so glad they got rid of that pressure drop mechanic. It was so annoying to debug that I ended up spamming pumps all over the place. The new setup is much more understandable.
@@alamrasyidi4097 It wasn't even that realistic in a satisfying way. It didn't really simulate water _pressure_ so much as just being an arbitrary attempt to make long pipes less useful. If they wanted it to be genuinely realistic, water pressure goes DOWN as flow RATE goes UP. So.... good luck simulating THAT.
The burner inserter actually have a use at endgame now. It does not freeze on Aquillo so you can use it for fuel distribution with trains (which also don’t freeze) to auto restart outposts when you inevitably failure cascade into an icy prison
Factoriopedia: alt-click isn't just objects in the world. You can also alt-click things in your inventory or the crafting screen. Pretty much anywhere you can find an item icon, you can alt-click it!
@ 0:00 Wooooo, another awesome video to watch! @ 15:00 I totally didn't try to look at a 1.1 save and get confused as to why my satellite kept disappearing. Because it would get taken out by the inserters that *were* taking out space science before the rocket could launch, so I had a bunch of satellites going to my labs...
One new tip I highly recommend. Under the Interface options you can disable the entity tooltip on the right hand side of the screen. It'll show up on the cursor instead which is much more manageable given all the new stuff on the right side. Also you can increase the delay (I like 399ms of 400ms which is the max), you can force the tooltip to appear by holding shift too.
@@galdocstutorials Can you do a tutorial on using the map editor? I struggle with anxiety, and the ability to build blueprints and figure out mechanisms in the editor really reduces my stress. It wouldn't be a long video, but would probably help a lot of players dealing with issues similar to mine. Cheers!
I did that by accident before 2.0 and hated it as it was always in my way (even with the delay.) I was grateful for finding the way to switch it back. (Though, I admit that you can't always see all of the tip, especially if you have more than 1 pin or 2.)
Another cool tip: You can't search the map for vehicles like tanks and spidertrons but you can search your logistics network for them! Finding your tank has never been easier.
16:35 this! this is the best quality of life ever, i had to use the ratio calculator to make balanced factories, now i can just calculate on the fly, and it is way better than just pull a mod, i love this little feature that helps so much!
A pair of corrections. (Or more like clarification. 9:07 The game keeping track of your progress on a tech when you cancel it (or now in 2.0, reorder it) is not new. It's been in the game for who knows how long? 20:00 The little "connected to circuit network G and R" in menus for entities connected to the circuit network is not new either. That's been in the game for quite a while. However, what is new with the way the game displays the circuit networks in GUIs, is that it will display the value of any signals that are being read or sent, on the button you use to change what signal it's reading or sending. And in combinators, it will display all the signals it's getting, and even from what colour of wire it is coming from. Pretty handy, though I'm pretty sure the part about the combinators was already covered in your video about circuit network changes. Also, as far as I know, 2.0 gave tanks an equipment grid. Which is HUGE for biter management in the mid game!
The only change in 2.0 I'm a bit annoyed about (Just got there yesterday in space age) is that spidertron remotes no longer show any color, and afaik there's no way to even manually assign it. I loved having a few remotes for all the spidertrons, and having a red one for attack team and a brown one for a bunch of landfill and black for mines and white for general construction or whatever else, but now all the remotes are white and I keep forgetting which one is which. It's probably because you can now select multiple ones together, but still, it should either average their colours or pick a random one or whatever, anything would be better than just white. Everything else is amazing though, and the factoriopedia comes in clutch, especially for space age.
13:38. Was bummed by your comment until I got here. Being able to select spiders like rts games really reduces the blow. Only thing now is you have to select the spidertrons now instead of finding a remote?
Can't wait for the next video, because holy heck, I've tried to come back to it, and I'm 5h in and still on military and no oil, I'm really slow and trying to solve things lol Halph plox! hahaha
Glad this one won the poll, I had no idea how much the fluids system had changed. My oil processing set-up is a much bigger mess than it needs to be. 🤦♀ Glad Spidertron remotes can now control multiple at once but am not sure I like them being virtual items now. I guess we can search for them on the map when they are lost but I'm more so used to use the remote to do that. Oh well.
These videos are great! A funny bit: you can see where you made an editing cut in the narration because the clouds jump forward a bit :). Neat little Easter egg.
Thanks for this tutorial video series. One addition about tags. You can copy tag with Q(pipette) button. Are you going to make a tutorial about the advanced level of the logic with new combinators? Timers, counters, triggers, filters, etc with useful examples.
Oooh. Pipette all the things really means all the things :) I'm likely to do something in that area, but I'm not sure how far I'll go in it. There's a lot of energy towards making something, and I'm certainly going to cover it
13:27 magic missile requires the caster be able to see the target, so it can't be cast when blinded or when the target is heavily obscured (such as by magical or nonmagical darkness as in this case). Now that I think of it, this answer probably doesn't help anyone who didn't get the reference in the first place...
I had too add so many extra pumps to my old base. Before i could just spaghettis pipes and they would all transfer fluid among each other now If i want everything to flow right, I may have to run more than 2 pipe systems each way for flow
7:00 but you can put as many pumps in parallel as you like since the pipe flowrate is unlimited so you only need a single pipe of water for a nuclear plant for example
8:13 you said pollution being absorbed makes evolution increase. According to the new game map settings screen pollution affects evolution when it's produced, not when it's absorbed or consumed although scientifically it would make more sense the way you said it.
I mostly enjoy the streamlined fluids and all this QoL. I assume the new fluids will have way better performance as well. I kinda miss the old fiddly fluids tho 😅. And damn, if I knew they were gonna add displays in space age I wouldn't have spent days this summer making a giant dashboard for my megabase with the old combinators and lights 😅.
I may be doing something wrong, but I've had no issues using no pumps except for long distances. I get perfect flow and pressure across many systems simply by using pipes and undergrounds. Am I missing something if mine works? (Love your instruction vids, though. I'll be going back over your networking videos multiple times to get them down, as I've been confused by the different ways people have used those in the past.)
So, I used to always do tanks, pump, fluid wagon. That’s no longer necessary, right? Though, I guess pump, tank, pump, fluid wagon would be ideal, so the tanks are as full as possible and thus fill the wagon as fast as possible?
Single fluid stop where the train drop whatever its carrying and the pumps drain the fluid tank into the pipe line, from there you can have a a row of pumps that are dedicated to pull out "their" fluid and push to tanks. the pumps will clear the feed pipeline allowing other fluids to use it. Practical on a high flow setup no not likely, but could work for stuff that has low through put.
8:16 Killing Enemies does NOT drive evolution higher! Common misconception. ONLY killing Spawner buildings (not Even Worms) contributes (together with pollution Absorption of Spawners and time) I'm sure you knew that, just wanted to reduce further spreading of this common mistake.
I don't get it, why do we ever need a pump filter, because, well, you cannot actually connect 2 fluid sysems with different fluids? how can I use this?
I don't have a use for it, aside from making sure fluids don't get mixed up. But I am pretty sure something clever with scircuits could be done for a sushi fluid setup. ... it's a thing.
I was also sceptical when they announced the new fluid system, but honestly this one is so much better when you get used to it. Also it is much more UPS friendly, which is nice.
That example completely surprised me, I tested this exact scenario many months ago and it worked fine. I will test it again tomorrow, something is weird about it.
so glad they got rid of that pressure drop mechanic. It was so annoying to debug that I ended up spamming pumps all over the place. The new setup is much more understandable.
it also made it absolutely perplexing to load liquid trains in balance for me. i hate that mechanic so much
Me too! It was more realistic, but it was infuriating. Gabe once said: "Realistic? How is that fun?" and that hit me hard
Worddddddf
@@alamrasyidi4097 It wasn't even that realistic in a satisfying way. It didn't really simulate water _pressure_ so much as just being an arbitrary attempt to make long pipes less useful. If they wanted it to be genuinely realistic, water pressure goes DOWN as flow RATE goes UP. So.... good luck simulating THAT.
The burner inserter actually have a use at endgame now. It does not freeze on Aquillo so you can use it for fuel distribution with trains (which also don’t freeze) to auto restart outposts when you inevitably failure cascade into an icy prison
Oh, that’s a nice detail
Spoilers D:
I love the interruptions, made it feel like the true work from home experience.
it really is
Factoriopedia: alt-click isn't just objects in the world. You can also alt-click things in your inventory or the crafting screen. Pretty much anywhere you can find an item icon, you can alt-click it!
Even yourself! Did you know you have 250 HP?
And did you know it has QUALITY?
Why? How? I am scared
Unfortunetly, while legendary biters can be made, uncomm9n engineers are not possible😢
Honestly, the interruptions make you even more relatable and act like a natural pause in the flood of new information.
@ 0:00 Wooooo, another awesome video to watch!
@ 15:00 I totally didn't try to look at a 1.1 save and get confused as to why my satellite kept disappearing. Because it would get taken out by the inserters that *were* taking out space science before the rocket could launch, so I had a bunch of satellites going to my labs...
Oh *man* -- yeah, I imagine you weren't the only one!
One new tip I highly recommend. Under the Interface options you can disable the entity tooltip on the right hand side of the screen. It'll show up on the cursor instead which is much more manageable given all the new stuff on the right side. Also you can increase the delay (I like 399ms of 400ms which is the max), you can force the tooltip to appear by holding shift too.
@@coldeonar Oooo, I didn't know that. Thanks!
this has been in the game a long time, but yes, a good tip nonetheless :)
@@galdocstutorials Can you do a tutorial on using the map editor? I struggle with anxiety, and the ability to build blueprints and figure out mechanisms in the editor really reduces my stress. It wouldn't be a long video, but would probably help a lot of players dealing with issues similar to mine.
Cheers!
I did that by accident before 2.0 and hated it as it was always in my way (even with the delay.) I was grateful for finding the way to switch it back. (Though, I admit that you can't always see all of the tip, especially if you have more than 1 pin or 2.)
Another cool tip: You can't search the map for vehicles like tanks and spidertrons but you can search your logistics network for them! Finding your tank has never been easier.
I laughed way more than i should with the astronomical units thing
i failed tho; i didn't supply the measure in parsecs, furlongs, or planck lenghts. :(
Those power poles at the end were beautiful. Also yes I'm enough of a grognard to get the "I attack the darkness" ref (:
@galdocstutorials why didn't you show what happens after you place wires on top of biters thought, that's a new meta
16:35 this! this is the best quality of life ever, i had to use the ratio calculator to make balanced factories, now i can just calculate on the fly, and it is way better than just pull a mod, i love this little feature that helps so much!
it has sped up my design process so, so much
its amazing how much this game took inspiration from DSP. again, more games make for more better gaming.
A pair of corrections. (Or more like clarification.
9:07 The game keeping track of your progress on a tech when you cancel it (or now in 2.0, reorder it) is not new. It's been in the game for who knows how long?
20:00 The little "connected to circuit network G and R" in menus for entities connected to the circuit network is not new either. That's been in the game for quite a while.
However, what is new with the way the game displays the circuit networks in GUIs, is that it will display the value of any signals that are being read or sent, on the button you use to change what signal it's reading or sending. And in combinators, it will display all the signals it's getting, and even from what colour of wire it is coming from. Pretty handy, though I'm pretty sure the part about the combinators was already covered in your video about circuit network changes.
Also, as far as I know, 2.0 gave tanks an equipment grid. Which is HUGE for biter management in the mid game!
It's true -- I didn't clearly state those were hints and not new things, so that's my bad.
I think Dosh would've liked that Burner Inserter change for when he did his burners only run.
Just a slight correction of a super common misconception, it's not pollution *absorbed* that causes evolution to increase, it's pollution *emitted*.
9:18 Michael Hendriks cries as science rounding is not yet fixed and seem never will be
@@cirno_the_mediocrity That's ok, it is good content
Thanks for including the selector combinator correction and the shoutout :D
The only change in 2.0 I'm a bit annoyed about (Just got there yesterday in space age) is that spidertron remotes no longer show any color, and afaik there's no way to even manually assign it. I loved having a few remotes for all the spidertrons, and having a red one for attack team and a brown one for a bunch of landfill and black for mines and white for general construction or whatever else, but now all the remotes are white and I keep forgetting which one is which. It's probably because you can now select multiple ones together, but still, it should either average their colours or pick a random one or whatever, anything would be better than just white.
Everything else is amazing though, and the factoriopedia comes in clutch, especially for space age.
Yah, it's hard to tell them apart. Maybe make this comment on the forums? They may add it. It seems reasonable.
13:38. Was bummed by your comment until I got here. Being able to select spiders like rts games really reduces the blow. Only thing now is you have to select the spidertrons now instead of finding a remote?
@GimbleOnDew Yeah, but you can "save the remote" tied to that selection by putting it on your hotbar
I love how trigger tech made barrels useable for me (one barrel of sulphiric acid is enough to trigger the tech so i could begin research)
I've never heard the word "lurid" in my ENTIRE life.
I was trying to find a video about 2.0 fluids, many thanks good sir
Ah, Fact Encabulator. That brings back memories. Delusional memories 😂Can't wait for it to be finished and released!
@@BleuSquid Just have to align the coptic marzle-vanes.
Can't wait for the next video, because holy heck, I've tried to come back to it, and I'm 5h in and still on military and no oil, I'm really slow and trying to solve things lol
Halph plox! hahaha
Glad this one won the poll, I had no idea how much the fluids system had changed. My oil processing set-up is a much bigger mess than it needs to be. 🤦♀
Glad Spidertron remotes can now control multiple at once but am not sure I like them being virtual items now. I guess we can search for them on the map when they are lost but I'm more so used to use the remote to do that. Oh well.
Oddly, the spidertron remote is the only one that can't be added to the hotbar (what the heck?)
What room?...I'm attacking the darkness!
These videos are great!
A funny bit: you can see where you made an editing cut in the narration because the clouds jump forward a bit :). Neat little Easter egg.
Yeah, I'm so figety with that stuff -- which is my self-soothing way of avoiding the fact that I'm bad at long takes when adlibbing lol
@@galdocstutorials no worries, the final product is great! Looking forward to more
Where's the mountain dew? Can I have a mountain dew?
IT'S IN THE FRIDGE!
Thanks for this tutorial video series.
One addition about tags. You can copy tag with Q(pipette) button.
Are you going to make a tutorial about the advanced level of the logic with new combinators? Timers, counters, triggers, filters, etc with useful examples.
Oooh. Pipette all the things really means all the things :)
I'm likely to do something in that area, but I'm not sure how far I'll go in it. There's a lot of energy towards making something, and I'm certainly going to cover it
13:26 "I cast magic missile!"
I know! I know! Give a like if you also know the reference!
THE MOUNTAIN DEW IS IN THE FRIDGE
are there any girls there?
13:27 magic missile requires the caster be able to see the target, so it can't be cast when blinded or when the target is heavily obscured (such as by magical or nonmagical darkness as in this case).
Now that I think of it, this answer probably doesn't help anyone who didn't get the reference in the first place...
I had too add so many extra pumps to my old base. Before i could just spaghettis pipes and they would all transfer fluid among each other now If i want everything to flow right, I may have to run more than 2 pipe systems each way for flow
You can use a pump to connect two pipeline extents??? WOW I didn't know this!
15:10 I think rocket only needs 50 rocket parts now
And only 40 with 4 lvl 2 production modules! So easy to drop a rocket silo and parts down to a planet, no none should be 'stuck' on a planet ever.
Great factorio content, enjoyed it!
You can use red/green wire on assemblers etc. now 🤩
7:00 but you can put as many pumps in parallel as you like since the pipe flowrate is unlimited
so you only need a single pipe of water for a nuclear plant for example
8:13 you said pollution being absorbed makes evolution increase. According to the new game map settings screen pollution affects evolution when it's produced, not when it's absorbed or consumed although scientifically it would make more sense the way you said it.
I mostly enjoy the streamlined fluids and all this QoL. I assume the new fluids will have way better performance as well. I kinda miss the old fiddly fluids tho 😅. And damn, if I knew they were gonna add displays in space age I wouldn't have spent days this summer making a giant dashboard for my megabase with the old combinators and lights 😅.
@@mekelius Hey, you learned a lot in doing so
Thanks :)
I haven't figured out how to connect a cirucit network up in 2.0 yet.
1:32 Wait what? It’s still 1200 water supplying Boilers thst need 60. You can’t put 200+ Boilers on a single water pump?
@@ChosenPlaysYT That is how it used to be! But now it is 6. Woo!
I may be doing something wrong, but I've had no issues using no pumps except for long distances. I get perfect flow and pressure across many systems simply by using pipes and undergrounds. Am I missing something if mine works?
(Love your instruction vids, though. I'll be going back over your networking videos multiple times to get them down, as I've been confused by the different ways people have used those in the past.)
Wait does absorbed polution raise evo? I thout it was just produced polution, time, and killed bases?
Waiting for the next devlog....
Soon. Still working out what exactly I wanna do.
So, I used to always do tanks, pump, fluid wagon. That’s no longer necessary, right? Though, I guess pump, tank, pump, fluid wagon would be ideal, so the tanks are as full as possible and thus fill the wagon as fast as possible?
Yep!
I was wondering how to find the items in the logistic network! Now I know I have to press L.
Thanks!
Aaand the nudging of blueprints: I knew about the shift + arrow, but not ctrl + arrow! shift+arrow was pretty useless on its own!
L + Ratio + .... how does this meme go again? :D
Can someone explain why is fluid filter on pumps is a thing? I can't imagine a use with it
Single fluid stop where the train drop whatever its carrying and the pumps drain the fluid tank into the pipe line, from there you can have a a row of pumps that are dedicated to pull out "their" fluid and push to tanks. the pumps will clear the feed pipeline allowing other fluids to use it. Practical on a high flow setup no not likely, but could work for stuff that has low through put.
"Where are the Cheetos!"
@@brianh870 My character has BLUE eyes!
8:16 Killing Enemies does NOT drive evolution higher! Common misconception. ONLY killing Spawner buildings (not Even Worms) contributes (together with pollution Absorption of Spawners and time)
I'm sure you knew that, just wanted to reduce further spreading of this common mistake.
15:16 is this video about space age? I thought space age did away with the whole launching a satellite thing.
@@trig8889 That is a 2.0 thing -- space age has different rules, yes :)
@galdocstutorials Your video is titled with space age though.
I think they got rid of the satellites if you have Space Age.
Correct! I'll be covering that in the next series. :)
I don't get it, why do we ever need a pump filter, because, well, you cannot actually connect 2 fluid sysems with different fluids? how can I use this?
I don't have a use for it, aside from making sure fluids don't get mixed up. But I am pretty sure something clever with scircuits could be done for a sushi fluid setup. ... it's a thing.
where is the mountain dew?
(yes i got the darkness joke)
@galdoc rocket parts are actually 2%, not 1
@@Alkumist In SA, yah, but didn't seem that way with SA disabled
@ ah, very interesting 🧐
Why are you casting Magic Missile? There's nothing to attack here....
@@Powdered_Water I attack the DARKNESS
6:30 so... the MAIN ISSUE with 1.1 fluid mechanics hasn't been solved
i still prefer actual fluid flow, call me crazy
same, I would prefer a tweaked version of the 1.1 fluid system (since it also has many issues)
I was also sceptical when they announced the new fluid system, but honestly this one is so much better when you get used to it. Also it is much more UPS friendly, which is nice.
That example completely surprised me, I tested this exact scenario many months ago and it worked fine. I will test it again tomorrow, something is weird about it.