After months, it finally click for me . And Factorio has never been easier and more fun. Your design philosophy incentivize building a lot. I thank you a lot.
man I am just in awe at how perfect your entire way of designing your factory is. Like its the perfect balance of optimization and coolness factor. Definitely gonna have a crack at some of your building techniques and see if it works out for me :D
This was helpful. I enjoyed a better understanding of your thought processes. An original approach is always refreshing too. I'd still love to see more videos like this.
i get so inspired watching videos like this and then i open the game and stare in abject horror at the mess i've built,,, it functions reasonably well, but it looks bad and now i dont know how to expand safely
I recently completed my first vanilla playthrough and came looking for more strategies on youtube. Very interesting how you address the design patterns that solve issues i ran into when building my first spaghetti factory. Lots of useful stuff in here to reach a scalable factory architecture. Thanks for making this video.
The most frustrating part about factorio as a new player, especially with overhauls like angels and bobs is that you really have no idea how the tech will evolve and what you will need later down the road. You need at least one playtrough behind you to understand what to preplan for. Like you said, there will always be another belt needed. Yet you build everything extremely close to each other. That is because you already understand the process and progression. I would love to make long belt lines with exactly the right amount of resources needed for my factory, it looks extremely pretty in your videos. But I dont think anything like that is even remotely doable on your first or second playtrough.
Absolutely agree 100%. Angel and bob took me 7 or 8 generations of the same basic factory over about 3 years to finally feel like I had it cracked. I have been playing this game since early access so what you are seeing is the result of a really long journey, it hooked me in early and I haven't really been able to properly put it down since. You will get there dude, if you love the game and keep plugging away at it you will get there.
My issue with Space Ex was that it was very obtuse. If I attempt it again I am removing CME, meteors, and launching my first rocket at a world with actual resources rather than dealing the initial starting world.
I tend to calculate the initial usage based on a target amount of resources. So for example I want to design a base to build 100 of each science per minute. So I use factorio calculator to work out exactly how much of each resource I need for each type of science. Then I build the machines to produce the exact amount of each resource from the basic materials. Including a production line for the exact number of green circuits etc, there's usually a little left over, so those get out in a chest for hand crafting at the start, or to feed into the logistics system at the end. Then I'll create a small mall using the exact same method, working out how much of each resource I need then building my factory around that. The only thing I'll "wing it" with is iron and copper plates, because I'll have the smelting stack done completely separately from production, almost everything else is manufactured local to the end product.
as a factorio noob who proudly launched their first rocket yesterday at like 0.88 evolution and after researching absolutely everything else,,,, i chuckled at you saying the first thing you probably do is make a main supply bus.... my dumbass was running on pure spaghetti for 40 hours XD
I like using beacons but I don't go build "hardcore speed beacon" setups. Usually I stay lower tier and if it doesn't need it then I'll maybe just throw in an efficiency module. I really like Space Exploration mods take on it where you can only have 1 beacon per machine. It makes a lot cooler designs than 8 beacons surrounding an assembler.
I just don't like the idea of spending a length of time positioning and repositioning beacons over and over, that doesn't seem like much fun to me. I think I have only ever constructed one or two beacons since I started playing the game, which is like 5000 hours of gameplay. It was one of those immediate reactions for me, 'ooh, I really don't like these things'. But it is different for everyone. We all play the game slightly differently, I don't think there is a right way or a wrong way.
Great stuff! I really like the way you set up your factories. I was wondering, since I generally am rather terrible at the designing part of factorio, do you happen to have any blueprints you would be willing to share with us lesser brain powered people? haha keep up the good work!
Sorry buddy, I don't really use blueprints all that much other than to move stuff around in the factory I am working on. But all my factories are available to download so if there is something you want to copy then fire away. Links are in the video descriptions
This video explained the modular base in such a different way than I'm used to seeing and gave me some ideas. Hearing a factory being described as "Naturally Asperated" makes so much sense now.
If it works for you and gets you to the rocket then I don't see a problem. Factorio is a tough game regardless of how you choose to play it. And bots aren't a guarantee of success, you can never really be sure which resource your bots are going to prioritise and you will have massive power requirements. But that is the joy of factorio, you are compromising one thing for another, if it works then that is all that matters. I like the conveyor belts, I like to be able to calculate flow rates (which is difficult/impossible with bots) and I like the look of a mess of conveyor belts that are neatly organised. But that is just me. There isn't only one way to play the game.
You make it sound so simple, well, it is simple, but aren't the best things in life the simplest things? You might not think it is all that but I found this little widget incredibly useful. I still find it useful. Yellow in red out is the only 'mathematically perfect' way of mixing the two belts in this way. Red in blue out and there is some material on the input belt left behind.
If you don't use modules or beacons (which I don't really) then a single assembly machine producing green chips needs 1.5 assembly machines producing copper cables to match its output for direct insertion. From a geometry perspective trying to match 1.5 machines to line up with a single machine to be able to directly insert is tricky. Also, I try really really hard to only construct the number of assembly machines I need, if I need 72 furnaces for a smelting setup, for example, then I'll do my best to come up with a setup that only uses 72. So the perfect setup for green chips for me is 18 assembly machines producing copper cables (45 copper input, a blue belt) and 12 assembly machines producing green chips (30 iron input, a red belt) thus giving me the perfect proportion.
@@theotherbigfoot Thanks for the reply :) Love your design style, very pleasing. re: the ratios: I usually have three cable machines on top and then two beneath them with an offset of one tile. then the middle one gets fed from both cable machines. So I was wondering if you just don't like the offset look, for example
@@Arbmosal Ahh I understand, I can see how that would be an elegant setup. There's gaps though, and I spend a lot of time trying to remove gaps!! I think it's more than just an aesthetical thing. I just love the conveyor belts. I think they are awesome. I want more of them. But I think it is more than that as well. When something goes wrong it is recorded on the conveyor belt as a gap in the products. So if something goes wrong you will see it. If something was to go wrong in your copper cables, for example, you wouldn't directly see it just by running past. You would have to investigate. If there are problems in any of my bases it is mostly immediately obvious because everything is laid out to be seen. Sometimes I will just run around my base looking for empty conveyor belts because that is normally a good place to start for why there are problems.
Some of your designs are good, but they can be upgraded. If you whats other videos of maga base factori, with bus layouts and balencers you will see a good improvement. Also look at the 248k mod
This mod add a lot fun to the game. Also, watch KoS videos, she know a lot about factorio. I have playing factorio for more than 1000 hours, and at the beginning the best way to design your base is thinking wide. You will need a lot stuff, resources, so leave a space, build a mall(place that fabricate all you need to build a maga base) you can go there and grab all the assemblers, inserters, pipes, belts.
Dunno, couldn't tell you. This was one of the first videos I made. The surprising thing is that it exists at all. I'm working on an improved/updated version. What is an evolution of design video if it doesn't evolve?!
There are two very different approaches to factorio with regards to mods. Absolute vanilla, no compromises, or complete free for all. In essence, if you are adding a single mod then you may as well add a hundred. And I make timelapses, which requires a mod, so that kinda puts me in the second camp.
@@roupiozclement3501 I made this video nearly two years ago. It was my first attempt at a scripted voiced over video. I had no idea what I was doing, I had never made a video like this before in my life. Did I consider the implications of vanilla vs non vanilla gameplay or the idea that someone would come along two years later and take issue with it? No.
@@theotherbigfoot Ignore this chump, you did a great job. You only used the modded playthrough as an example to describe your concept. 80% of the video was vanilla.
When function and beauty merge they become a thing of art with purpose. You seem to achieve this easily and I admire it.
I'm sure this took a lot of effort to produce this entire video, and I appreciate it. I learned quite a bit!
No problem at all, I'm glad it helped
After months, it finally click for me . And Factorio has never been easier and more fun. Your design philosophy incentivize building a lot. I thank you a lot.
man I am just in awe at how perfect your entire way of designing your factory is. Like its the perfect balance of optimization and coolness factor. Definitely gonna have a crack at some of your building techniques and see if it works out for me :D
I’m so envious of your design and organizational skills. I’m sure I’m going to mimic some of your ideas.
This was helpful. I enjoyed a better understanding of your thought processes. An original approach is always refreshing too. I'd still love to see more videos like this.
i get so inspired watching videos like this and then i open the game and stare in abject horror at the mess i've built,,, it functions reasonably well, but it looks bad and now i dont know how to expand safely
Holy crap this is aesthetically pleasing
I recently completed my first vanilla playthrough and came looking for more strategies on youtube. Very interesting how you address the design patterns that solve issues i ran into when building my first spaghetti factory. Lots of useful stuff in here to reach a scalable factory architecture. Thanks for making this video.
The most frustrating part about factorio as a new player, especially with overhauls like angels and bobs is that you really have no idea how the tech will evolve and what you will need later down the road. You need at least one playtrough behind you to understand what to preplan for. Like you said, there will always be another belt needed. Yet you build everything extremely close to each other. That is because you already understand the process and progression.
I would love to make long belt lines with exactly the right amount of resources needed for my factory, it looks extremely pretty in your videos. But I dont think anything like that is even remotely doable on your first or second playtrough.
Absolutely agree 100%. Angel and bob took me 7 or 8 generations of the same basic factory over about 3 years to finally feel like I had it cracked. I have been playing this game since early access so what you are seeing is the result of a really long journey, it hooked me in early and I haven't really been able to properly put it down since.
You will get there dude, if you love the game and keep plugging away at it you will get there.
My issue with Space Ex was that it was very obtuse. If I attempt it again I am removing CME, meteors, and launching my first rocket at a world with actual resources rather than dealing the initial starting world.
I tend to calculate the initial usage based on a target amount of resources. So for example I want to design a base to build 100 of each science per minute. So I use factorio calculator to work out exactly how much of each resource I need for each type of science. Then I build the machines to produce the exact amount of each resource from the basic materials. Including a production line for the exact number of green circuits etc, there's usually a little left over, so those get out in a chest for hand crafting at the start, or to feed into the logistics system at the end. Then I'll create a small mall using the exact same method, working out how much of each resource I need then building my factory around that. The only thing I'll "wing it" with is iron and copper plates, because I'll have the smelting stack done completely separately from production, almost everything else is manufactured local to the end product.
Sounds like a plan. How about oil? I've only just stopped winging it with oil
Great video! Love hearing your design philosophy described so articulately
that is insane level of Efficiency, GJ
as a factorio noob who proudly launched their first rocket yesterday at like 0.88 evolution and after researching absolutely everything else,,,, i chuckled at you saying the first thing you probably do is make a main supply bus.... my dumbass was running on pure spaghetti for 40 hours XD
I got bored with vanilla and downloaded a modpack... I've just set up science for the third time at fifty hours in, lol
I like using beacons but I don't go build "hardcore speed beacon" setups. Usually I stay lower tier and if it doesn't need it then I'll maybe just throw in an efficiency module. I really like Space Exploration mods take on it where you can only have 1 beacon per machine. It makes a lot cooler designs than 8 beacons surrounding an assembler.
I just don't like the idea of spending a length of time positioning and repositioning beacons over and over, that doesn't seem like much fun to me.
I think I have only ever constructed one or two beacons since I started playing the game, which is like 5000 hours of gameplay. It was one of those immediate reactions for me, 'ooh, I really don't like these things'.
But it is different for everyone. We all play the game slightly differently, I don't think there is a right way or a wrong way.
Great stuff! I really like the way you set up your factories. I was wondering, since I generally am rather terrible at the designing part of factorio, do you happen to have any blueprints you would be willing to share with us lesser brain powered people? haha keep up the good work!
Sorry buddy, I don't really use blueprints all that much other than to move stuff around in the factory I am working on. But all my factories are available to download so if there is something you want to copy then fire away. Links are in the video descriptions
Great upload, i learned quiet a few things
This video explained the modular base in such a different way than I'm used to seeing and gave me some ideas.
Hearing a factory being described as "Naturally Asperated" makes so much sense now.
Thanks for the video
very satisfactorio
Just started w the game one week ago, so right now I want to launch one rocket 🚀
This is a great video
Just build it infinitely scalable bro
Only ever use one side of the bus 😂
Wow great video. like you style of doing thingth. thats looks a very spagheti for me, i like to do stuff as simple as i could
最喜欢你的摆法 这很酷 整整齐齐 赞
I just use logistics bots and trains late game so I don't have to rebuilt/spagetti in belts. I know most players see logistics bots as easy mode.
If it works for you and gets you to the rocket then I don't see a problem. Factorio is a tough game regardless of how you choose to play it. And bots aren't a guarantee of success, you can never really be sure which resource your bots are going to prioritise and you will have massive power requirements. But that is the joy of factorio, you are compromising one thing for another, if it works then that is all that matters.
I like the conveyor belts, I like to be able to calculate flow rates (which is difficult/impossible with bots) and I like the look of a mess of conveyor belts that are neatly organised. But that is just me. There isn't only one way to play the game.
Did you start your game from making giant blocks of production? When your gigantomania begun? hahah
8:02
Actually, you are taking one belt (two 'halves') and splitting it onto two halves - full consumption, also yellow in red out is efficient?
You make it sound so simple, well, it is simple, but aren't the best things in life the simplest things? You might not think it is all that but I found this little widget incredibly useful. I still find it useful.
Yellow in red out is the only 'mathematically perfect' way of mixing the two belts in this way. Red in blue out and there is some material on the input belt left behind.
how do you place pipes next to each other without connecting?
It's a mod, flow control
thanks
eye candy is important
Do you avoid using direct insertion, e.g. from 3 copper cables into 2 green chips, for aesthetic purposes?
If you don't use modules or beacons (which I don't really) then a single assembly machine producing green chips needs 1.5 assembly machines producing copper cables to match its output for direct insertion. From a geometry perspective trying to match 1.5 machines to line up with a single machine to be able to directly insert is tricky.
Also, I try really really hard to only construct the number of assembly machines I need, if I need 72 furnaces for a smelting setup, for example, then I'll do my best to come up with a setup that only uses 72. So the perfect setup for green chips for me is 18 assembly machines producing copper cables (45 copper input, a blue belt) and 12 assembly machines producing green chips (30 iron input, a red belt) thus giving me the perfect proportion.
@@theotherbigfoot Thanks for the reply :) Love your design style, very pleasing.
re: the ratios: I usually have three cable machines on top and then two beneath them with an offset of one tile. then the middle one gets fed from both cable machines. So I was wondering if you just don't like the offset look, for example
@@Arbmosal Ahh I understand, I can see how that would be an elegant setup. There's gaps though, and I spend a lot of time trying to remove gaps!!
I think it's more than just an aesthetical thing. I just love the conveyor belts. I think they are awesome. I want more of them.
But I think it is more than that as well. When something goes wrong it is recorded on the conveyor belt as a gap in the products. So if something goes wrong you will see it. If something was to go wrong in your copper cables, for example, you wouldn't directly see it just by running past. You would have to investigate. If there are problems in any of my bases it is mostly immediately obvious because everything is laid out to be seen. Sometimes I will just run around my base looking for empty conveyor belts because that is normally a good place to start for why there are problems.
Some of your designs are good, but they can be upgraded. If you whats other videos of maga base factori, with bus layouts and balencers you will see a good improvement.
Also look at the 248k mod
This mod add a lot fun to the game.
Also, watch KoS videos, she know a lot about factorio. I have playing factorio for more than 1000 hours, and at the beginning the best way to design your base is thinking wide. You will need a lot stuff, resources, so leave a space, build a mall(place that fabricate all you need to build a maga base) you can go there and grab all the assemblers, inserters, pipes, belts.
I understood nearly nothing :)
But thanks anyway buddy, you`re a pro
Interesting to see someome who doesnt just paste the cookie cutter designs from the internet
720p really?
Dunno, couldn't tell you. This was one of the first videos I made. The surprising thing is that it exists at all.
I'm working on an improved/updated version. What is an evolution of design video if it doesn't evolve?!
Well, i can't watch it, too much mods... this is not even factorio :/
There are two very different approaches to factorio with regards to mods. Absolute vanilla, no compromises, or complete free for all. In essence, if you are adding a single mod then you may as well add a hundred.
And I make timelapses, which requires a mod, so that kinda puts me in the second camp.
@@theotherbigfootYeah, but Vanilla is a reference that's everybody know.
Here you do a tuto... on a modded game that few people can understand :/
@@roupiozclement3501 I made this video nearly two years ago. It was my first attempt at a scripted voiced over video. I had no idea what I was doing, I had never made a video like this before in my life. Did I consider the implications of vanilla vs non vanilla gameplay or the idea that someone would come along two years later and take issue with it? No.
@@theotherbigfoot Ignore this chump, you did a great job. You only used the modded playthrough as an example to describe your concept. 80% of the video was vanilla.