack of benefit from multithreading They actually do get a small gain, interestingly enough, but judge that spending 30x the CPU cycles on it, 0.5% to 15%, isn't worth the tradeoff for a non-performance-limited computation anyway. If they were using a system with more bandwidth (quadchannel memory, f.e), maybe with a slower processor per-core, they might see more benefit.
Ohhh Yes, You're 100% correct. I actually did read the memory thing but I had to stop and do a different take and completely forgot to mention that. I appreciate that.
That's why I thought it was so interesting because their game was already so freaking fast and efficient, it needed a revolutionary increase in memory speed in order to gain benefits from multithreading. That is actually insanely awesome.
This is good content man, I think you have potential. You are clearly interested in what you are saying. If I may add some friendly advice. It seems like you edit your videos real time like a streamer, like how you needed to move your facecam to show the factorio logo. If you instead recorded your face and the web page separately and in post added them together you wouldn't need to adjust it real time. Also maybe write out flashcards or something about the talking points you want to make ahead of recording the video so you know specifically what you want to say. Again great content. I'm also super excited for this 2.0 update and the expansion
I do record everything separately and everything together. But I think the quirkiness or uniqueness, I guess gives my videos its own flavor but I will keep that in mind.
I can see the robot optimization a good thing since it can really eat up the UPS especially when making a kovarex plant, had to make my own version with a bit of circuit and no bots just to save up some UPS and limit bots on the field.
Yes especially with the mega base.
Sorry I have no idea on the DLCs or the reactor, but this was a great video. You've earned another sub =)
thanks for this video!
i was a bit sceptical as Space Exploration already exists and is so massive, but somehow im getting hot for the DLC as more and more information pops up. thx 4 vid.
I honestly really like covering the game that made "factory Sims" an actual game genre. Yeah the new DLC or expansion is looking very epic.
@@christianhorn1999 be sure to check of the factorio friday facts devlog, they’ve teased tons of crazy stuff coming to both the dlc and base game
i really should try this game.
its a pretty good game, great way to spend a few hours, or a few days, whichever you prefer.
@@thebruuumiester518 more like a few years :)
Yes you should. But remember to let your family know you’re still alive every couple of weeks or so.
Very true
@@sagichnichtsowiesonicht7326 You 100 percent should play
So hyped
Same here
Cracktorio giving me another fix that can last me at least like a month of sleepless night and mid maxing stuff out lmao.
😂😈 yes and the best part is that it's vanilla flavored
nice rundown! im so excited for 1.0! its very possible Lumen was on for this video, but I do not think that official support will be available for 1.0. the reason I think that is because im pretty sure the entire reason Lumen isnt officially supported is because they dont have enough lighting options. now, is it possible that they added a bunch of lighting for 1.0? sure, but they have said in other videos they wanted more lighting but it wouldnt be available for 1.0. so I do not think official Lumen support is going to be for 1.0, but I do think it will be down the road.
Same here my friend. It's also very interesting that satisfactory 1.0 and factorio 2.0 released their release dates on the same day.
@@MrWhyzGuy_Plays factorio 2.0 is Oct 21st. About 2 months after satisfactory
Yes, let me rephrase what I'm saying. They both dropped their release dates today.
@@MrWhyzGuy_Plays ahhhh got it!
I don’t mind short vids, but two minutes of telling me it will be a short vid is redundant at that point
Yeah it's my first one. I want to keep the first video with extra context and then the rest will just get straight to the point.
One of the best games ever made.
This game made the factory sim genre popular
Idk why someone told you not to play multiplayer unless they said to not play it until you’ve finished the campaign
He said there was lots of IP hacking and stuff like that.
I'll probably try it after the campaign though just to see how it is
That was a massive problem for years but around half a year ago those problems were fixed and as far as I’m sure the game is safe.
Very kool. I'm going to make this for my next expansion. Thx
Np
Glad to see a new video from you, my dude.
Thanks
good job
You should play dyson sphere program
I already have it. Just need to upload some content
loved the series
about that thing roundabouts have there problems they take lot more room and there a limited to how much they can move cars does. It does not scale well when adding more lines 2line max usa is build more like a grid and at point far away so roundabout will not work usa does have roundabout is just rare
Yeah there's a lot more cons for roundabouts IRL like I think if people are not used to them they're more likely to get into an accident. And it's true our infrastructure makes roundabouts difficult to implement.
Seeing how you've built all these structures for different factory stages and the roadways has convinced me to do the same in my world. I love the engineering capabilities in this game. And the roundabouts, i never would have thought about using them until I saw them here
Yes it's the best they don't clog up like my old road design.
If you are planning to do RUclips then few things that people don't care about, not that I be am mean but each time you upload your video gets recommended to someone, if they see episode X Y Z, like why even include episode in the title, you can in the thumbnail at max if needed, second your first 30 seconds very boring + low energy people don't care whats your channel name, what you are going to stream or not, or even what again episode it is. People come to RUclips to watch something they would sit and enjoy, grap their attention by their hair. When they see you thumbnail and title they need to think like "wait, that is so interesting" or "no way this guy did that" to try and stand out. There are so many people out there and none of them push themselves enough since more extreme options as an example get better clicks, watch time etc same with something so fruking intriguing interesting that cause curiosity that they just need to watch that! Also your videos need to be good edited and have a good hooks. No one watches gameplays in 2024 which aren't edited in a good way. Instead of posting quantity videos, don't upload learn your video editing tool, watch other people that inspire you what they do, etc... No offence dude but this video sucks I only click it just to give you the opinion so maybe 1 person will not do something over and over and over and say, the algorithm doesn't like me. Meanwhile the algorithm isn't the problem but the creator that just needs to improve... Pro tip if you would listen to any of this. Never ever ask for a like or sub just before the video, people don't know you yet, you didn't give them any value and you want something already. Ask them at the end max and you will see a lot better results, if the video is good ofc.
I appreciate the comment
Wow. You’ve spent a lot of effort. Very nice job.
Thanks
Love the build ❤😊
Here's your engagement.
Let's gooooooooooooooooooooo
Kinstruction is the RUclipsr you grabbed that off. Nice base layout so far.
Please share your road blue print.🎉
it seems he uses those ruclips.net/video/2ye_GiB9bC0/видео.html&pp=ygURc2F0aXNmYWN0b3J5IHJvYWQ%3D
You need to watch a let’s game it out video to actually help you with satisfactory
It hurts to watch him build belts 😆
no
Yes
Hey! I'd love to do a duo stream sometime if you're interested!
youve done something right cause you were in my recommended and i dont watch satisfctory stuff anymore, gunna wait until 1.0 release. but i would say if you dont stream you should probs start, this feels like it was taken straight from a stream and edited down. i do also like how you made the place looks, its good. one thing i will say, for your fuel depots for the trucks, think about how trains unloading/loading lanes are done in factorio, would be kinda cool to have that done here and keep the trucks out the way of others ect. and you can extend it if you used something like waiting lanes that are actually fuel stops. your nice to watch, defo go stream, people will like it
You're right that is basically what I do but I just don't stream it. I think I might start again. You're not the first one to say this to. Also, I appreciate the comment, also I will look into that factorial fueling station design you were talking about.
another good video!
Much appreciated 😊
your not stupid at all! I am quite enjoying your style. as far as the reflections though, I dont think that was the sand being reflected, I think it was just light. which is what lumen is about. I believe the reflections setting is for window reflections. I cant be sure since im kinda afraid to run lumen on my computer lol.
hey there, I like your style so ive subscribed but im going back to finish the series! since youve had satisfactory experience, you also might want to try satisfactory plus. id love to see you muddle through and be amazed by that puzzle!
Never heard of it until now but now that I'm looking into it seems really interesting, I still haven't finished the vanilla version yet though. I'll definitely start a new series on that though one day, thanks for the recommendation.
@@MrWhyzGuy_Plays any time. Satisfactory plus is amazing. Everything is more complex and has byproducts. So like it's not just miner, smelter, constructor. It's miner, crusher, sorter, smelter. And most of those have extra stone to use up. You name it they have it. Automated biomass, molten metals, slug breeding, farming. Lots of fun to figure out.
you said crafting 75 plates by hand was too much, then you should have automated it! you have constructors by that point.
You're probably right and it's been a long time since I made that video but I think I was just being lazy lol
Also my reation going to lifepod 19 for the first time: "I don't like this..." XD
it is worth going back to, since the coörtinates to the "dry land" can be found.
Turbofuel is under Sulfur research and you need one hard drive, still.
OMG, bless you. This comment will be in the 11th episode. 10th episodes already made just needs to be edited. I'm it's going to look so oblivious in the 10th episode 😅
@@MrWhyzGuy_Plays All good. This game has a lot going on and I have definitely made some 6 hour mistakes. 😅